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Post by hajolippke on Jun 9, 2020 4:17:10 GMT -5
Even "left firing" MGs have an effect that fires towards front:
I had activated the tracer effect for one of my side-firing guns to see if I could observe at which target the gun is shooting.
HAJO
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Post by hajolippke on Jun 26, 2020 9:33:15 GMT -5
I just realized that it IS possible to assign non-weaponized objects to teams or change the team-assignation.
It would - however - be a bit easier if the list could include the "Sim Object Title", so that you can see which object you are dealing with. "Vehicle" is not very telling, and you need to double-click the object to see what it really is.
HAJO
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Post by algrant on Jun 28, 2020 10:17:53 GMT -5
Missing SPECIAL flag
Over the past day or two, I have been editing a couple of the AAA/Flak weapons and I'm seeing an issue with the 'Special' flag. Some of the weapons I was editing have the Flak special flag, this gets removed if I edit the weapon and save as a new weapon the flag is missing and I can't add it back again.
Example: The default KS-30 has the Special flag = Flak. If I just change the name to KS-30x and Add New Weapon, the new version has 'None' in the Special box and I cannot change it back to Flak. I did manage to change it manually by editing the weapon.cfg file and changing the relevant column from '0' to '2'
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Post by hajolippke on Jun 28, 2020 10:56:09 GMT -5
Just out of curiosity: What is the "Special"-flag-feature doing?
HAJO
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Post by Dutch Owen on Jun 30, 2020 6:32:01 GMT -5
Missing SPECIAL flag Over the past day or two, I have been editing a couple of the AAA/Flak weapons and I'm seeing an issue with the 'Special' flag. Some of the weapons I was editing have the Flak special flag, this gets removed if I edit the weapon and save as a new weapon the flag is missing and I can't add it back again. Example: The default KS-30 has the Special flag = Flak. If I just change the name to KS-30x and Add New Weapon, the new version has 'None' in the Special box and I cannot change it back to Flak. I did manage to change it manually by editing the weapon.cfg file and changing the relevant column from '0' to '2' Thanks for that report. It's added to the list of things to check. The 'Flag' invokes special capabilities or processing for a weapon. The 'Modifier' can further refine the way it works. These two fields, and several new ones, are greatly expanded in the upcoming release. Dutch
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Post by algrant on Jun 30, 2020 7:23:50 GMT -5
Min/Max Weapon Altitude values.
I was looking at some of the AAA/Flak Min/Max altitude settings and noticed that in the Edit Weapon Data box the altitude is shown in 'feet'. Some of the values seemed quite low - Flak 37 max alt 5000 (feet) when AFAIK their max effective alt was somewhere around 4,800 Meters. (15,700ft) I ran into an issue when changing the min/max altitudes for Flak88 and also the QF37 Flak weapons. If you attempt to modify the min/max altitudes to Max 20,000 and Min 2,000 it pops up with an Input Error box saying the Max altitude must be greater than the Min altitude. Any value other than 2000 seems to work correctly - for example '200' . If you enter '02000' in the min alt data box then it is accepted and shows up at '2000' in the Weapon Database. I tested a couple of other weapons and saw the same issue with the FIM-19 missile if I tried to change the max\min alt values to Max 12000 min 1200. Again, entering 01200 was accepted. Without doing exhaustive testing, the problem seems to show if the min alt is one zero less than the max alt 20000/2000, 15000/1500, 18000/1800 etc (In each cast these min values can be entered by adding a leading zero 02000, 01500, 01800) Thanks Al P.S. Although I've only recently found FSCAI, I'm loving it. Thanks for all your efforts in getting this to work!
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Post by hajolippke on Jun 30, 2020 12:22:33 GMT -5
So far I preferred to change any settings in the file itself, using Notepad, instead of going into the FSCAI menu.
HAJO
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Post by hajolippke on Jul 22, 2020 15:14:19 GMT -5
Any news about the next update?
HAJO
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Post by Dutch Owen on Jul 23, 2020 14:02:14 GMT -5
HAJO,
Things are at a stop right now because I've been pulled off FSCAI development for a higher priority project. That should last maybe a week or two more then I can get back to FSCAI.
Dutch
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Post by hajolippke on Jul 24, 2020 4:43:37 GMT -5
When I read "pulled off" my heart nearly stopped, but fortunately you wrote that you´ll return to FSCAI. HAJO
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Post by Travis on Jul 28, 2020 18:19:43 GMT -5
Dutch has been seconded by some whirlybird types for a week or three, but he is chomping at his bits to get back to help Captains in their efforts to blow things up. Best,
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Post by xpel on Dec 15, 2020 8:21:07 GMT -5
I found a bug that can cause simconnect stop. All FSCAI effects have the 'AAE_' prefix in effects folder. Some weapons by mistake have the 'AAW_effectname' declared. At the moment that plane drops the weapon, sim freezes & CTD. By correcting the name of the blast effect, problem solves.
Specifically, in SimObjects/misc folders AAW_Bomb & AAW_Tracer, locate the "sim_no.cfg" files and correct the effect name entries there from "AAW_" to "AAE_". Example "AAW_Exp_Grd_MD" to "AAE_Exp_Grd_MD" in bombs folder.
EDITED.
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Post by Dutch Owen on Dec 26, 2020 11:35:54 GMT -5
Thanks for that report xpel, I'll correct the wrong effect names.
Dutch
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Post by xpel on Dec 26, 2020 23:19:37 GMT -5
Another bug I found concerns the .asl scripts. At .asl files containing only points & objects (to be referenced by other asl with /COPY), last object at the bottom of the list, doesn't spawn. I compensated that with a "dummy" entrance at the bottom, so object before the last entry, spawns normally.
There is also an issue with cameras (not a bug). I had scripted action cameras attached to the AI planes, so that when an SBD had the fscai effect "smoke_burn_MD" attached - meaning it was hit & going down - apart of the voice over "I'm hit !", a picture in picture camera to that AI was activated to present the action. In P3D, such scripted cameras, are saved and you can turn'em on full screen at any time by left klick -> custom -> choice of camera (I made the video such a way). The thing is, that when you revert camera from user to an AI, the FSCAI action that was taking place with that AI is canceled. Example : smoke_burn effect ceases and plane doesn't crash, or bomber doesn't drop the bomb. Saying that, I'm not 100% sure that this is the case with cameras switch to an AI and FSCAI's functionality. Further investigation needed.
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Dutch, two pointers finally :
1. Witch effect/s when attached to a plane it will surely crash - shot down ? Is the one I'm talking about above ?
2. When a fighter disabled from enemy AI fire, which smoke effect is attached ? (I want to acript these events also).
Thank's for this great program !...
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Post by xpel on Jan 13, 2021 9:55:24 GMT -5
Bug report :
1. If ai is casting flares and sam is about to launch against it -> CTD (Sams are infrared currently in fscai).
2. If i spawn sam vehicle without asl script (ie, P3D Scenario), SA Missile works ok. . If I spawn in asl script, either doesn't fire (explodes) or malfunctions. Has something to do with recon stage area. Since when missile hits the enemy AI, the sound of reachibg the target area is triggered (while I'm landed at my base). and fscai screen shows outbound
3. AAW_Missile object, has effects declared in aircraft.cfg that don't exist in effects. Correction, doesn't resolve above problem.
4. Weapons database doesn't save properly changes. Reverts to previous values and manual editing is needed. This bug must have been mentioned before.
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