regalado1234

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  1. Hi All:I didn't saw it mentioned before.I've seen that in the real SP-177 variation the Heading Tape are coloured brown, and the Altitude Digits tape are colored Blue.If it could be added, would be great.Thanks a lot for such a an exelent panel
  2. I've chanced the code to !3d! as you told my, and even to !3.0f! but yet I can't get mothing more than a 0.So what could be wrong then?, is the tipe o unit used on the parameter?How could I know what data is behaind any parameter?Here is my code now:%(A:NAV1 LOCALIZER, degrees)%!3d!Thanks a lot for the ideas
  3. Hi All:I am trying to make a gauge that gives my the Course of an ILS (or LLZ).I've tryed whit the NAV 1 LOCALIZER parameter which in the Parameters.doc on Panels SDK is descripted as "Localizer course heading"The idea is that when you select an ILS and it becomes alive, this gauge gives my the Course of the Localizer, for example on PHNL, for RW26L, I want the course of IEPC which is 314, so I could then star to make a gauge that auto set the OBS to the ILS Course.Here is my test code for the moment, I only get a 1 as a response, and I don't Know what could be wrong.%(A:NAV 1 LOCALIZER, degrees)%!s!Yes, it was done ona clock background just by now.Thanks a lot for your help.Helio Regalado
  4. regalado1234

    SCASM PhotoScenery Problem

    You mean programing the runway whit SCASM manually?, up or below the code?How is the resample tool tecnic? mi column width and row height (on 512 x 512 pixel BMP) acording to FSArquitect is 1945 x 1945I have all the coordinated necesary (or the chance to get the coordinates easily)
  5. regalado1234

    SCASM PhotoScenery Problem

    Thanks a lot for the Answer.But How exactly do I create a Hole on the Texture? (for the PAPI I set full black alpha channel, but even so, the PAPI flicks irregulary)I've seen Colaiports SPIM (lima), which is payware, I think they use the same tecnic, but the XML Scenery shows above Photoscenery, so Lights are correctly Shown.Thanks again for the promp reply
  6. Hi All:I have been using the FSArquitec program, from pouksim, which now is free.(or donationware)It have an option to create Photo Texture Grid that alows to have a background imagen, as a ground texture, so if you have a satelite photo or an aereal photo you can put ir easily on FS as a pohotreal texture.But even when I have set the proper alpha channel for the file, (where I set full black to the area where I don't want the imagen replicated on the FS, light grey where I want a semitransparent area basically for the taxyways and runways, and full white for the areas where I want the photo to be shown fully.When I compile the scenery using SCASM (or even FreeSC) the photo texture for the airport show perfect, but the PAPI or the runway lights at night seem to be below the photo texture, or not on the same intensity that the one set, or even flicks when on aproach.I have tried to set the Photo Terrain Grid, in all the layers (1,2 4, 8, 24) posible, but I have no change.The Runway and the PAPI Lights are codified trought the AFCAD on a diferent BGL.I Copy now the SCASM Code for the textures, the BMPS are 16 bit whit alpha (no mipsmaps, 4444 format).; Generated by FS Architect; Version 4.1 build 02; Thursday August 30, 2007; Hand editing this file will not change the Architect document ; from which it was assembled. Header( 1 -12:54:30.028880 -14:34:29.971120 -75:21:42.028906 -77:04:27.971094 ) LatRange( -14:34:29.971120 -12:54:30.028880 ); -----------------------------------------------------------------------------; Textured Grid: Photo Texture Grid 1 Area( b -13:44:39.956586 -76:13:16.192384 40 ) LayerCall( :layer 24 ) Jump( : ):layer RefPoint( rel :TagPhotoGrid 0.304800 -13:44:39.956586 -76:13:16.192384 v1= 65535 v2= 2964 ) RotatedCall( :rot 0 0 0.00 ) Jump( : ):rot LoadBitmap( 0 0 0 0 0 0 Pisco0000.bmp ) Points( 0 -3890 0 -4862 -1945 0 -4862 -1945 0 -2917 -3890 0 -2917 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0001.bmp ) Points( 0 -1945 0 -4862 0 0 -4862 0 0 -2917 -1945 0 -2917 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0004.bmp ) Points( 0 -3890 0 -2917 -1945 0 -2917 -1945 0 -972 -3890 0 -972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0005.bmp ) Points( 0 -1945 0 -2917 0 0 -2917 0 0 -972 -1945 0 -972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0006.bmp ) Points( 0 0 0 -2917 1945 0 -2917 1945 0 -972 0 0 -972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0008.bmp ) Points( 0 -3890 0 -972 -1945 0 -972 -1945 0 972 -3890 0 972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0009.bmp ) Points( 0 -1945 0 -972 0 0 -972 0 0 972 -1945 0 972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0010.bmp ) Points( 0 0 0 -972 1945 0 -972 1945 0 972 0 0 972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0011.bmp ) Points( 0 1945 0 -972 3890 0 -972 3890 0 972 1945 0 972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0013.bmp ) Points( 0 -1945 0 972 0 0 972 0 0 2917 -1945 0 2917 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0014.bmp ) Points( 0 0 0 972 1945 0 972 1945 0 2917 0 0 2917 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0015.bmp ) Points( 0 1945 0 972 3890 0 972 3890 0 2917 1945 0 2917 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0017.bmp ) Points( 0 -1945 0 2917 0 0 2917 0 0 4862 -1945 0 4862 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0018.bmp ) Points( 0 0 0 2917 1945 0 2917 1945 0 4862 0 0 4862 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0019.bmp ) Points( 0 1945 0 2917 3890 0 2917 3890 0 4862 1945 0 4862 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) Return Return:TagPhotoGrid EndAI think that the problem may be here, but don't know where to touch.PS The Scenery is based on Pisco (SPSO) where was the earthquake on Peru and is Freeware.Helio Alberto Regalado MoreiraStar Peru Virtual
  7. regalado1234

    Sample of Manual...

    Hi:I don't want to sound rude, or unpolite, but are there any news about the Manual?Thanks Helio Regalado Star Peru Virtualwww.aerodelperu.com.ar
  8. Hi:I've created an objetc whit EOD for FS2004, and the used it whit FSSC.The problem is that at certaing distance (130 mts) the objects star disappearing.Settings in FSSC for the macro are:V1= 5000mtsV2= 200mtsScale= 1.0Range= 20nmThe EOD object was created at 0.25 fixed scale and the code is:;ASDesign Compatible Macro;Name=muromedianero256 (EOD), Type=EOD , Bitmap=muromedianero256.bmp, ;FixedLength=3, FixedWidth=0, autoscale, ;Latitude, Longitude, Rotation, Scale=1, Density=0, ;Visibility=0, Range=10, Elevation=0, Shadow=1, ; ; Designer: Helio Regalado; Credits: ; Macro generated using EOD 2.2.85; EOD Website: http://www.echos.ch/eod/; ASD Macro (*.scm). Date: 12-05-2006 Time: 20:24:24Area( 5 %1 %2 %7 ) PerspectiveCall( :Pos )mif( %9 ) ShadowCall( :Shadows )mifend Jump( : ):PosPerspective:Shadowsmif( %8 ) RefPoint( 2 :SubEnd 1 %1 %2 E= %8 )melse RefPoint( 7 :SubEnd 1 %1 %2 )mifendSetScaleX( :SubEnd %6 0 14 ) ; Scale=0.25RotatedCall( :Begin 0 0 %3 ):SubEnd Return :Begin Call( :part000 ) ;Wall 1Return;-------:part000; wall - Wall 1Points( 0 -6 0 0 ; 0 -6 8 0 ; 1 6 8 0 ; 2 6 0 0 ; 3)LoadBitmap( 0 6 EF 0 0 0 "muromedianero256.bmp" )TexPoly( 0 0 -32767 0 0 0 0 1 0 222 2 254 222 3 254 0 ) ;FrontTexPoly( 0 0 32767 0 3 0 0 2 0 222 1 254 222 0 254 0 ) ;BackReturnEndAWhere do I have to change in orther that the object is only drawn at less than 5000mts (it's a wall, so no more that 5000mts is nedded), and where do I have to llok in case of other objects.Thanks a lot for the Help
  9. Bob:Hi, my name is Helio Alberto Regalado Moreira, and in the name of Aerolineas Argentinas Virtual, we wanted to thank you for the outstanding job.We also wanted to share you a modified BMP that adds the TCAS.If your are intereset please tell my how to send this BMP to you.(note image has been croped)http://forums.avsim.net/user_files/155245.jpgBAsically we modified your BMP to add the TCAS Frame, and then use the non framed gauge, also we added (but doesn't looks the same) the Transponder of the TCAS.IF your are interested please send my a e-mail to regalado12345 AT hotmail DOT com
  10. regalado1234

    Sample of Manual...

    I offer myself for translating the manual to the Spanish lenguage please contact me at regalado12345 @ hotmail.com
  11. regalado1234

    TinMouse II Repaint Requests Thread

    Here is my repaint: Soon to be uploaded for free download at Star Peru Virtual web page:http://forums.avsim.net/user_files/153037.jpgI'll be painting the entirely Star Peru Fleet (which is already done for FFX model)
  12. Hi:I did not take in advise that the code whas actualy the same (but as you said explained).My problem is that when landing in crosswinds I usualy forget (due to the workload) to disconect the A/TH before land, and that makes trouble becose I start to slow down,but A/TH (usualy Speed mode active) makes that engines run at full power to compensate that.Then I wanted to make a gauge that when the aircraft touch the ground auto-disconects the A/TH, and so, every speed active mode.At the present moment(thanks to your explanation and the examples codes given) I have change the logic of the gauge, in order just to disable at a certain Rad_Alt (A:RADIO_HEIGHT,foot) the Speed Mode (keeps A/TH armed just in Go-Arround Sceneryo)This is my code now: (A:RADIO_HEIGHT,foot) 51 < (A:AUTOPILOT_AIRSPEED_HOLD,bool) and if{ (>K:AP_PANEL_SPEED_HOLD) } Sadly It does not work (and don't know why)Thanks for your AnswersHelio Alberto Regalado Moreira
  13. Hi Tom:The Idea of the gauge is that auto-arm/disarm the A/TH, in this logic:When take-off and pass 100 ft, auto-arm A/TH (later on I will select Speed o Mach -no auto TO/GA available).When Landing, if the plane touchdown (SIM on Ground) it dis-arms the A/TH (and whit that the Speed mode selected disconets).An option that I have been thinking is to replace the SIM_ON_GROUND event, whit something like Rad_Alt is less than 50ft auto-disarm the A/TH.
  14. Roelof:I have tried your code, I works on the fact It does discconect the A/TH when aircfraft lands on the ground, but it does not reconect it when airborne.Also I added to your code (in bounce case :( ), that when Rad_alt is equal or more than 100ft, It connects A/TH, but as said it does not connect.Thanks for your replysCode: (A:SIM ON GROUND,bool) if{ (A:Autopilot throttle arm,bool) if{ (>K:AUTO_THROTTLE_ARM,bool) } els{ (A:Autopilot throttle arm,bool) 0 == if{ (A:RADIO_HEIGHT,foot) 100 >= if{ (>K:AUTO_THROTTLE_ARM) } } }
  15. Hi Everyone:I've been trying to make a gauge tha disconects de Auto Throttle when the aircraft is on groung, but as sooner as it leaves the ground It reactivates the A/TH again (and keeps it active when Flying)I have tried to make a Gauge, but it does not work. if{ (A:SIM ON GROUND,bool) 1 == if{ 0 (>A:AUTOPILOT_AUTO_THROTTLE_ARM,bool) } } els{ 1 (>A:AUTOPILOT_AUTO_THROTTLE_ARM,bool) } If any oe can help my to figure this out, I'll be very happy.Thanks for your answers