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Everything posted by swambast
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Yep, thanks guys...I did get that far, but wasn't sure what values would have the most impact...i.e., "Saturation?" [RangedControl006] AxisControl=CAMERA_YAW_AXIS MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=22.000000 Saturation=75.000000 ReverseJoystick=FALSE MouseScale=0.250000 UseMouseRate=TRUE ReverseMouse=FALSE LimitValue=FALSE SelfCenterRate=50.000000 KeyControlRate=2.500000 AllowKeyControl=TRUE IncreaseControl=CAMERA_YAW_RIGHT DecreaseControl=CAMERA_YAW_LEFT CenterControl= [RangedControl007] AxisControl=CAMERA_ZOOM_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=22.000000 Saturation=75.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=FALSE SelfCenterRate=100.000000 KeyControlRate=5.000000 AllowKeyControl=TRUE IncreaseControl=CAMERA_ZOOM_IN DecreaseControl=CAMERA_ZOOM_OUT CenterControl=
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September 2009 Updates: For Starters – Two Functional Enhancements fulfilled out of respect for Wrench: 1) Toggle Display Debug Status: shows current status and offers one click toggle on/off debug updates (simply updates the entry in your Huddata.ini file): 2) Create Test Missions for any Target Area!: Create an instant Test Mission for any Target Area (which also writes the output conveniently right into your Missions folder). The actual Mission body/text is also fully customizable if you do not want to use the defaults…! See screenshot below. Better integration with FSSC: now STT reads FSSC registry settings allowing quicker access both to and from most recently used FSSC files allowing for one-click loads Improved user interface: automatically jumps to the last object changes in your objects listview (no longer requiring you to scroll down to the bottom of the list) The “featured attraction” of this version: Greatly enhanced .INI Flexibility! Delete Target Objects: Now you can delete target objects out from ANY row, and STT in real-time will dynamically update the Target Object #s to maintain proper sequencing! Save .INIs how you want: Make “on-the-fly” changes to Target Areas such as adding or deleting objects and benefit from the real-time numeric sequencing updates, and then with just one click save/merge them directly to your _Targets.INI file or even create a “Single Target Area .INI file” allowing you to instantly load up just that one area next time instead of the entire _Targets.INI list! Real-time “Mission Position” calculator: allows you type in target object x/y offsets, or if you need to translate target object x/y offsets, just type in their respective X/Y offsets and STT will dynamically report out their respective mission position coordinates for the area. And, as you add the new target objects into your .ini, STT will also conveniently write out a comment for that target object entry allowing you to easily cross-reference their values. Example Output: //Target[001]=Position Coordinates 496735,830163 Target[001].Type=S-60 Target[001].Offset=-19265,22163 Target[001].Heading=0 Ad-Hoc Mission Editor to quickly replicate GroundMissions: Used to very quickly add another GroundMission that already exists in the current Mission File - that is, you want to make a copy of it but want it to be in a different position. For example: you want to quickly add more AAA into an existing mission file, and that mission file already has an existing AAA entry you would like to re-use: Click the "Open Mission File" button, and load your Mission File. Type in your X/Y Offset Coordinates and Heading. Click the “Tgt Object” drop down and scroll through your GroundMission entries – note that STT in real-time updates the GroundMission entry with the proper Position coordinates and it appears in the next viewing textbox. When you find the one you would like to copy, click the button "+ Add Entry to .MSN" button and then just click the "Save Mission" button! Done in seconds! Also, ever really liked a mission and maybe wanted to include some of the ground objects as a permanent part of that TargetArea? No...? Well, I have...LOL...anyway, so I made a GroundMission Output Log - it allows you to load up any MissionFile and instantly extract all of the GroundMission entries from it, and the value-add is that it converts all mission coordinates into their proper X/Y offsets!!! Here is an example: GroundMission Output Log Generated at: 09/10/2009 4:03:46 PM Target Area Name=091 Da Nang Air Base Target Area Position Coordinates=636000.00,492000.00 Mission .MSN Source File Loaded: C:\SJSv7_Test_Mission.msn ----------------------------------------------- //Target[001]=Position Coordinates 496735,830163 Target[001].Type=S-60 Target[001].Offset=-139265,338163 Target[001].Heading=0 //Target[002]=Position Coordinates 496735,830163 Target[002].Type=S-60crew Target[002].Offset=-139265,338163 Target[002].Heading=0 ...etc. Here are a few screenshots, enjoy!
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...today of the victims, heroes and memories of America's 9/11 that changed our Lives forever...may we never forget.
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Umut, that is a great idea - I think that is exactly what I will do then! Great suggestion... Yes, I am almost positive that is correct - it will only render the last properly sequenced entry. That sounds like the way to go...I'm going to move forward with this idea, always good to have options...right?
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Thanks for the update! So, I guess at this point my question is this: is there any value in performing such an "integrity" check? Even though I have it coded to use an array, obviously this will come with a slight performance hit and if it only impacts a minority of "old" .INIs would it still be valuable? I'd like to hear your opinions, and appreciate the feedback.
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Paul, thanks for the prompt reply - I kept double-checking my code and my files and questioning whether it was right - I guess you just confirmed that. That is really an interesting find to me - I wonder if future .INI entries are also incorrect such as in the new SF2V? Would be great is someone could check the new .INIs! Here is the rest of my array error report, and you can clearly see the common trend of where multiple errors are made due to attempting to copy/paste erroneous target area entries: Sequencing Error in TargetArea114: Gia Lam Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea116: Kep Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea117: Khe Phat Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea118: Kien An Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea119: Na Son Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea120: Noi Bai Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea121: Quang To Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea122: Quon Lang Airfield - Last Tgt Object was 050 but was expecting 044 Sequencing Error in TargetArea123: Vinh Airfield - Last Tgt Object was 050 but was expecting 044 I think I will also post my findings at the Thirdwire forums just to let TK know...and maybe even just use STT to fix all the errors and send him the updated .INI file. I guess he would really appreciate that...?
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Hi all, I am currently adding some very complex error array checking within my Swambast Target Translator program. It basically parses out all areas and checks for proper target sequencing for every single target area. Now, I use a lot of test VietnamSea_Targets.INI files, so was not surprised to see at first a lot of errors pop up. BUT - when I loaded what I thought was the original VietnamSea_Targets.INI directly extracted from the Master VietnamSEA.CAT Extracts for Patch 8.30.06, I was VERY surprised to see STT report out errors!!! Anyway, is it at all possible that TK shipped the original VietnamSea_Targets.INI with errors - or did something go wrong with my CAT extracts...? Can someone kindly please double check this for me, using the VietnamSea_Targets.INI directly extracted from VietnamSEA.CAT for Patch 8.30.06? Here is JUST ONE EXAMPLE (there are other TargetArea errors reported out as well) of the STT error: "Sequencing Error in TargetArea123: Vinh Airfield - Last Tgt Object was 050 but was expecting 044" and when I review the VietnamSea_Targets.INI, sure enough here is what I see: [TargetArea123] Name=Vinh Airfield . . . Target[042].Type=blastshield Target[042].Offset=518.60,-221.40 Target[042].Heading=270 Target[043].Type=blastshield Target[043].Offset=518.60,-295.60 Target[043].Heading=270 Target[050].Type=vBarrack1 Target[050].Offset=621.86,-226.03 Target[050].Heading=90
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Sound File Formats
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hmmm, no good on that. Trying to think outside the box on ideas to get the voice chatter to continue persistently without pausing and re-looping, but I'm really running out of ideas fast...has no one been able to solve this? It sure is a lot more difficult than I anticipated... -
Sound File Formats
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks as usual Fubar - that explains why the sound "cuts" out and puts an end to that attempt. I originally spliced together two sound files: first the gear sound and then the voice chatter file. My intent was to allow the chatter to continue without being "reset" all the time as happens when assigned to "windloop" or "jetwhine" or whatever. I went so far as to thinking I could assign a "Voice Comm" into the _LoadOut.ini file, and you can turn on the voice comms by "dropping a bomb" etc. but I man, that is getting ridiculously complex and a little over the top. Have any ideas or thoughts on how to solve this one...? -
I am sorry for posting this again, but I everytime I search on the forums I don't get a return...(i.e., "sound" = "No results found for 'sound'."????). Anyway, for the original WOV, what are the sound file format requirements (i.e., 16-bit, mono, etc.). I am trying to make a new "Gear" sound, I can get it into the game, but it does not play the entire length of the .WAV file for some reason...any ideas? Bad format, internal limitation, etc.???
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Hi all, I'm flying the F-105D and the amount of damage I am getting while doing some Flak testing over Thai Nguyen is insane. I get hit 8 times by 37mm ZP-39 cannons, and then ripped again 3 times on by 57mm S-68 cannons and then...1 more hit finally takes me down. Huh? I find that is typically the case...how can I adjust the amount of damage the aircraft will sustain? Thanks!
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Hi ya, need help figuring out what the end values would be a target offset by both the x/y axis so it properly calcs X1/Y1, X2/Y2, X3/Y3 and X4/Y4. And, I believe the first known variable you would have to determine is what the offset value would be using a point of reference (say placing an object in a 0,0 centerpoint using a 50x50 meter dimension)...
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Alright guys, I'm sorry I've just never been good with math/geometry and my regular knowledgeable resource experts are unavailable right now, so I'm turning to the community for help with some calculations/formulas. I'm trying to determine a formula (based off Pythagorean's Theorem) for calculating displaced center-point object offsets. For example: Inputs: X Offset and Y Offset Coordinates (example: 0,0) X Offset and Y Offset Distance (example: 38,0) means target center actually sits 38M to the East/Right wherever placed, and therefore has a displaced center-point offset of x=38 Target Width (example: 10) Target Height (example: 25) Output Returns: X1/Y1 = 33.00,12.50 X2/Y2 = 43.00,12.50 X3/Y3 = 43.00,-12.50 X4/Y4 = 33.00,-12.50 This is an easy example! Where things get complicated is when the target object has BOTH an X and Y Offset Value. If anyone has strong mathematical and geometry skills and would be willing to help, please send me a Private Message. Thanks for reading. Thanks much, Swambast
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Interesting you should say this Julhelm, that is one of the topics Diego and I spoke about previously. In fact, Diego was very, very kind as to grant me for personal use his fantastic sampans. Everyone knows that the Vietnam Rivers were thoroughly congested with river traffic: "Swarms of boats, of all shapes and sizes were bobbing around." I hated the fact that the rivers had one or two white Sampans floating around, and decided to make them more realistic, more busy, more lively. Due to Diego's generosity, here's what I've come up with...Imagine if he would grant us permission to use his incredible "people" - more possibilities and other areas could get a more realistic overhaul, especially the airbases...!
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Guys, one of the ways we can pull this all together, and yes I could volunteer to do this, is to create a custom Installer! We could package all the work being done together (e.g., the .LODs, _Type.INI entries, etc.). Then, I could do some custom coding on the Installer and there we go - if it doesn't work out for you, just uninstall. Maybe in the long-term this would be an easy way to bring this altogether...?
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SoulFreak, that is an absolutely INCREDIBLE find...great work!!! Don't forget this one too for industrial vehicles located here, and make sure you use the arrows on the right/left side of the pages to naviage: http://dmi.chez-alice.fr/modelstruck1.html You Modders, SoulFreak really hit the motherload! These I think are in Lightwave format and need to be converted, and perhaps appropriately camo-textured, any volunteers willing to step up? Here are some real previews of what is possible...!!! WOW!!! RavenClaw and AmokFloo - GO, GO, GO!!! Thank you for your efforts on this!
