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Revised Military Macros


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#1 IBtheSarge

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Posted 05 December 2004 - 10:47 AM

Abacus' Flight Simulator Design Studio v2.24:

Posted Image

Posted Image

Posted Image

Also in design:
MIL-Cargo_Hgr_v2.api (for C-5, C-17, C/KC-130, KC-135, C-141)
MIL-ATC_Fac_v1.api (joint Control Tower and RAPCON facility)
MIL-GCA_v1.api (mobile GCA trailer)
MIL-Wg_Hq_v2.api (revised Wing Headquarters building)

Edited by sarge, 06 December 2004 - 08:14 AM.


#2 notadrater

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Posted 05 December 2004 - 10:48 AM

The sarge, at it again! Nice work!

#3 IBtheSarge

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Posted 05 December 2004 - 11:18 AM

drater, on Dec 5 2004, 11:48 AM, said:

The sarge, at it again! Nice work!
Once the other four macros are designed, I'll make them available to anyone who wants to use them FOR FREEWARE SCENERIES ONLY!!!!!

#4 IBtheSarge

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Posted 06 December 2004 - 08:13 AM

Looks like there will be more than 7 new macros; when I got to the cargo/transport hangars, I realized that more than one would be needed to REALLY stock an airbase:

Flow-Thru Cargo/Transport Hangar
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Flow-Thru Cargo/Transport Hangar with Maintenance Shop attached
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Taxi-In Cargo/Transport Hangar
Posted Image

And the new joint ATC-RAPCON facility
Posted Image

Edited by sarge, 07 December 2004 - 03:21 PM.


#5 WarrenGmon

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Posted 06 December 2004 - 08:49 PM

Wow, pretty impressive Sarge :D

Going to make the doors animated? Hehe...

#6 IBtheSarge

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Posted 06 December 2004 - 10:23 PM

WarrenGmon, on Dec 6 2004, 09:49 PM, said:

Wow, pretty impressive Sarge :D

Going to make the doors animated? Hehe...
Soon as I master all the XML and Library Objects file stuff Jeff has given me.   :o

#7 notadrater

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Posted 06 December 2004 - 10:25 PM

sarge, on Dec 6 2004, 08:13 AM, said:

Looks like there will be more than 7 new macros; when I got to the cargo/transport hangars, I realized that more than one would be needed to REALLY stock an airbase:

Flow-Thru Cargo/Transport Hangar
Posted Image

Flow-Thru Cargo/Transport Hangar with Maintenance Shop attached
Posted Image

Taxi-In Cargo/Transport Hangar
Posted Image

And the new joint ATC-RAPCON facility
Posted Image
Those are looking even better.  :D

#8 SargeJr3

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Posted 06 December 2004 - 10:36 PM

wow impressive sarge.

#9 IBtheSarge

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Posted 07 December 2004 - 12:09 PM

And the new GCA trailer:
Posted Image

And the redesigned Fire/Crash/Rescue facility with Fire Observation tower:
Posted Image

Edited by sarge, 07 December 2004 - 07:57 PM.


#10 IBtheSarge

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Posted 08 December 2004 - 08:35 PM

New Helo maintenance hangar (with maintenance shop attached at rear):  double maintenance bays, tested with an HH/CH-53 Jolly Green (the longest helicopter and widest rotors, extended); two of any helo can be taxi'd inside
Posted Image

Posted Image
Sorry, folks; everytime I'm ready to start working on the Wing Headquarters (which is supposed to be the FINAL military macro), I find a partially completed macro that's close enough to finish off.

#11 WarrenGmon

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Posted 09 December 2004 - 02:59 AM

sarge, on Dec 7 2004, 01:23 PM, said:

WarrenGmon, on Dec 6 2004, 09:49 PM, said:

Wow, pretty impressive Sarge :D

Going to make the doors animated? Hehe...
Soon as I master all the XML and Library Objects file stuff Jeff has given me.   :o
Ah yes, Jeff, from Aussim I assume? Nice bloke if its the same guy, although I had a bit of a run in with him a little while ago...

#12 IBtheSarge

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Posted 09 December 2004 - 10:59 AM

WarrenGmon, on Dec 9 2004, 03:59 AM, said:

Ah yes, Jeff, from Aussim I assume? Nice bloke if its the same guy, although I had a bit of a run in with him a little while ago...
One and the same ..... he DEFINITELY knows his XML :D !!!!  As soon as I complete the revisions of these military macros, I've already got a test base laid out and awaiting placement of them.  That's the last step in the process for me -- I've created/revised the macros, have both the .sca and .api versions of each of them (and both .sca and .api files modified to eliminate unnecessary calls), and the .bmp and .jpg shots for each macro, and have created the raw SCASM library file for the lot of them.  All that's left is to compile the SCASM library file, then write the hardcode XML that calls them out and places them.  If that works, I'm on the way.   :o

Edited by sarge, 09 December 2004 - 11:01 AM.


#13 WarrenGmon

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Posted 09 December 2004 - 05:17 PM

:o I have no idea what you are talking about. But it sounds great. As soon as my Broadband is setup, i'll be sure to start downloading your Scenery. :D

#14 IBtheSarge

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Posted 09 December 2004 - 09:43 PM

WarrenGmon, on Dec 9 2004, 06:17 PM, said:

:o I have no idea what you are talking about. But it sounds great. As soon as my Broadband is setup, i'll be sure to start downloading your Scenery. :D
LOL!!!!!

It's part of my learning curve on how to place scenery with XML.  Sorry; sometimes I get so caught up in new projects that I presume EVERYONE is familiar with all the terms I'm just learning.   :o

Hold off on going after any of my airports (unless you want them for comparison with the revisions I'll be doing).  When I've proven to myself that I can place scenery using XML hardcoding, there will be a WORLD of difference in the fps hits with my sceneries.

#15 wildwobby

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Posted 09 December 2004 - 10:33 PM

excuse my stupidiness but what are macros?

#16 IBtheSarge

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Posted 09 December 2004 - 10:42 PM

wildwobby, on Dec 9 2004, 11:33 PM, said:

excuse my stupidiness but what are macros?
See those photos at the start of this thread?  Those are screenshots of items created with a design program that can be placed at specific lattitude/longitude coordinates to appear in the display when you are at those coordinates in FS2004.  "Macros" are scenery objects like buildings, vehicles, fences, etc., etc.

#17 IBtheSarge

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Posted 10 December 2004 - 02:02 PM

Okay .... a new test airport is in work.  Here are the fps stats (on the ground view) so far:

1.  New AFCAD2 file:  single runway, parallel taxiway on both sides, parking ramps on both sides, five crossing taxiways, access roads and pads for NAVAID maintenance (2), asphalt surface and ramp access routes for crash response; using Airport Environment Upgrade 6 textures.  Nothing else in the display FPS = 30.6 to 35.7  :D  depending on real-weather clouds present

2.  Using FSSC to place 3rd party macros that I don't have the SCASM code for to use in XML placement:  control tower, VOR, NDB, power station, ILS (high) transmitter for each runway.  FPS = 29.4 to 30.6  :o  depending on real-weather clouds present

3.  Using CreatSign to place runway/taxiway signs using XML compiled to .bgl file:  directional, informational and runway-remaining markers (approx 58 different signs).  FPS = 27.9 to 30.6  :o  depending on real-weather clouds present.

4.  Next step is to place my customized macros using XML LibraryObjects file and an XML placement file compiled to .bgl file.  I fully expect a further FPS drop :o ; but, if I've learned my lessons proper, even after all of the customized macros are placed, the lowest FPS should still be at or above 20.0 fps. B)  Of course, individual user framerates will be lower depending on how much AI traffic they would install for the airdrome.

More info after #4 has been accomplished .....    :)

#18 IBtheSarge

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Posted 10 December 2004 - 09:21 PM

Specific test results with screenshots showing fps here:  Check Six! Scenery Design Forums

#19 vusaf_tbird1

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Posted 14 December 2004 - 11:12 AM

Doing good Sarge, Keep it up. I can't wait to add it all to my AFBs.

#20 IBtheSarge

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Posted 14 December 2004 - 02:17 PM

flight_guy00, on Dec 14 2004, 12:12 PM, said:

Doing good Sarge, Keep it up. I can't wait to add it all to my AFBs.
No matter how many macros I add in, no matter how times a particular macro is repeated in the scenery, the framerate hit is CONSISTENTLY -0.2 from the locked framerate.

I'm about to leave on a 7-10 day trip to New Orleans.  When I return, Loring International (ME16) and Loring AFB (KLIZ) will be reworked using the XML scenery placement process -- expected release NLT 15 Jan 05.  Following that, I expect release of Plattsburgh AFB and Pease AFB NLT 31 Jan 05.  The only significant impact on framerates will be how much AI the particular user chooses to install.

(BTW:  I'm talking -0.2 fps on the ground, where the strongest impact on framerates takes place because of the closer proximity of the aircraft to the scenery in the display.  Airborne, there may be no impact at all.)