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#3445334 11/08/01 09:46 PM
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And here you have it:

http://www.simhq.com/simhq3/sims/downloads/#MiG%20Alley

Will someone PLEASE fix the multiplayer campaign ... PLEASE????

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#3445335 11/08/01 10:03 PM
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Yeehaw!

Downloading now. Don't know what I'll make of it but in my job I've gotten pretty good at figuring out code.

#3445336 11/08/01 10:31 PM
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Still in shock.........

#3445337 11/08/01 11:37 PM
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Fantastic news!!!!


"Somewhere out there is page 6!"
"But Emillo you promised ....... it's postpone"
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#3445338 11/08/01 11:44 PM
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Oh man. Words fail me. I bet the coders are over it now, tell me when the skinners are needed again... .

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"Do first the necessary, then the possible, and suddenly you reach the impossible" Franz of Assisi

Mosi's Flightsim-Page


"Do first the necessary, then the possible, and suddenly you reach the impossible."
Franz of Assisi
#3445339 11/09/01 12:07 AM
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Mosi,

You could be everyone's hero here. Looking at the latest car skins and 3D0s for Grand Prix Legends, I am seriously hoping the same magic could be done for MiG Alley. New planes, new skins, better models would all be a significant improvement to the game.

For guys like AxA, etc, the terrain could be vastly improved as well. Now perhaps by leveraging the code that shows rain or clear skies we could have varied levels of snow on the ground as the weather in the SO intel reports changes.

There are endless possibilities to improve the look of this great game. I just hope that some of the more talented folk out there get excited enough by this diamond in the rough to make the improvements. Knowing that most guys are visual creatures, think of how much better this game would have sold if it looked as pretty as some of the other sims out there.

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Chunx


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#3445340 11/09/01 12:14 AM
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So is there any sort of "plan" to implement something like the BDG for MiG Alley? Or is it to be combined into a unified effort. I'm willing to help out, I've got a decent background but more in VB not C++. Am a decent "code-thief" not so good at coming up with stuff from scratch as all my knowledge is basically self-taught. I'm willing to do some of the grunt work and testing, time permitting with a new baby here and Il-2 around the corner...

#3445341 11/09/01 12:22 AM
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I can't do much as far as coding goes but I'm more than willing to do testing.I'm not gonna bother with Il-2 so I should have time.

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But even in your deepest, darkest nightmares you can't imagine the horrific things I'll do to protect my family.

#3445342 11/09/01 12:43 AM
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MiG Alley source code released and Panzer Elite SE goes gold.... A pretty damn good day!

Thanks again to NER, Dave, Rod and all those that listened and made this possible.

-Kanajana

#3445343 11/09/01 01:11 AM
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I wonder if they could remind us of the licensing agreement in any other possible way... if I tried to compile it, VC++ would probably spit it back out at me and tell me I hadn't agreed enough to the license .

All kidding aside... to understand this fully will take a lot of work. It's something that a company put together over a period of years (some of the files are dated 1995), and for a small group of enthusiasts to make any significant change will take a lot of time. I've looked through a couple of the files, and there is some pretty serious stuff in there, not something you're going to pick up with a "C++ for Dummies" book and a free Saturday afternoon. I don't mean to rain on anyone's parade, just temper some excessive enthusiasm .

On the bright side, I looked at the Ai_f51d.cpp (etc.) files and it looks like a lot of the variables for aircraft maneuverability, performance etc. are stored in these files and are easily manipulated. I don't recall enough about MiG to remember if it uses a "hyperrealistic physics model" or table-based physics, but if nothing else these files seem to determine the maximum values...

Quote:
Code:
void F51D_SetupAI (AirStrucPtr const ControlledAC, ULong Version)
{
	ACMMODEL& ACM = ControlledAC->fly.pModel->ACMModel;

	
	ACM.BrakePower = 14;
	ACM.SteerRatio = 8e-6;

	ACM.MaxAileron = 32767;
	ACM.MaxElevatorForTightTurn	= 32767;

//	ACM.DiffPitchForMaxElevator	= 0.1745;

	ACM.aoamodifier = 1000;//1200;
	ACM.DeltaPitchForMaxElevator = 0.5;//	= 1.0472;

	ACM.pitchmodifier = 1.0;
	ACM.pitchratemodifier = 0;//100000;
	ACM.pitchintmodifier = 0;//1.5;
	ACM.IntPitchForMaxElevator	= 0.1;//1000;

	ACM.rollmodifier = 3.0;//0.5;	
	ACM.rollintmodifier = 0;//2;
	ACM.IntRollForMaxAileron = 100;//80;

	ACM.yawmodifier = 5;//6;
	ACM.yawintmodifier = 0;//3;	

	ACM.turnmodifier = 0.75;//1.2;
	ACM.turnintmodifier = 0.01;//12;
	ACM.liftmodifier = 1000;//1200;

	ACM.maxdeltaforclosework = 0.1;
	ACM.lastdeltapitch = 0;

	ACM.deltapitchsum = 0;
	ACM.deltarollsum = 0;
	ACM.deltayawsum = 0;
}


Incidentally, does anyone know what compilers they were using for this? I've seen them use "BOOL" and "Bool" function types, which VC++ does not like (case-sensitive) and I wonder if it would even be possible to compile in this program without a lot of simple but incredibly time-consuming changes being made.

And finally, one bit that I'm sure put a smile on the programmer's face - the Analog Joystick input interface, in SRC\INPUT, is called "analjoy.cpp" - hehe .

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#3445344 11/09/01 01:19 AM
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YES,YES,YES!!
Thanks Rowan

here are some ideas on what to fix
1. A target practice quick mission
2. fix the slow motion bug in bridge busting missions
3. fix radio comms
4. a 3d file editor so we can change the B-26 from the "Marauder" to the "Invader"

#3445345 11/09/01 01:59 AM
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I'm sooo glad I bought this game now. It's going to be worth flying one day soon.

Miao, Cat


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#3445346 11/09/01 04:27 AM
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HOT DAMN !!!


Never rub another man's rhubarb.
#3445347 11/09/01 09:01 AM
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Quote:

On the bright side, I looked at the Ai_f51d.cpp (etc.) files and it looks like a lot of the variables for aircraft maneuverability, performance etc. are stored in these files ...


Yes.

Quote:

...and are easily manipulated.


Maybe sometimes.
Since in BoB it was first thought that the Me109 has too much fuel, I looked into changing the corresponding line. It was something like (from the top of my head)

maxfuelcapint = 299000;

But it turned out that this number was hardcoded all over the source and, even worse, in different modifications, for example in another place it was in different units as 299. I then wrote a small doc of 23 kB dense ascii about the small detail of fuel level. BTW, it turned out then that the initial level is probably ok. Just to reduce too high expectations a little .

I hope compiling it is not too difficult. Many things can be taken from BoB, see this thread:
http://www.simhq.com/simhq3/sims/boards/bbs/Forum40/HTML/003424.html

I have just tried, but ran out of time . I think many of the problems I have come from the fact that I use Win2k. The remaining problems I have seen to be connected to the bfield stuff, that is, during compilation several other programms are called to generate files like the bfields?.fil and the keyb3d.bin.
BTW, one small problem I didn't see in BoB is that for the project ukeylist, you have to change "Program database for edit and cotinue" to, for example, "line numbers only".

BTW, when during a "res-prject", it stops compilation with a "can't find path", simply hit F7 again.

#3445348 11/09/01 11:31 AM
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Boyhowdy Osram!
After that explanation, I know the fixes made to Mig Alley are going to be generated by experienced coders. I am very happy about Rowan's release of the MA goodies.
Kinda feels like the day before Christmas. The code is like a wrapped gift just waiting to be opened. Unfortunately for me, if I were the kid tasked with unwraping this present, our toy would be broken in under an hour.
DD, Rgr Out

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#3445349 11/09/01 11:50 AM
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BTW, KMHPaladin I certainly didn't want to step on your shoes. It's very hard to say beforehand what will be easy. Of all the work to be done for BoB, I started with the thing that looked easiest to me (the 109 fuel). While we have about 5 new features for BoB, this is still not one of them :-/.

One way to go forward on this is to try to fix a bug/change something people want and then see how hard it is. If you have progress fast (or if it irks *you* ), go on. If there is no quick progress, try the next bug/feature. Of course, you can not work all the time according to this method, but sometimes.

Unfortunately, just now I am quite busy; I will have to work hard(ish) at work on the weekend and next week and the first BDG beta is near. Also, if I could compile MIG I could not test it since I have not yet installed it . But I have bought it already . So, I think I will try compiling again in about 1.5 weeks. Maybe we should discus the organization (BDG etc) now, maybe it's too early. I personally think we should have one group for both sims. *If* you want to discuss this, discus it in one place (either BOB or MIG forum) in a new thread.

KMHPaladin and other coders here: It should work with MSVC, there are workspaces in the MFC sub-directory. Read through the thread on the BoB forum.
Create a dir "MIG" in the root of a drive and a subdir src below (for ex. c:\mig\src).
You could start a new thread "how to compile" for things you find out or where you have questions. I think all problems are the same ones like in BoB, so if we forgot something in the description and you ask, there is a good chance I can help. The problem I still have is with the bfield stuff. I know I have had problems with this in BoB as well, but am not 100% sure what I did. If you "hang" there as well, we can ask the other BoB coders. BTW, just a few days ago I set up a CVS (version control system) for BoB, I will shove MIG into there as well. Then our changes are managed by this program and source code changes can be shared.

#3445350 11/09/01 05:17 PM
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Wow wow wow! Great news! Can't wait to test the first beta release. ;-)

Birdman

#3445351 11/09/01 05:49 PM
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Yeah, just looking at it there is so much old or dead code from FCG and other ancient stuff. Sort of like what they are saying about the human genome, only 30% of the genes are actually used and the other 70% is inactive.

I can see how the individual routines work like the AIACM stuff, it's figuring out how all the pieces would fit together which seems quite daunting.

#3445352 11/09/01 05:56 PM
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HarryM,

Is the code well documented? I read that the BoB code is not because they were in a time crunch to get it finished.

Spritle

#3445353 11/09/01 06:23 PM
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Hey Everyone,

I have look at the Mig alley code and I'm going to try a make the Yak flyable.
I'm not good at coding yet but getting better. The yak does not look to hard to do accept for the copit.
Also working two jobs does not help me with this will probley be long in waiting.

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