Jump to content
The simFlight Network Forums

WildCard

Members
  • Posts

    171
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by WildCard

  1. I'm not saying there is snow in the game, but this sure looks like it. I went for a screenshoot with a snowflake behind the strip, so that you know it hasn't been overlaid on top. p.s. Just looked at ATControl Joe's video, yep definately a video overlay, the snow in the game engine doesn't move with the camera ie. if you pan the camera to the left in the game, the snow will move from left to right across the screen while you are panning.
  2. Yeah, the left shift is hard-coded. if (Input.GetKeyDown(KeyCode.LeftShift) || (!GetRecButtonState() && mm_shift > 0f)) You counld use a keyboard that allows key remapping, or mouse, or wheel, or etc. https://wtfgadgets.com/usb-big-red-button
  3. You might want to check out these 2 posts. EliGrim beat me to it 🙂
  4. Unfortunately, other than the using the modified tower3d.rec file from EliGrim or from my old post, showing anyone how to modify the compiled files would be against the terms of service. p.s. and you would already need to be a competent coder, which, in itself can take years to learn.
  5. Well, when I first showed that 'new' voice commands could be added nearly 3 years ago and hex edited the files to fix a few defferred runways etc. I was hoping that some of the errors I pointed out would be fixed, as they are really easy fixes to do. At the time I considered using code injection to fix the errors for myself, but never really got around to doing it. A couple of days ago, after reading the wishlist for towerxx, I thought to myself, 'A number of these could easily be added to the existing engine without much effort'. So I started adding them to my copy. Started with getting the game to add the 2 missing defferred thresholds in KLAX, so I could stop having to hex edit the resource file. Then I made the planes land around the aiming mark instead of the first brick. Stopped strobe lights from coming on until cleared for takeoff or lining up. Fixed the smoke effects for the landing gear tires triggering when the nose wheel lands, instead of when they do. noticed a couple of other bugs, but haven't fixed them yet, it's only been 2 days and I need time to 'play test' between fixes 🙂
  6. Interesting, so you should be able to add SHT, BA, SHUTTLE, British Airways, United Kingdom to the XXXX_Airport.txt file to get the BA livery with the 'Shuttle' callsign and SHT tag. Then just need to update all the domestic flights in the XXXX_Shedule.txt file to use SHT and SH*T you can't, you need the IATA code 😇
  7. Just tested it with, FRT, FT, FIELD AIR, Feelthere International Airlines, United States FRT, VL, VALUE, Value, United States Value flights had FRT# (where # is flight number) and identified themselves as 'Value' with value liveries, 'Field Air' was unchanged with there own callsign and liveries. So it is possible to do.
  8. change the line in the XXXX_Airlines.txt file from BAW, BA, SPEED BIRD, British Airways, United Kingdom to BAW, BA, SHUTTLE, British Airways, United Kingdom Of course the International flights will then be called 'Shuttle' as well, but then, you probably already knew that 🙂
  9. Because the last time the airport was edited and released, the pc they were saving it on flipped a coin and decided to serialise the node tree containing S3 out to the xml data file before serialising the node tree containing S1. So when the airport gets loaded from the xml data file it reads in the data containing S3 first and, hey presto, it's now first in the terminals list. Ok, it's probably more complicated than flipping a coin and probably involves linked lists, hash tables, hash trees and maybe even some hashish, but it basically means that if the data changes then the order in which the nodes gets serialised can also change. The order is not something that is set by the developer.
  10. They are not random each time you play the game, they are in the order that the nodes have been saved in the xml content for the airport. What this means is, that if the airport gets edited, then the nodes could be saved in a different order to what they are now ie. random. It would, however, be possible to sort the terminals node list into a specific order once the airport's information has been loaded. I'm not guessing 😉 A simplified version of the current code is: foreach xml node. load road. if road is terminal then add to terminals list.
  11. Terminals are stored in a list and iterated over from first to last until a free terminal is found for that aircraft type and company. The list is most likely generated when loading the XXXX_terminal.txt file, so it may be possible to prioritise terminals by changing the list order. Higher on the list = higher priority. Edit: nope. After looking a bit further, it looks like they are added in the order they are loaded from the airport xml file ie. node order. So essentially random, the order could change everytime the airport is modified. On the other hand, after loading the airport it would be a neat feature to sort the terminals by the order they are in the teminal.txt file. feature request 😇
  12. I'm still hoping that the planes will start landing in the touchdown zone, preferrably near the aiming mark, instead of hitting the leading edge of the threshold. 🙂
  13. Thanks for the report Bullrot. Fixed and uploaded new version, then saw you'd already worked it out :-) After getting sidetracked and playing the game for a few hours, thought I'd better make a new reply here because most people will never notice that the original post has been updated :-) Daniel
  14. You're not going to like the answer... I used OBS :-) Relatively crappy CPU and video card, barely has enough headroom to run the game and capture @ 15 FPS. Two monitors at different resolutions: 1440x900, 1680x1050. Base canvas of 3120x990, the 990 is 1050 pixels - 60 pixels to account for the size of the menu bar on main monitor. Tower!3D Pro running in windowed mode, OBS with 2 Window Capture sources (not Display Capture), one for Main, one for ADIRS, then the usual audio sources. Daniel P.S. Ask Methos about commentary, he's a hell of a lot better than I am ;-)
  15. Hey Methos, Experienced the same thing looking for gameplay videos, recorded a couple of hours last week but hadn't put them up yet :-) KLAX video 1 & KLAX video 2 Found a few interesting ones without voice commands though Tower!3D at KLAX, Tower!3D at KPHL A beginner going through the Tutorial with Tower!3D at TIST, then getting overwhelmed with Tower!3D Pro at KPHL Another beginner but this time with Tower!3D Pro Steam Version at TIST including voice commands. Has some interesting bits that the non-Steam version doesn't, like the medals and Controlled Hours time in the Statistics, as well as a FPS counter at the top left corner. Also has some good advice to watch the command window to make sure the command matches what you said, then later ignores own advice and can't figure out why some things aren't working right. :-) Daniel
  16. Methos, the blurring is from the 'Depth of field' setting under Settings->Advanced Graphics Settings.
  17. Lol, I actually removed that command from the speech to text file because I saw the FAA manual was against it. I have now added it back to mine, and the one I posted because if Australian regs say its ok to live dangerously, then I say it would be un-Australian not to take advantage of it. :-)
  18. It would if I'd been talking about automatic installation, but I wasn't. I was talking about automatically determining the default installation directory, as there will only be one installer to install each addon to either the normal or pro version. For those not familiar with writing installers:- the default installation directory is the directory that is initially shown when running the installer, it may be changed by the user before continuing with the installation. The default installation directory is the text circled in red in the attached picture.
  19. If your going to use a more complicated setup than just a single installation, then you'll have to put up with a slightly more complicated installation process. That process being to change the directory that's shown as default... ...just like you have to now.
  20. Good to know, just got the message that "-force-d3d11" didn't work, was going to suggest re-installing DirectX11 because your new log still says DirectX9 is being used (although it did try to start DirectX11 twice) :-) Maybe the devs will be able to fix the transparency for DirectX9 or, if they don't want to support DirectX9, show a warning dialog saying that DirectX11 didn't start. Have fun playing, I know I have been. Every time I started looking into the cause of a bug, I've ended up playing for a couple of hours instead ;-) Daniel P.S. Pulled these out of the log file for the devs
  21. I probably should start a new thread for this as I consider it a bug and it has to do with the game installer itself and not the addons. Why does the installer install the game in the 32-bit program files directory ('Program Files (x86)') instead of the 64-bit one ('Program Files') when it's a 64-bit only game? No need to answer really, just thought I'd point it out. :-) Daniel
  22. Looking at your log file, my guess was that it's because the game is starting in DirectX9 mode on your graphics card instead of DirectX11 mode. One of the Transparency or Blur shaders probably isn't DirectX9 compatible. I tested this on mine by adding "-force-d3d9" to the command line and got the same magenta colour in the transparent areas. You could try "-force-d3d11" and see if that manages to get your card to run in DirectX11 mode. And the devs can start Unity with the "-force-d3d9" switch to have Unity render in DirectX9 mode. Might help with tracking down the problem.
  23. Hi Craig The default install only has GA for TIST and it's embedded in the asset file, so I only attached a working version for that. Real Traffic has a GA schedule for TIST and KSAN, but as they are text files that can easily be edited, I didn't upload working copies for them. I'll leave that as an exercise for anyone who wants to have working RT GA Traffic :-) Daniel
  24. Hi Vic, Cool, reducing the workload for releasing is always a step in the right direction. :-) Just a suggestion, for the new installers, check the registry to see if "HKCU/SOFTWARE/Feelthere/Tower! 3D Pro" exists (2 spaces in there, one after '!' and one after 'D'). If it doesn't, set the default path to the normal version (I'm guessing it's "\FeelThere\Tower 3D", space between 'Tower' and '3D'). If it does, set the default path to the Pro version ("\FeelThere\Tower!3D Pro", space between '3D' and 'Pro'). This is similar to how I've written install scripts in the past when I've had to deal with different versions in different directories. My preferred method is to store the install directory in a key in the registry, that way even a non-default install directory can be automatically set as the default in the installer. This will definitely reduce the number support posts saying it doesn't work. I've found most users have almost no clue how a computer works, and if clicking the buttons doesn't work, then it's broke. ;-)
  25. Due to a bug in the code that loads General Aviation and Local Flights, no inbound GA flights show up. The workaround to this is to create your own GAandLoacalTrafic.txt file for each airport and remove the space after the comma between the 2 airport codes. "TIST, KLAX," -> "TIST,KLAX," The only exception is if you want local traffic, then leave the space there (local traffic = both codes are the same). "TIST, TIST," Attached is a GA schedule that is the same as the games built in one, but modifies to allow GA and local traffic. The game only has GA/local for TIST, so only one file is need, and it goes in the following directory. Now for the fix. This can't be done by anyone except the developer, so please don't try this at home ;-) In the function Timetable::LoadGA(): To remove the extra spaces after the comma in the GAandLocalTraffic file - replace string[] array = text.Split(separator, StringSplitOptions.RemoveEmptyEntries); with string[] array = text.Replace(", ", separator2).Split(separator, StringSplitOptions.RemoveEmptyEntries); To stop this breaking Local Traffic - replace if (array2.Length == 10 && (icao.Equals(array2[0]) || icao.Equals(array2[1])) && !array2[0].Equals(array2[1])) with if (array2.Length == 10 && (icao.Equals(array2[0]) || icao.Equals(array2[1]))) This code now does nothing and can be removed 'Real Traffic' has it's own quirks :-) To remove extra spaces in RT GA schedules, loop changed to also include 'saycallsign' text - replace for (int j = 0; j < array2.Length - 1; j++) { array2[j] = array2[j].Replace(" ", string.Empty); } with for (int j = 0; j < array2.Length; j++) { array2[j] = array2[j].Trim(); } Cheers Daniel TIST_GAandLocalTraffic.txt
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use. Guidelines Privacy Policy We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.