25-05:
Flightsim sollicitatie
 TNO Soeterberg heeft een totaal nieuwe afdeling opgezet gericht op flightsimulators and gaming met als achtergrond Human In Command.
Een stukje uit de begeleidende documentatie van de sollicitatie.
Het optimaliseren van de menselijke prestatie binnen complexe
(technische) omgevingen is een uitdagend interdisciplinair vakgebied.
Onze onderzoeksresultaten, adviezen, ontwerpen en evaluaties worden
gebruikt door onze partner Defensie en door onze nationale en
internationale klanten binnen het veld maatschappelijke veiligheid.
Binnen onze business unit Human Factors, een van de 5 business units van
het kerngebied TNO Defensie en Veiligheid, voeren we toegepast onderzoek
en brengen we advies uit naar:
Human Interfaces: mens-machine interfaces ter verbetering van de
menselijke effectiviteit, efficiency, veiligheid en comfort;
Human in Command: het versterken van beleidsmatige en operationele
besluitvorming in complexe en ambigue situaties;
Human Performance: optimalisatie van menselijke prestatie, gezondheid
en veiligheid;
Training & Instruction: het versterken van effectiviteit en efficiency
van opleidings- en trainingsprocessen
De functie zelf behelst het volgende;
De business unit Human Factors doet veel onderzoek naar gedrag en prestatie van mensen en teams met behulp van man-in-the-loop simulatoren. We richten ons daarbij op autobestuurders, vliegers, de stuurman en andere functies aan boord van schepen, soldaten, commandanten, etc. De programmeur die we zoeken draagt bij aan de bouw van deze simulaties samen met domeinspecialisten en onderzoekers.
Jouw werkzaamheden liggen de komende jaren binnen de volgende gebieden:
- (Mee-)ontwikkelen van simulatieomgevingen (bv vliegsimulatoren)
- Het ontwerpen van virtuele werelden voor deze simulaties
- Verzamelen van data voor deze virtuele werelden (o.a. satellietfoto's en terrein(hoogte)modellen
Simpel gezegd, je werkt mee aan de invulling van simulator omgevingen en meer.
De projecten die we momenteel hebben zijn om te watertanden. Je moet zeker wat aan kwaliteiten hebben maar dan krijg je ook wat.
Iemand die bijvoorbeeld veel aan Falcon 4 veranderd, programma's schrijft etc. zijn zeer welkom te solliciteren.
Staar je niet te blind op de functie eisen.
Onderstaand het begeleidende sollicitatie document of lees de vacature op de TNO web site
TNO_C++_programmeur.doc
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24-05:
F4AF patch v1.07
Hi All,
Quick update on the progress of 1.0.7. It's moving ahead well and I believe you'll see the issues of 1.0.6 addressed to the satisfaction of hardcore MP fliers. From what I've read so far from the testing reports, it's pretty good. We hope to release in the not-to-distant future if major issues don't materialise. But no date yet.
Lees meer .....
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03-05:
F4AF patch v1.06
Hij is er. De 5e patch voor Falcon 4 Allied Force.
Op de Lead Pursuit site staat er het volgende over.
Our most comprehensive update yet for Allied Force, 1.0.6, is finished and released. Please update using either the bfopsupdate.exe utility in the Battlefield Operations folder or download the "exe" update from the downloads section of our website. The patch -- weighing in at 38MB -- is cumulative, so you do not need to download previous patches. It will install on top of a "vanilla" CD install, or any previously patched version of Allied Force. You will need to uninstall Dr Stop's pit and Tom Waetli's HiTiles before running the update -- then reinstall the pits and terrain. A special thanks to our beta testing team whose input was invaluable.
Een paar opvallende zaken:
- Support for all available resolutions and aspects greater than 800x600. Since 2D cockpit is of 4:3 aspect ratio, on wide screens there will be black bars on the sides. All pure 3D views and outside views are full screen.
- Added the ability for emergency braking. In case the Hydraulic B system fails (flameout or damage), the pilot can still use his brakes for 15 seconds to stop the Jet on the runway.
- Complex aircraft code now supports models containing rotatable wheels and swing-wing DOF's.
- Added texture to F/A-18E.
- Most F16's and some other aircraft models edited for wheel rotation.
- Added texture to F-22A made by Dave "The Shova" Vogel submitted through TPAA.
- Aircraft canopy open/close state now correctly shown in a multiplayer environment.
- Added Mipmapping option in Graphics Setup section for terrain and 3D models, to reduce shimmering.
Toch hele mooie verbeteringen en nieuwe implementaties.
Lees meer ..... op Lead Pursuit.
Lees meer ..... Frugals..
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01-05:
F4AF v1.0.6
- We're aiming to release 1.0.6 within seven days ... if not less.
- MFD extraction will be efficiently done in code in the next commercial release.
C3PO
C3PO meldt hier dat de nieuwe patch voor Falcon 4 Allied Force, versie 1.0.6, binnen 1 week gereleased wordt. En dat de MFD data besschikbaar komt. Dit is o.a goed nieuws voor cockpit bouwers.

FLY_LP.zip (26.577KB)
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F4AF addon theaters
Falcon 4 Allied Force ondersteund geen andere theaters dan Korea en Balkans die in de huidige versie zitten.
Maar dit is voor de community niet genoeg.
Men zegt dat men nu een mogelijkheid heeft gevonden om andere theaters toe te kunnen voegen aan Falcon 4 Allied Force.
Er is veel discussie over dit soort addons daar deze niet toegestaan worden door Lead Pursuit. Sterker nog ze nemen actieve maatregelen tegen de verspreiders van deze kennis, lees tutorails.
Maar op SimHQ staat een volledige uitleg uitgeschreven over het hoe en wat.
Volgens de poster xwing moet je het volgende doen:
Here it is from another forum: You can fly different theaters:
Dear Friends,
As I am doing the first post here, let me give you an as possible detailed tutorial regarding how you will be able to install a theater of your choice in order to be functional in ….Falcon.
Let’s start…….and forgive me in advance for my poor English.
First of all we assume that you have already installed your theater in another version of Falcon (from now on we’ll call this as “Falcon_old”).
Now as a first step we’ll open directory …Falcon_old…./terrdata/ theaterdefinition and copy the .tga and .tdf files of your theater into the FalconAF…./ terrdata/ theaterdefinition directory. Please make sure that you are familiar with .tdf file structure (you can see this file opening with notepad) because this file points to the appropriate directories of the theater.
Now go to AF root directory and open using notepad the theater.lst file. Add a line like this “terrdata\theaterdefinition\yourtheater.tdf” (yourtheater = your theaters’ name and no quotes). Save the file and close it.
Go back in Falcon_old and open terrdata directory. There is an other directory named as your theater. Inside of this directory must been three folders named terrain – texture – whether. Copy the whole directory which includes these three mentioned folders and paste it into Falcon terrdata directory.
Go to your Falcon_old again and open the art directory. Locate in there a folder named art. Copy this folder and paste it in art directory of Falcon.
For the moment I will leave out anything regarding the Campaign directory and anything regarding your theater inside there.
If your theater have any other directories (as for example his own sound directory and/or objects) copy them now in the Falcon (same structure as in Falcon_old but better look into your .tdf file and follow the paths).
Now lets go to Falcon terrdata directory. There are three main theaters inside (Balkans – Korea – Yourtheater). Open the Korean folder, copy the whether folder has inside and paste it in your theater renaming first the old one that you have there.
Now get back to root of Falcon and open the art directory. There is a folder named artBalkans. Open it and copy the three folders located inside. Paste them in …art/art but first rename your original art folder you have there.
Now we must extract and recompile the files into newly copied \art\art\art\resource folder. Go to http://falcon4.nekromantix.com/downloads.php and download the TerrainScripts.zip .
Extract this in a temporary folder of your choice.
Find, download and install Active http://www.activestate.com/Products/ActivePerl/ .
Now open your \art\art\art\resource folder and through command line unpack the files in there starting from this one named campaign (command line: procidx1.pl campmap.idx). Check the exact format of the extracted images and using terrainviewer (download this also from http://falcon4.nekromantix.com/downloads.php ) make same format and size images (use photoshop or any other program is capable to do this). Copy and paste your newly created images replacing the extracted. Use again the command line to recompile the campaign file (command line: irc2res1.pl campmap.irc). Do the same to any other files are into resource folder (intel, flags, select, theaterlabel).
If everything went OK now you must have compiled in AF format the art directory of your theater.
Now lets get back to Campaign (so far we didn’t touch this at all).
Go to Campaign directory into AF and create a new folder named as your theater campaign directory. Now open Korea Campaign directory and copy everything in there. Paste them into newly created your theater campaign directory into Falcon. Now from your theater campaign folder (into AF) erase the Korea.idx, .pak, .THR, .tm, .wch .
Then go back to your Falcon_old campaign directory (FF3) and copy the files named as following:
.idx, .pak, .thr, .wch – Instant.cam – Kneemap.gif – save0.cam, .tri – save1.cam, .tri – save2.cam, .tri – te_new.tac and paste them into AF campaign yourtheater directory replacing whatever in there with same name. Finally open Balkans theater campaign directory of AF and copy HAVCAP.tac and falcon4.rt files into your theater campaign folder (into AF).
That’s it. You must have working without CTDs your theater into AF.
This is for the beginning. Please check that you have done correctly all the above and check your theater in FalconAF. Writing this tutorial it is possible to miss something, so please report here any problems you may face in detail.
Keep in mind that not all theaters may be working as this tutorial is tested on some of them and not all of them.
Also be advised that the part regarding perl scripts reffered above it is only if your theater need to be reconstructed in case its images into AF are in smaller size. So this is NOT a MUST TO DO and not affect your theater playability into AF.
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