Search found 344 matches

by mikew
2024-Feb-05, 10:48
Forum: Development
Topic: ✔️ FIXED BUG: TFXplorer crashes if no audio devices are available.
Replies: 4
Views: 427

✔️ FIXED BUG: TFXplorer crashes if no audio devices are available.

Maybe not the most common scenario on PCs these days, but I ran into it while RDPing a Windows PC without setting up the audio. The symptoms were that I got the 'DirectX SDK June 2010 not installed, so there'll be no sound' message in the first screen. I ignored that as I wasn't interested in sound ...
by mikew
2024-Feb-01, 23:07
Forum: TFXplorer
Topic: API Documentation
Replies: 26
Views: 7415

Re: API Documentation

Thanks to chatGPT, I was (after a couple of hours tracking down some trivial syntax errors) able to replace the generated texture with something loaded in from disk, Next I need to try to make different tiles, so it's not the same tile repeated. That requires a struct of structs I suppose. gonewrong...
by mikew
2024-Jan-28, 21:53
Forum: Development
Topic: Ace Combat levels
Replies: 50
Views: 8265

Re: Ace Combat levels

I don't have a clue, but if I open that file and display it graphically, there appears to be blocks of regularity. This is at 396 bytes per row:
axeac.png
axeac.png (196.97 KiB) Viewed 1741 times
I haven't looked at those higher number directories before...
by mikew
2024-Jan-28, 16:09
Forum: Development
Topic: Ace Combat levels
Replies: 50
Views: 8265

Re: Ace Combat levels

Krishty wrote: 2024-Jan-27, 23:50I don’t quite know what’s going on there, and I am curious about the first byte. It’s a signed number, going from -47 to 52?!
I'd suggest that the first 2 bytes are combined into a little-endian 16 bit number, since the 2nd byte increments when the 1st byte reaches 0xff.
by mikew
2024-Jan-27, 00:19
Forum: TFXplorer
Topic: API Documentation
Replies: 26
Views: 7415

Re: API Documentation

Thanks!
It's how individual tiles are defined/handled I'm having trouble understanding. The example with the 256x256 pixel repeated texture seems to allow an infinite map...or at least I can scroll to thousands of tiles in North and east directions in Explorer mode.
by mikew
2024-Jan-26, 23:28
Forum: TFXplorer
Topic: API Documentation
Replies: 26
Views: 7415

Re: API Documentation

Sorry, I need to ask something trivial... I'd like to expand your example with the orange 1-pixel texture in the 'Rendering Terrain' section by having the colour of a particular tile based on information loaded from disk. So, say we have this 200x200 bitmap from TFX, which is in .bmp format right no...
by mikew
2024-Jan-22, 13:55
Forum: Development
Topic: Ace Combat levels
Replies: 50
Views: 8265

Re: Ace Combat levels

I still can't see anything obvious for 'Time of Day', so tried to see if the sun position could help. Plotting out the sun azimuths and elevations doesn't really help... While all missions with a negative sun elevation are night missions, there are some night missions with the sun high in the sky ac...
by mikew
2024-Jan-21, 20:25
Forum: Development
Topic: Ace Combat levels
Replies: 50
Views: 8265

Re: Ace Combat levels

According to the internet, the first mission 'Awakening' has a feature where if all the primary targets are destroyed within 3 minutes, a second wave appears as a mission update. That time has to be specified somewhere, together with the rules about how the mission ends if those primary targets are ...
by mikew
2024-Jan-20, 23:26
Forum: Development
Topic: Ace Combat levels
Replies: 50
Views: 8265

Re: Ace Combat levels

Heh, I kind of regretted that '24 bit integer' comment, as while they indeed looked like 24 bit integers, it would be unusual if they were used like that.

I should revisit my AC3 parser.
by mikew
2024-Jan-06, 13:01
Forum: TFXplorer
Topic: API Documentation
Replies: 26
Views: 7415

Re: API Documentation

Understanding is definitely going to be the problem as even though your C++ code has the best comments I've ever seen, I struggle with that language in particular and just fixate on things like line 67 where you have: struct UAW_float_XYZ where everything else looks like it should be in the format s...
by mikew
2024-Jan-06, 12:51
Forum: Ready Room
Topic: Radar Cross Section Estimates
Replies: 8
Views: 1468

Re: Radar Cross Section Estimates

In that animation, you can think of the receive beam in the same way where the received echo will be received best when the beam is pointing at that direction in space. The transmit and receive beams don't necessarily have to be the same shape though. You can have more receive beams, so you can simu...
by mikew
2024-Jan-06, 10:36
Forum: Ready Room
Topic: Radar Cross Section Estimates
Replies: 8
Views: 1468

Re: Radar Cross Section Estimates

For a parabolic antenna like in your picture, the receiver will have the same beam shape as the transmitter where the receiver will be most sensitive to signals coming from the same point in space as gets the maximum power on the transmit side. By rotating the antenna, you create a 'synthetic apertu...
by mikew
2024-Jan-05, 21:53
Forum: Ready Room
Topic: Radar Cross Section Estimates
Replies: 8
Views: 1468

Re: Radar Cross Section Estimates

Where's the jamming coming from? If it's the stealth aircraft, then it's blown its cover.
I'm just considering a 1v1 situation with a Radar vs a stealth aircraft. It's usually more complicated than that of course.
by mikew
2024-Jan-05, 21:34
Forum: TFXplorer
Topic: API Documentation
Replies: 26
Views: 7415

Re: API Documentation

If it's easier to document the plane API stuff first then go ahead with that.

I've been looking through 'UAW API.h' and I think I need to go on a programming course.
As far as I know, I've never written a 'callback' function...
by mikew
2024-Jan-05, 16:13
Forum: Ready Room
Topic: Radar Cross Section Estimates
Replies: 8
Views: 1468

Re: Radar Cross Section Estimates

Certainly nicely presented. I've always been a bit sceptical about the effort put into stealth aircraft after hearing some anecdotes about the F-117 not being particularly difficult to track over 30 years ago with 1980s era radars. Since then, I would assume that developments in Radar signal process...
by mikew
2024-Jan-03, 17:27
Forum: TFXplorer
Topic: API Documentation
Replies: 26
Views: 7415

Re: API Documentation

Be sure to have pulled the latest source code version!
That needed more exclamation marks. :D
I missed that step and it didn't go well...
by mikew
2023-Dec-24, 11:13
Forum: TFXplorer
Topic: API Documentation
Replies: 26
Views: 7415

Re: API Documentation

Finally, the stars aligned so that I had a Windows PC with VS and some time to try out your example... ..and it didn't work first time with a crash after a second or so. Might be because I might have last run 'build.cmd' before I installed VS2022, so ninja used the VS2019 toolchain and it was incomp...
by mikew
2023-Dec-22, 13:16
Forum: Ready Room
Topic: We finally made it
Replies: 31
Views: 6694

Re: We finally made it

:(
Both gmail and hotmail could solve this by applying the same filter to their outgoing mail as they do for incoming.
I don't think I've seen a junk email in my gmail accounts.
by mikew
2023-Dec-07, 07:22
Forum: Ready Room
Topic: We finally made it
Replies: 31
Views: 6694

Re: We finally made it

Where am I going to find the best shopping for 'things' and online casinos now? :(
by mikew
2023-Dec-06, 21:37
Forum: TFXplorer
Topic: API Documentation
Replies: 26
Views: 7415

Re: API Documentation

Nice. Let the fun begin... :)