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Thread: NTTR Mission: Public Release

  1. #31

    KOVIC


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    Yes the "sand pits" were removed on purpose for the moment.

  2. #32
    GOMER 2 Noodle's Avatar
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    As Snoopy said, the sand/dirt backgrounds were removed. This was done for two reasons: first, the backgrounds were redundant when used on sandy terrain such as that found in the NTTR module; and second, ED's changes to the rendering engine has caused continuing issues with transparency and z-buffering--the two techniques necessary to make the backgrounds work.

    I realize that this may reduce the conspicuity of targets when they are placed in grassy areas such as those in the Caucuses, but until ED starts properly documenting its exporter tools and/or providing some warning when/what changes will be made to the rendering engine, the backgrounds will not be re-added.

    I'm exploring the possibility of using other techniques to provide a similar effect, and also the possibility of providing alternate color schemes for some targets to increase conspicuity. More news about that when the next update is ready.

    Edit:

    No changes were made to the strafe pit's collision model, so there should be no change in behavior. The collision model accurately represents the dimensions of the DA-3/J "Acoustiscore" system employed on Air Force ranges. The area scored is, essentially, a half-oval measuring 17ft wide and 23ft tall located at the target line. I even accounted for the 50% hit detection rate which occurs on the outside 18 inches of the oval.
    Last edited by Noodle; 28Dec16 at 01:04.

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    Beamrider (29Dec16), FUMES (28Dec16), Snoopy (28Dec16)

  4. #33
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    " No changes were made to the strafe pit's collision model, so there should be no change in behavior. The collision model accurately represents the dimensions of the DA-3/J "Acoustiscore" system employed on Air Force ranges. The area scored is, essentially, a half-oval measuring 17ft wide and 23ft tall located at the target line. I even accounted for the 50% hit detection rate which occurs on the outside 18 inches of the oval."

    Soooooooooo...What You're saying is...I just suck.



    Actually this is great information. I'm gonna assume the "Target Line" is the vertical plane in line with the berm protecting the microphone...

    Thanks for the response sir. You guys are doing great things for the community.

    Beamrider.

  5. #34
    GOMER 2 Noodle's Avatar
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    Hey beamrider,

    The target line is actually the plane on which the parachute hangs, 72 inches (6 feet) beyond the transducer. The transducer itself is 32 inches (2 feet 8 inches) beyond the berm.

  6. #35
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    Gentlemen,

    First things first...Thank You. I don't know how many man hours you have invested in this but to simply give away your hard work speaks volumes about what kind of people you are and your commitment to the flight sim community.

    Could provide a little insight into what's happening with the various MOOSE scripts being loaded and how you envision using triggers to activate specific aspects of the map as necessary.

    Beamrider
    Last edited by Beamrider; 23Jan17 at 17:08.

  7. #36

    Da FAC?


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    Hey Beamrider.
    The MOOSE script that is loaded in the mission, is the MissileTrainer script that was created by Flightcontrol, and is using the the MOOSE framework.

    The script will monitor missiles being fired towards your aircraft, and will remove them when they are about to hit you.
    You can find more info about the scrpt here: https://forums.eagle.ru/showthread.php?t=166999 and about the MOOSE framework here: https://forums.eagle.ru/showthread.php?t=138043

    Providing CAS when you're all out of HUA!

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  9. #37
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    Hey guys- as mentioned over on the ED thread: Thank you for all the work you put into this project as well as the public distribution. It's outstanding.

    In talking about some of these scripts- are they currently configured only on the aircraft that you placed in the game or is it "client" / "blue" aircraft dependent? I'm just wondering if I place new aircraft as they become available if they will still be tracked by MOOSE.

    Whoops- answered my own question with that link you posted Stuka...

    local Trainer = MISSILETRAINER
    :New( 200, "Trainer: Welcome to the missile training, trainee! Missiles will be fired at you. Try to evade them. Good luck!" )
    :InitMessagesOnOff(true)
    :InitAlertsToAll(true)
    :InitAlertsHitsOnOff(true)
    :InitAlertsLaunchesOnOff(false) -- I'll put it on below ...
    :InitBearingOnOff(true)
    :InitRangeOnOff(true)
    :InitTrackingOnOff(true)
    :InitTrackingToAll(true)
    :InitMenusOnOff(false)

    Trainer:InitAlertsToAll(true) -- Now alerts are also on


    Is this the general configuration you're using?
    Last edited by ENO; 24Jan17 at 19:46.

  10. #38

    Da FAC?


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    Hey ENO, welcome over here.
    The missile script of MOOSE will track every missile aimed at clients. You can add clients at will, and it will be functional.

    Providing CAS when you're all out of HUA!

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    ENO (24Jan17)

  12. #39
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    Thanks for these chaps.

  13. #40
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    Stuka,

    Is there an updated target list with descriptions and DMPIs for Version 3.1?

    Beamrider
    Last edited by Beamrider; 29Jan17 at 06:01.

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