Dirk98 Posted April 28, 2013 Report Posted April 28, 2013 Hello, Is ZapSound On by default? Also, if I want to change it from firework.wav to say piston_fail.wav what is the correct format? Thanks, Dirk.
Dirk98 Posted April 28, 2013 Author Report Posted April 28, 2013 Hello, Is ZapSound On by default? Yes it's On and it sounds real good, like playing a third person shooter. Which is the right facility and values to use for zapping ai on your runway when you are landing on final? Thanks, Dirk.
Pete Dowson Posted April 28, 2013 Report Posted April 28, 2013 Is ZapSound On by default? Also, if I want to change it from firework.wav to say piston_fail.wav what is the correct format? As documented in the Advanced user's guide. Just change the name. Which is the right facility and values to use for zapping ai on your runway when you are landing on final? The default Zapper works well for me. Otherwise please yourself. The parameters are documented. Regards Pete
Dirk98 Posted April 28, 2013 Author Report Posted April 28, 2013 As documented in the Advanced user's guide. Just change the name. The default Zapper works well for me. Otherwise please yourself. The parameters are documented. Regards Pete Pete, I posted my question after reading this: ZapSound: This defines the sound to be used when the FSUIPC control for AI traffic deletion (the “Traffic Zapper”) issuccessfully applied. This must be the name of a WAV file in the FS sound folder, the default being ‘Firework’. If you do not want a sound just set it to ZapSound=None. However, the reason for the sound is so that you know something has been Zapped. FSUIPC cannot tell what you can see, and the aircraft which is zapped may not be in your display so you may not see it disappear. So, would ZapSound=piston_fail.wav be right format wise? By "default Zapper" you mean Traffic Zapper I guess? So, when you are on final and ai is on your runway below, is it affected by ZapAirRange=1.5 or ZapGroundRange=0.25 when using Traffic Zapper? I'm trying to figure out which value to play with for this situation. Thank you, Dirk.
Pete Dowson Posted April 28, 2013 Report Posted April 28, 2013 So, would ZapSound=piston_fail.wav be right format wise? Yes, or just ZapSound=piston_fail, as the example for 'Firework' shows. Why do you think the documentation doesn't tell you? By "default Zapper" you mean Traffic Zapper I guess? I mean the traffic zapper with the DEFAULT settings. You asked what settings, not what zapper! ;-) Naturally the defaults are set to the values I found were best, so that's why I use them. So, when you are on final and ai is on your runway below, is it affected by ZapAirRange=1.5 or ZapGroundRange=0.25 when using Traffic Zapper? Are you in the air then? Doesn't that tell you? It isn't complicated. You seem to be making it so. Air = you are in the air, Ground = you are on the ground!!! Regards Pete
Dirk98 Posted April 28, 2013 Author Report Posted April 28, 2013 Are you in the air then? Doesn't that tell you? It isn't complicated. You seem to be making it so. Air = you are in the air, Ground = you are on the ground!!! Right! :D To some reason I thought Ground / Air referred to AI not myself. Thank you very much. Dirk.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now