Rise
The Vieneo Province
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this one is suspicious, what case would it not be set
look at maybe aggregating lines where if we have lock pick SETS we show (2) like old inventory manager
80 lbs limit hard-coded on server, probably should be based on strength
look at maybe aggregating lines where if we have lock pick SETS we show (2) like old inventory manager
we could probably make it wait 2 seconds as long as last frame didn't add/remove anything
hard-coded for now, what should it really be based off of?
need to add a warning for if they take off (in an air vehicle)
to support seat trim color in C-2A later
so we want to have a minimum color of 0xFF101010
I don't think we are adjusting the texel coordinates for stage 2
we aren't tracking TTF
not tracking TTF
Mode 4C?
hard-coded right now, if we can eventually set DH/MDA
Mode 6 V-Speeds? They are really more complicated than this because they change with weight and flap configuration and runway length and conditions
steam differentiates traditional and simplified
steam differentiates traditional and simplified
steam differentiates brazilian vs. portuguese
steam differentiates brazilian vs. portuguese
we don't actually care about x, y, leftright, updown, rolltilt, or heading right now
this seems dangerous, server should probably handle this?
could update the Biometer here if we choose to reveal this information
could downgrade this to char
this is the only place we reference the D3D9Device in Propulsion->Update
would love to add reverser sound and reverse effect sound!
turned this off 3/23/2020 for
we could jack with this number based on a bad sensor but it is the combined density and relative wind from above (ram air)
FLOW CALCULATION AGAINST TOP, BOTTOM, SIDE, FRONT, BACK
we are using exteriorInsulationHeatTransferCoefficient for emissivity ... not sure that is accurate https://www.engineeringtoolbox.com/emissivity-coefficients-d_447.html
could evaluate each direction with different insulating values front back top bottom left/right
not sure but I think we should use the wing PLAN area here not frontal drag profile for conduction
so there is a difference between the aileron snapping off and not having a sensor for that vs. a feedback loop that says we can't talk to it
so there is a difference between the aileron snapping off and not having a sensor for that vs. a feedback loop that says we can't talk to it
here we could mess with the probe ... false positives ... false negatives
this is based on failure which is based on a minimum N1 no?
I think this only takes into account split flap TE ... not LE adjustment to hold laminar flow?
technically if it is in R and we are going forward or vice-versa?
lots more we could do here, ramp up from 30 to 45 degrees, left and right brake depending on left or right wing scrape
is this the only place where we would use sound->IsPlaying()?
this was all wrong ... should be D3DXVec3Lerp(&relativewindtarget, &relativewindtarget, &relativewind, elapsedTime); and then use relativewindtarget not relativewind
not really how it works... the wave it makes is continuous so they could hit someone with the wave later if they maintain supersonic flight
should we be doing this here or when we release a vehicle
seems a little low
wonder if we need to have SIZE of the tires on there too
!!!!!!!!!!
we need to wire up the drag of the engines! f24?
not sure what to do here yet
not sure what to do here yet
not sure what to do here yet
not sure what to do here yet BUT if we change this here we have to change it in playerships[t].steerLimitRadian too
not sure what to do here yet
not sure what to do here yet
not sure what to do here yet
need to verify chair location in INT
we should explore getting weights for each vehicle from the server
are we really supposed to cut the engines when we hit something?
should we do this or should we keep track of a "max" displacement value
it appears that we only check our BIG bound sphere through the polygons for the buildings instead of per MODULE
technically as we pitch or roll away from plumb line the radio altitude would increase to infinity
technically need to check sec and ter but would be nice if we could use transition maps to figure where we are?
could make this prone to sensor errors
should ramp up and then slow down again
probably should remove this after we figure out what is causing the exception
this is where we could have a disagree between reality and what is displayed
these would also piss off passengers
need a ruling on this, add a filter or include pods with GV's
this block should be moved to framemove to handle calculations during idle time
this block should be moved to framemove to handle calculations during idle time
position is just the negative playerships[0].position
we want to support concrete, asphalt, and 3 diminishing grades of Marston mats
this should not be done in OnFrameRender! move to OnFrameMove!
means they are 2km wide? should be 540 feet or 165 meters
again this should only be done in framemove and only if width or height changes on the backbuffer
again this should only be done in framemove and only if width or height changes on the backbuffer
again this should only be done in framemove
could allow them to mark when they are in another vehicle that is on the ground?
add folder temporarily turned off until we get groups sorted out on waypoints