Author Topic: BMS-099  (Read 2117 times)

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Andreas

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BMS-099
« on: November 27, 2003, 15:36:54 »
http://benchmarksims.com/

http://benchmarksims.com/benchmarksims/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=77
(8.14 MB)


Changelog:

BMS 0.99 Out     2003-11-27 01:31:17

   

CHANGES SINCE 098 BETA

JAM:

+)) RealWeather Changes:

 - Campaign: Campaign weather is now dynamic. When you start a new campaign, a random weather condition will be generated, along with proper temperature and wind speed. The weather will gradually change over time, a maximum of once per day. Furthermore, temperatures and wind speeds should drop during the night, to go back up the day after. When you save a campaign, the current weather at that point in time will also be saved. If you don't like the generated weather condition, go into Graphics Setup, unlock the condition from the new weather list box, and select a new one. From that point on, the campaign will go dynamic again.
 - TE Weather: On loading up an old TE, F4 will now generate a random weather condition. You may select a different condition per above instructions. TE's saved with BMS 099 or greater will retain the current weather condition
 - Instant Action: Instant Action will use the current weather condition listed in the Graphics Setup weather listbox. This value is now sticky.
 - MP: The MP weather implementation has been totally rewritten. Unfortunately, this means that BMS is no longer compatible with the SP3.exe.
 - Bug Fixes: All known bugs have been fixed, including rain above the overcast layer, bad weather lighting turning night into day, Preview CTD's, etc, etc.
+)) An elusive, but IMHO major bug in the SP3 code has been fixed. For some reason (DB errors?), objects without sensors may spike the player, and this caused a CTD. Why? Because the code would walk the object's sensory array, even when the object had no sensors, or the sensor array pointer was uninitialized.

Saint:

+)) TWS cursor attach bug fixed.  Cursor will no longer stay attached to targets when radar lock or designate is broken, or gimbal limits have been exceeded.  
+)) Helicopter AI will now fire Hellfires at the correct stand-off distance.
+)) DBS2 magnification corrected to reflect the area between the tick marks in DBS1 mode.  DBS2 now provides greater magnification (64:1 instead of 8:1).
+)) BARCAP station area increased to 50NM.  Please note that you must request and receive permission from AWACS to leave your station area for the mission to be a success.  According to MPS standards, you must remain in station area (now 50NM), complete station time, and ask permission to leave.  If you request relief before station time is completed, AWACS will give permission if you are "Bingo" fuel (that is calculated at internal fuel/3) or if you are out of missiles.  If conditions are met, AWACS will grant you permission to leave. If you don't get that permission, don't leave until you do.
+)) Added center-point to the gun strafe circle.
+)) Added STRAF mode to the A/G cycle (shift-/ while airborne). Now cycles CCRP-CCIP-DTOS-STRAF.
+)) Adjusted STRAF in-range cue line to work when within 8000 feet to reflect PGU-28 bullet type.
+)) Non-F16 aircraft will no longer retract their speedbrakes to 43 degrees when gear are down.  This is now F-16 specific.
+)) Campaign waypoint speeds are now a direct conversion from the database.  The Unit->movespeed is in Kilometers (PER MPS) and is then converted to NM by the waypoint code.  Previously, the code was subject to various percentage calculations that made it difficult to accurately set the desired waypoint speeds.  The percentage reductions have been removed and now what is entered in movespeed using F4browse will be what the waypoint speeds are set.  Also note that Falcon does a KCAS conversion of the waypoint speed to account for differences in waypoint altitudes.  If the DB is set in KM to give 350 knots after conversion, that 350 knots is the Sea Level speed.  The KCAS conversion will reduce that speed in the waypoint boxes per altitude.  Also the waypoint error checking code is now based on a percentage of movespeed (30% above or below).
 
+)) Fixed aircraft flying with flaps down during waypoints.  Aircraft will raise flaps > 200 VCAS.
+)) Aircraft stuttering (0.5 second lurches) when player in A/G mode is fixed (Credit Wombat, assist from Saint).


mdoran:

+)) MAL/IND button now plays all VMS words once each while you hold the push button (release the button and the litany will stop). Any one got a gear horn sound sample?? ;-) Also added a bit to the shared memory to indicate if the Autopilot is engaged or not. Useful for driving the correct sort of magnetically held toggle switch if you have one for a physical cockpit MISC panel.
+)) Updated sound code to allow the VMS system to play the test message on the ground but if and only if the MAL/IND light is pressed. Code updated to use the proper sample that has Betty say all the words in her vocabulary once each for the test. Thanks for Mirv for the sound file and to MRivers for inserting it into the sound effects set.
+)) Adding new key commands for placing the following switches directly in their "up" or "down" positions:
 
 Trim AP DISC
 Alt Flaps
 LEF Lock
 Fuel Door
 Master Fuel
 
See Cockpit Builder's guide in the docs directory for more details.

+)) Added a bit to indicate whether autopilot is engaged or not. Adjusted the "ALL" enum items to only include the bits that represent lamps. These items are used by the MAL/IND test function; changed the names of the enum items to make it clear that they are just for lamps.
+)) This revision should fix the bug that dates back to SP3 where the Autopilot would pitch up violently as the aircraft lands if at any time during the preceding flight the autopilot was engaged into pitch attitude hold mode and then disengaged.  This was actually sort of hard to do in SP3 since you had to work at it to get the AP into pitch attitude hold mode at all.  Earlier revs of BMS made selecting pitch attitude hold mode rather more simple and rather more likely so it seems more people encountered this bug.  Please try this fix and let me know if you have any problems with it.  By the way, this bug could also be seen in flight if you let speed decay and then commanded high AoA with significant back pressure...this could result in nearly instant deep stall at most unexpected times (like turning fights).  Of course you shouldn't let your speed decay like that (;-) so you may never have seen this and again the likelihood may be low given that you would have to have selected AP pitch hold mode and then turned off the AP again before you go into this low speed, high-ish AoA situtation.
+)) UHF related radio fixes: UHF panel controls should only affect the COMM1 UHF radio, not VHF COMM2.  UHF function knob does nothing now; instead the UHF panel channel controls are activated when the AUX COMM panel CNI switch is in "backup" (per the real jet).  The reverse video for transmitting should work properly in all cases now (it used to only get drawn highlighted properly if the UHF radio was displayed in line one of the DED).  There is still one annoying problem: you must manually cycle the UHF radio channel at least by one channel before it will transmit at all; not sure how to fix that one (yet? ;)
+)) Cleaned up the landing config test and also fixed a minor bugette in the landing gear handle processing -- should now show the sh.mem status bit as active with the gear moving down as well as up! ;)
+)) Added explicit commands for CNI knob, TACAN domain toggle switch, MPO toggle switch, gear up/down and CAT I/III. Made CNI knob take care of UHF channel change source (UFC or UHF panel) and made UHF function knob do nothing (since its real function isn't currently modeled in the game).


mrivers:
+)) Custom code for Doppler sounds. DirectSound was unreliable.

+)) New sound table with new flags:

 SFX_POS_SELF     = 0x00000400, // external sound that originates from self, can be heard at full volume inside, and externally attenuated
 SFX_POS_INSIDE   = 0x00000800, // sound can only be heard when it originates from self while inside the pit.
 SFX_FLAGS_CONE   = 0x00001000, // sound has a sound cone

+)) A new method of playing the engine sounds is available, but still needs tweaking. The roaring sound, "AB sound" isn't just used  while in AB anymore, it is played at high RPM - New falconsp.cfg variable:  g_bNewEngineSounds (0/1) changes how the engine sounds.

+)) CTD fix when calling Declare.
+)) Hardcoded 3d sound and old algorythm to ON.

tom2:

+)) Ïmproved AI landing rollout (hopefully no more Afterburned Dragchutes)
+)) New Keystroke: SimRandomError (generates a random aircraft system failure) Put the following line into your config/keystrokes.key (using NotePad) to map this function to e.g. Alt-x: SimRandomError -1 0 0X2D 4 0 0 1 "Sim-RandomError"

wombat778:

+)) Should have really fixed the issue of the HUD being too high in the full screen hud mode in 1.25 ratios.
+)) Changed to a cleaner, hopefully more reliable method of implementing the FF center fix.
« Last Edit: November 27, 2003, 15:38:17 by Andreas »
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Clark

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Replying to Topic 'BMS-099'
« Reply #1 on: November 27, 2003, 17:32:43 »
Och den är riktigt bra. De flesta buggar som introducerades i .99 är fixade, så nu är vädereffekterna riktigt bra. Och med tanke på hur LO:MAC flyter på min maskin, så lär jag iaf hålla mig till Falcon ett bra tag till...

Jag har dock fått lite CTDs i UI, men annars funkar det mesta.

/C
Clark

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Mr Jim

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Replying to Topic 'BMS-099'
« Reply #2 on: November 29, 2003, 13:00:27 »
Inkompatibel med SP3.exe, betyder det att man inte kan köra med sp3 i botten längre? *förvirrad*
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Clark

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Replying to Topic 'BMS-099'
« Reply #3 on: November 29, 2003, 15:09:55 »
Nej, det betyder att när du installerat BMS så kan du inte längre använda FalconSP.exe utan måste använda F4-BMS.exe. Innan så gick det att köra FalconSP.exe, trots att man naturligtvis borde använda F4-BMS.exe.

/C
Clark

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weezer

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Replying to Topic 'BMS-099'
« Reply #4 on: November 29, 2003, 18:11:21 »
För att klargöra ytterligare ett snäpp...Det gick i tidigare versioner falla tillbaka till "original" SP3 genom att launcha Falcon med FalconSP.exe...nu mer går inte det...när man väl installerat BMS är det BMS som gäller...

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weezer

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Replying to Topic 'BMS-099'
« Reply #5 on: November 30, 2003, 03:16:21 »
Absolut korrekt...De två versionerna är INTE kompatibla vad gäller Multiplayer..
Så sant Ctrl, så sant...Jag hade nog lite för bråttom..ber så mycket om ursäkt om jag farit fram med osanning och orsakat förvirring i lägret...

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Clark

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Replying to Topic 'BMS-099'
« Reply #6 on: November 30, 2003, 12:47:11 »
Nu ska du inte ta på dig det här själv Weezer, det var ju jag som drog igång det från början... :)

Tack Ctrl.

/C
Clark

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