
Subject: FST touted over FS5.1
Date:    15-Jun-95 at 14:02   
From:    Michael J Healey, 75573,333

TO: Domark Software,73472,3113
   

Hi Bryan,

Thought you might like to read this I posted in FS Forum lately,
Regards,
Mic.


Subj:  FS51 Rather Unsatisfying         Section: 
From:  Michael J Healey         75573,333      # 572732, * No Replies * 
  To:  ALL                                     Date: 15-Jun-95 13:57   

Hello All,

Below is a discourse regarding my feelings of FS5.1 CD as compared to FS4,
ATP w/3DAGS, and FST (Flight Sim Toolkit).  I hope you will find my comments
interesting...

Unsatisfying you say?  How So...?

O.K. lets start with the new scenery.   To be sure the textured blocks over
the flat FS4/5 world add interest and some of the photo-realistic blocks are
neat to look at from high altitude.  However, after flying for many hours
and changing location to many many airports in the CD data base I became a
bit bored... Why?

     To begin with the airports themselves are mostly all desolate places
having only a runway. There are a few precious exceptions but for the most
part, everywhere I went from Johnston Atoll to Athens, Greece I was greeted
by just some textured terrain, perhaps a shaded polygon mountain or two, 
and the lonely flat tarmac.

     One of the neat thing about sim flying is going somewhere to see
something, unfortunately there is little to see except the terrain bit
mapping, which grows old all to quick... yeah, I've seen that pattern, hey,
those poly mountains are being generated randomly under the "mountain
terrain tile" aren't they?   
  
    It doesn't take many objects to make an area interesting, you would have
thought having the Partheon on top of a hill in Athens would be a must. 
Even places like LaGuardia are dull, you would have thought you'd
get some "New York" scenery here.  Boston looks more detailed in the 1989
SubLogic Scenery Disk 12 than it does in FS5.1 CD.   

     Stop you say, I just have to wait for the Boston Scenery CD to come
out?  Oh please, I don't think we really need images of every area of
colored dirt for 20 squre miles around Logan, what we do need are poly
buildings at the airport to make it feel and look like and airport.

     Perhaps the idea has been suggested that a scenery add-on disk be
created which details scenery at 100 or so international locations.  This
scenery would be detailed for 5 miles around each airport - starting with
the airport... now that would be worth it.  
Flying is much like sailing.  You remember a place to a certain extent by
what the harbor was like in a boat, in an aircaft, its the airport.

     So we have runways and high alt. terrain tiles, good for cross country
flight you say? True, to a certain extent for "whole Earth hopping" but the
cross country flight experience I believe is far superior and much more
realistic in ATP w/3DAGS.  Remember 3DAGS turns ATP into a powerhouse 90s
sim with a photorealistic dash as in FS5 and tons of working controls and
instruments - many more than FS (wouldn't you like to hear the morse code
ident. of the VOR your flying to?  You do in ATP.  In the 3DAGS Glass
Cockpit of the A320, you watch the VORs and other beacons (for the whole
country with USA scenery) plot their way across the mini CRT (EFIS).  This
in itself adds a great deal to the traveling sensation (the digital voice
ATC helps as well).

     Interestingly, the USA SubLogic scenery gives a beautiful night flight
experience with many multi-colored lights clustered in large or small
formations to represent city or town lights.  The lights work to form a
"jewels in the night" look, much closer to reality than what 5.1 scenery
looks like at night with all those silly quick flashing white color only
dots (which are supposed to be intentional).  When's the last time you saw
all the lights in a sky scrapper turning on and off like mad in a random
pattern, as if each person in each office of the building was going nuts
with the light switches (to see this just have a look at Chicago from Meigs
field at night).

     O.K., so now your probably thinking that this guy will be happy when
the new Scenery Designer comes out (if it does)... and to a certain extent
you'd be right if it wasn't for what I have been doing in earnest for the
past five months - FLIGHT SIM TOOLKIT.

Toolkit Talk:

I firmly believe Flight Sim Toolkit (FST) is superior to FS5.1 CD for many
of the reasons listed below.

Sim World- The Sim world is FST is a beauty to behold made up of a fractal
style grid.  This fractal landscape displays beautifully, It pleasing and
easy to the eye (256 SVGA 640 x 480 with awsome frame rate), encorporates
"haze effect" - so highly touted in 5.1, and most most importantly, creates
landscapes THAT IN THEMSELVES are interesting and memorable to the mind.  Be
advised that the FST world is "bolted down" in its polygon presentation so
that everytime you fly to a certain area of the terrain, the poly grid
terrain -be it rolling hill or high jagged mountains- looks as it was
designed in the World Builder.  Thus, poly mountains are not random as they
are in many areas of FS5.1 (like over the Sierras).  That beautiful little
mountain lake in the mountains you saw in the FST World will be exactly
where you found it the last time you flew there and look just as good. 
Additionally, since elevations, mountains, hills, etc are "part of" the
terrain fractal grid, there is a very natural look to the landscape, much
different from the pasted on poly mountains on dog flat base as in all FS
worlds to the current.

     I don't get that great feeling about flying over neat terrain in FS5.1
as in FST, even with the bitmapped texture tiles.   The random poly
mountains and textures don't give "permanence" to any particular place so it
just doesn't fix in one's mind very well I believe.

     Since the FST world is interesting in itself, being able to create and
add - in detail far far far superior to that you could ever do with FS4's
Aircraft & Scenery Designer (even with AAF & SEE4; yup, got'em) - pushes FST
up another step.  Being able to interact with what you create; whether it be
to destroy it or land on it takes FST up another. 
  Incidentily, exploding objects are super in FST as they blow up when shot
into each individual poly which makes it up.  The effect is unique.
Other things which FS pilots look for are all available in FST.  VOR & ILS
flight, alterable flight models, the ability to create your own cockpit
dash, etc. etc. etc.  Indeed I am deeply saddened that FST did not catch on
better...I sincerely believe it is the most under-utilized, under-exploited
product in the Flight Sim gendre.

     A last note about FST.  Dynamic Scenery.  In FS you can make it and
watch it.  In FST you can interact with it, have it change into something
else, give your sim real life.  How'd you like to have an island that when
you fly into it's airport you get a nasty welcoming from a patroling F18! 
You won't see this in FS.

    In summary, I'd have to vote as follows:  For big time long distance
flying ATP w/3DAGS.  For an FS4 w/all addons creation experience only much
much better, FST.   FS5.1? Nice to use with all those Mallard or Sublogic
scenery disks we bought or to revisit all the work done with FS4 ASD files.

    Ultimately, I rather create my own sim reality as I want it with FST
than have to be held captive to MS & BAO for everything I desire.
If you think I'm an FST hardcore user your right.  I wish more of you
dedicated FS users would take a couple of months to properly explore FST, if
you do I know you will be spending much less time in the FS world.

Kind Regards,

Mic. 



Subj:  FST Newstuff                     Section: 
From:  Michael J Healey         75573,333      # 665248, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 16-Oct-95 17:33   

Dear Ray,

     Thanks very much for your reply.  I'm quite surprised I have not
chatted with you before this but I think perhaps you did not get on CIS
until  six months ago?  
     Well, I have been, was actually, running the FST show in Section 10 for
about 4 or 5 months, as you say trying to keep FST alive and so of course
know Steve Harding from my posts to and from him.  My latest post to him
regarded the fix for the messed up engine sounds in FST.EXE; ver 1.45 or the
WWII Fly.  The fix to the engine probs occurs when you download and install
the latest edition of SB16UP.EXE (in the Creative Labs forum).  Yup, it
fixes the messed up engine, really.  No intervention by SIMIS or DOMARK
required.

     I myself have gone many many rounds with dear Brian Walker on CIS to
the chuckling delight of many reading my posts.  For quite a while he even
stopped talking to me.  I bugged him a little to much on the engine sound
problem I think. 

Well, I'm certainly with you concerning FST, I also just love it and think
there is nothing better out there at present.  But you've got to be someone
who likes to build their own world and who likes to experiment a lot.

Well, to bring you up to speed with me, and if you don't mind I'd like to
post to you a file which contains most of the FST traffic for the past eight
months or so.  I think it would be very informative for you if my assumption
about not being on CIS prior to say June or so was accurate.  I used to have
a weekly hint posting, promote free uploads with SVGA GIFS, many still in
lib, and generally try to get a group together.  

Actually, I'd like to know more about your FST User Group as I think I may
like to join.  I would be more than willing to contribute an article or two.
 For example, "How to work around the problem of the Horizon Ball, which is
bugged as it flickers strangly you know.

To be honest, I'm a little rusty in FST now since I was going great guns up
until summer, when I did a lot of sailing an thus participated in the real
world instead of my sim one.  Now that the weather is starting to suck in my
location (New England), its back to the sunshine of my sim land again.

At present and for the past month or so I've been totally obsessed with
playing a delightful game called NOMAD.  Somewhat like StarFlight II but
with a beautiful working galaxy populated with interesting individual which
you can talk and trade with.  The game has the best trade engine I have ever
seen and provides many many hours of play if one either ignores the plot or
follows the non-aggresive plot tree.  If you want to know more about Nomad I
could write you a book on it.  The reviews in CGW and Strategy Plus were
very narrow sighted and did not properly explore this masterful piece of
programming.  

Some of my last and most interesting efforts in FST have included:
A Frontier Elite type ship for FST, Modeled on a Cobra Mark III
A Dash, ripped off from Privateer and Redesigned for FST.
A Dash from MS FS5 with insert of Dana Delany to keep you company flying,
An my sim world which includes various environs.

I've covered at least 200 or so areas concerning FST in this Forum so if you
would like to have a running dialogue on anything, I'd be delighted.

Well, great to know there are a few of us left in the world.
FST, long may it live.

All the Best.
Mic.  



Subj:  FST                              Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 667134, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 19-Oct-95 18:19   

Hi Mic,

Sorry I missed you in conference, didn't get your message till 9:15 PM as
I've been feeling a bit rough after the anti flu jab ;-(

Been doing some more work with FST and found another Typo in some documents,
and another fix for the horizon ball.

The typo was the SVGA switch for an S3 video card. The info I has says it's
-S when in fact it's -S0   I now get 25 fps ALL THE TIME!!! with SVGA sims,
it's great.

Also using an S3 based card with the -S0 switch cures the horizon ball
problems altogether! It doesn't matter where I place it now it works! BUT it
introduces another sound bug!!! If I point the nose straight up or down, the
sound get's distorted, nothing major but it proves the built in sound driver
for FST is naff. Makes the guns sound good though! <GGG>

I forgot FST was optimised for the S3 based cards, if you use the standard
-V vesa switch it really doesn't do an S3 card justice, so I've posted a
file and a message for the people who have been downloading my sims.

Well catch you later buddy,
Regards, Ray. 



Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 666956, * No Replies * 
  To:  Derek Smart              71334,2207     Date: 19-Oct-95 13:37   

Derek,

We need more info. here.  Are all the objects black that you are placing in
the sim world or is it the polygon mesh ground that is black?

You should be able to change the colors of any object in the shape editor
which is run through windows.  The WWII upgrade used to be available from
Flight Sim Central.  Give them a call at 800-477-7467.

Derek, are you the Battle Crusier 3000 Derek Smart....??  If so just got the
latest CGW with the two page ad for the game.  Looks great, the babe too I
mean <g>...

Regards,

Mic.
 



Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 667924, * No Replies * 
  To:  Derek Smart              71334,2207     Date: 20-Oct-95 21:19   

>>Reinstall<<

O.K. Derek, 

At least this way it will be easier to figure out whether it is something in
your system or something your doing with the program.

Regards,
Mic 



Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 667856, * No Replies * 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 20-Oct-95 20:01   

Hi Mark,

>>Any idea on how close objects can be before they explode? Your mig 17's
fly extremely close. Are they using the same path but generated but seperate
hangars?<<

Yes the Mig-17's are generated from seperate hangers, but most share the
same flight path. They sometimes collide right at the start of the path, but
more often than not, just fly close formation. There is another trick you
could try to avoid collisions. Create two identical shapes except give them
different names, e.g. missilea.fsd and missileb.fsd create one of the shapes
with a difference in the X co-ordinate height, e.g. make it's bottom polygon
a few metres above the ground plane in shape editor, create the other with
it's bottom polygon right on the ground plane. This will move the collision
bubble between the two. (I THINK)

>>If only I could hack the HIGH SPEED ATTRIBUTE for objects other than the
player. HOLY CONTRAILS!<<

I think FST was designed heavily around prop fighters from WWII, hence the
problem with high altitude jets. I think they are trying to put a ceiling on
a prop aircrafts altitude, but to do
so by making it catch fire, is a bit extreme! As you say there's no problem
with the flight model for the player, I've been up to 98,000 feet in one of
my aircraft!!! In this case they just simulate compressor stall, which makes
sense. All it will be is an altitude reference in FLY.EXE but as you know,
thou shalt not alter a copyright file <GGG>

Do you use an S3 based video card? I cannot get over the difference in
performance. FST was obviously optimised for these S3 chip sets, I tried
1024*768 with V1.52 and it's mind blowingly sharp, and still 20 fps!!!
Object look tiny mind you, but a DOS game running in Windows highest rez!
Pity they never came out with the helicopter add on, it would have given
Apache a run for it's money!

Catch you later Pal,
Ray.


 



Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 667783, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 20-Oct-95 18:33   

<<Hmm, Interesting idea. I take it the missile is following a set of path
points and is an aircraft with the shape of a missile? >>

Yep thats the general idea...unless you have better luck modifying the
missle shape that comes along with program. I've tried it but it bombs the
program. What I am really after is simulating the operations of the proposed
  X-33 and X-34 reusable launch systems that are being developed now.
Basically large winged space orbiters blasting off into space and parasite
rockets that accerelate to orbit. If only I could hack the HIGH SPEED
ATTRIBUTE for objects other than the player. HOLY CONTRAILS!

<<Try this, place two hangers with properties as follows, Make the shape of
the hangers invisible e.g. a tiny 1cm line only visible at one metre. Have
the B52 complete with drone shape fly to a set point on a path and SUPPLY
BOTH HANGERS. One hanger produces a B52 without drone, the other produces a
drone. You can then use seperate paths to send each in a different
direction. Now I know FST had a time lag with this, but if I remember
correctly there is a work round. Make sure hanger strenght is set to zero,
and that the path start point is VERY close to the hanger. If that doesn't
work try using DEPOTS, you can produce aircraft looking objects from depots
and you can set all the ' interval' properties to zero.>>

Thats an interesting approach I've done something similar by stacking paths
of two different hangars and using a invisible shape as a trigger to set off
the intercept hangars. The first exe and toolset didnt allow hangar
generated objects to survive if they were created at an elevated path
point...but now I believe the  2nd does. Any idea on how close objects can
be before they explode? Your mig 17's fly extremely close. Are they using
the same path but generated but seperate hangars?

Thanks for the info.

MARK


 



Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 667783, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 20-Oct-95 18:33   

<<Hmm, Interesting idea. I take it the missile is following a set of path
points and is an aircraft with the shape of a missile? >>

Yep thats the general idea...unless you have better luck modifying the
missle shape that comes along with program. I've tried it but it bombs the
program. What I am really after is simulating the operations of the proposed
  X-33 and X-34 reusable launch systems that are being developed now.
Basically large winged space orbiters blasting off into space and parasite
rockets that accerelate to orbit. If only I could hack the HIGH SPEED
ATTRIBUTE for objects other than the player. HOLY CONTRAILS!

<<Try this, place two hangers with properties as follows, Make the shape of
the hangers invisible e.g. a tiny 1cm line only visible at one metre. Have
the B52 complete with drone shape fly to a set point on a path and SUPPLY
BOTH HANGERS. One hanger produces a B52 without drone, the other produces a
drone. You can then use seperate paths to send each in a different
direction. Now I know FST had a time lag with this, but if I remember
correctly there is a work round. Make sure hanger strenght is set to zero,
and that the path start point is VERY close to the hanger. If that doesn't
work try using DEPOTS, you can produce aircraft looking objects from depots
and you can set all the ' interval' properties to zero.>>

Thats an interesting approach I've done something similar by stacking paths
of two different hangars and using a invisible shape as a trigger to set off
the intercept hangars. The first exe and toolset didnt allow hangar
generated objects to survive if they were created at an elevated path
point...but now I believe the  2nd does. Any idea on how close objects can
be before they explode? Your mig 17's fly extremely close. Are they using
the same path but generated but seperate hangars?

Thanks for the in 



Subj:  FST Horizon Ball                 Section: 
From:  Michael J Healey         75573,333      # 667796, * No Replies * 
  To:  Derek Smart              71334,2207     Date: 20-Oct-95 17:35   

Derek,

I see you are using the Beta UPGRADE for FST which is in the forum.  1.52 is
not an official upgrade and came from a user who got it from an FTP site. 
It was not posted by Brian Walker of DOMARK.
I know this sounds strange but I assure you its all true.  Additionally the
readme file in it from BW which talks about the future of FST is all pretty
much crap now.

1.52 is very unstable and can cause many problems with sims, new as well as
existing ones.  I do not at all reccomend using it and it may be the cause
of your problems or at least some of them.


To see if this is true, either reinstall FST anew or do not utilize the
upgrade off CIS by swaping in the original files which were changed
including the windows program files.  Then see if you have fixed any of the
problems, I bet many will disappear.

Here's a notice from a while back I posted:

ATTENTION ALL FSTers.

The upgrade in LIB10 FSTUPGRD.ZIP is very dangerous and can mess up you sim.
 Read on.

This warning concerns the new FLY.EXE and the new WORLD.EXE. The new FLY.EXE
has problems but can be swapped in and out of your sims without harm.  

However, if you use the new WORLD.EXE... That is, enter the world editor and
save using the new version of the WORLD.EXE, your sim will no longer run
with the version 2 FLY.EXE. You will be stuck using ver 3 of FLY. :(

If you already have this problem you might be able to get back to using the
ver.2 FLY.EXE by:

(1) Editing the WORLD.FST file in your sim directory and changing the      
ver number back to 3 from 4  (on first line).

(2) Enter the World Editor (once you copy back into tools the ver.2
    WORLD.EXE.  Then check the properties for every object.  In 
    particular check the ordinance amount and hit points for objects,
    especially, player as these tend to get all messed up or transposed.

AT THIS TIME I DO NOT RECCOMEND AT ALL USING THE NEW WORLD.EXE OR THE 
FLY.EXE INCLUDED IN FSTUPGRD.ZIP.  I BELIEVE YOU ARE MUCH BETTER (SAFER)
STAYING WITH THE WWII UPGRADES AS THESE PROGRAMS ARE MUCH BETTER TESTED AND
HAVE FEWER PROBLEMS"" 

Derek, I know this is a bit frustrating for you but I'll try to help you as
much as I can.  Additionally, there are other pros in the forum (Hello RAY,
MARK, BRIAN-are you still reading this stuff?), who could jump on this
thread.

As far as upgrades, the WWII disk upgrade is much more stable and less
bug-ridden than the wierd beta so I would suggest you getting that.  It may
even exist in some of the sims that are posted here in the forum, at the the
FLY.EXE ver 1.45   The other window program files won't be.

I'll be on line in the forum tonight at midnight EDST if you want to
conference on FST.

Otherwise I will comment additionally on other items in your post at a later
time since wife wants to go to the mall know....

Kind Regards,

Mic.
   



Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 667570, 1 Reply 
  To:  Ray Purvis               100735,3430    Date: 20-Oct-95 11:44   

Dear Ray,

Maybe you can help me. I'm trying to get a missile(shape) to take off at a
45 degree angle and fly a parabolic path(those little SAMS just don't cut
it)
I've gotten mixed results by shifting the object shape orientation in a
pitched up attitude so when it climbs it appears that the missile nose is
pointed straight up. My problem is the fstflight  model I have constructed
doesnt seem to be hearty enough to make the changes in the elevation path
points and the shape disappears if it can't make the next point with the
flight model. Any Ideas?.

I'm also working on a B52 which drops a drone. The only way I can make it
work right now is to have the drone sit behind the carrier aircraft
otherwise both aircraft explode as the hit bubble or collision box of each
craft overlap. Any ideas?

Having fun with your Vietnam sims. Stuck a bunch of SAMS up near the NW
bogey site to keep things interesting. I'm sure your aware of this but for
some reason enemy bandits will be destroyed if you taking them up above 20k.
I've adjusted the strength parameter and I'll report back.



Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 667629, * No Replies * 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 20-Oct-95 14:13   

Hi Mark,

>>I'm trying to get a missile(shape) to take off at a 45 degree angle and
fly a parabolic path(those little SAMS just don't cut it)<<

Hmm, Interesting idea. I take it the missile is following a set of path
points and is an aircraft with the shape of a missile? 

>>the shape disappears if it can't make the next point with the flight
model.<<

Really! that's wierd, if a shape cannot make a waypoint in the path, it
should circle back and rejoin the path! All I can think of is a very
powerfull engine, and set the wing efficiency setting really high. I did
cruise missiles using the same sort of idea, but didn't have any problems.

>>I'm also working on a B52 which drops a drone. The only way I can make it
work right now is to have the drone sit behind the carrier aircraft
otherwise both aircraft explode as the hit bubble or collision box of each
craft overlap. Any ideas?<<

I think I read some thread about this. If the B52 is 'carrying' the drone it
could either drop it as a bomb (so somb shape would need to be drone shape)
but that leaves the B52 still carrying the drone, which you want to vanish
from the B52?

Try this, place two hangers with properties as follows, Make the shape of
the hangers invisible e.g. a tiny 1cm line only visible at one metre. Have
the B52 complete with drone shape fly to a set point on a path and SUPPLY
BOTH HANGERS. One hanger produces a B52 without drone, the other produces a
drone. You can then use seperate paths to send each in a different
direction. Now I know FST had a time lag with this, but if I remember
correctly there is a work round. Make sure hanger strenght is set to zero,
and that the path start point is VERY close to the hanger. If that doesn't
work try using DEPOTS, you can produce aircraft looking objects from depots
and you can set all the ' interval' properties to zero. Make sure you set
the speed or the objects generated will only go a 40MPH.

They might try to follow terrain, so path height might not work. I'll do
some tests and get back to you if this fails. Ain't FST FUNNNNNN!

>> I'm sure your aware of this but for some reason enemy bandits will be
destroyed if you taking them up above 20k. I've adjusted the strength
parameter and I'll report back.<<

Yeh a major pain that one, it's a known bug of FST caused by another
workround. To remove the enemy jest flying backwards bug I use very
powerfull prop engines on enemy jets to remove missile capability. I have
seen enemy jets get up to angels 26 but only if they haven't taken any
damage. I suppose in theory a jet could come appart at altitude if it's
airframe has been wacked a few times. Setting the strength higher just makes
them a pain to shoot down. You can increase weapon PK but that only works
for the player! wingmen carry default PK on all weapons!

>>Having fun with your Vietnam sims. Stuck a bunch of SAMS up near the NW
bogey site to keep things interesting.<<

Hehee that's the ticket, I hate SAM sites! :-) all those missiles buzzing
about when your trying to get some serious dogfights going! I've finished a
new range of cockpits. The one for the F-16 is 99% photo realistic, scanned
right out of  a GE sales brochure! Got an S3 based video card for the PC a
few weeks back, so FST now runs at 25fps ALL THE TIME no matter what I do,
and that's in SVGA, a very happy bunny indeed right now! <GGG>

Let me know how you get on with the above, and I'll see if I can shed any
more light on the matter if you still have problems. By the way Bryan Walker
has asked the programmers to check out the missile bug in the WWII upgrade.
Also received conformation about the Shareware, it's OK as long as FST gets
a mention.

Catch you later Mark, happy hunting!
Regards, Ray.





Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 667426, 2 Replies 
  To:  Derek Smart              71334,2207     Date: 20-Oct-95 02:03   

Hi Derek,

O.K.  Objects black.  
I've got a couple more things for you to check.
(1) What mode are you running FST in.  Is it 640 x 480 SVGA?
(2) If Yes to the above what switch are you using to start the sim?
(3) What type of video card do you have?
(4) What version of FLY.EXE are you using?  You can find this out by
    hitting ALT+T while in the sim.
(5) Is this happening with the sims that came with FST like PILOT or TOP    
GUN or are the objects in these sims O.K.

If Pilot and TopGun are running O.K. in SVGA and you are using the -V switch
to start FLY.EXE (that is FLY -V), prehaps you have just not assigned the
colors to the object you have created properly.  Are you sure the object is
not dark green, the default color FST assigns to new objects that are not
assigned individual poly colors?

Get into windows and start FST.  Get into the shape editor and edit one of
the objects in the sim world you are working on.  The object that you edit
must be in the sim world directory that you will fly later.  Bring up the
object in the shape editor and click on one of the polygon surfaces.  Does
the entire object go outlined in red or is it the single poly you clicked
on?  If the entire object goes red, it must be ungrouped.  You can do this
from one of the menus at the top of the shape editor.  Sometimes it is
difficult to ungroup certain objects depending on how they were grouped.  If
you cannot ungroup the object try to do it with another object.

What we're trying to do here is highlight the surface of a single poly in
the object.  If you can do that, check its color at the bottom right.
Click on a new color that you will notice easily.  Not red, and stay in the
top row for now.  Now click off that poly by clicking on another different
poly.  

O.K., Still with me?  Now click on the view object in 3D icon and you should
be able to see the object as it would appear in the sim.  The poly that you
changed should be the new color that you selected and the poly that you
highlighted next should show as red.  A highlighted poly shows as red in the
solid 3d shape viewer window.

If all the above is working O.K.,  It seems your shape editor is O.K then.

Next check the Colors Editor and make sure the color spread for the terrain
is set out properly.  It sounds like it is but recheck it and resave it
anyway.

Well, let me know how you make out here, as you have hit the CIS Bastion of
FST fanatics and we are always will to get another convert...

RE: BC3000
    I must say, I was somewhat concerned when the ad stated that
    the universe was big but only had something like 200 or so planet.
    Well, figuring about seven planets average to a system that sounds
    like less than 30 systems.  This doesn't sound like a very big
    universe to me Derek?  Whats the deal here?

Speaking of space games.  I have had a blast over the last month playing the
crap out of a great piece of programming called NOMAD.  Yes NOMAD.  CGW gave
it a rather luck warm reception and slide it off as a STARFLIGHT knockoff
but the game is much more in many ways.  There are innovations in this
programming that I have not ever seen in other games.  Like what?

Speech:  Each alien race, there are about 6 or so, has sound voice overs as
the speech from a communication between the player and the alien commences. 
That is, as an Arden Trader says:  This is the Pala Tec, Brin O'Brian
speaking, you here this character speaking in his own language.  Each race
as their own tone and style of language! The language continues whenever the
character speaks.  It is not canned vocs, which as you know become such a
bore, but rather, a group of prehaps 20 or so individual alien words or
phrases which are put together in different ways sometimes, but as in real
speech seem also to follow some rules of basic language.  So each time you
speak to that alien, you begin to recognize the sound of some of the phrases
or words, but the sentences are created new with each encounter and differ
depending on whether you are trading, asking questions, etc.  The result is
excellent, delightful and brilliant.  I think the guys at Papyrus should
have been given an emmy for this thing!

Additionally, Nomad is brilliant in that instead of trading for credits, the
player barters for additional items with other items he has bartered for or
collects.  This is much more interesting as you have to learn the value of
each commodity and who wants it through bartering - very interesting and
surprisingly fun.  Collecting raw materials is done through utilizing bots:
which can be ORE-BOTS (which can be assigned to collect minerals planetside,
RANCH-BOTS (which collect life-forms), GAS-BOTS, which collect, you guessed
it, interesting gases like Silicon TetraFluride (some races inhale it as
food!), and there are more.

Am I boring you yet with this or are you intrigued?  Perhaps you know the
game.  Well its highly detailed and has a universe of about 60 or so systems
and about 350 or so planets.  Its a nice size galaxy which you can really
get the feel for but its not really all that big.  Still, there is a lot of
fun stuff to do if you do not quickly solve the game utilizing the
combat-style plot line.  

All the races are fully flushed out.  The program creation outline was said
to be about 900 pages and I believe it really shows.  Its a shame CGW didn't
follow the non-aggressive plot line and thus really PLAY the game.  Their
review was narrow focused and that of someone who had played it but really
didn't explore it.  In a rush to print a review they really did this thing a
grave disservice.  Its a cryin shame as I'm sure it really crushed sales and
sent the game to the bargin bin well before its time.  

A fully developed game universe is a beautiful thing, don't you agree?

Well, I hope BC3000 has some of the above.
Again, Let me know how you make out with the black objects.

All the Best.

Mic.  



Subj:  FST Horizon Ball                 Section: 
From:  Michael J Healey         75573,333      # 667426, * No Replies * 
  To:  Derek Smart              71334,2207     Date: 20-Oct-95 00:48   

Hi Derek,

O.K.  Objects black.  
I've got a couple more things for you to check.
(1) What mode are you running FST in.  Is it 640 x 480 SVGA?
(2) If Yes to the above what switch are you using to start the sim?
(3) What type of video card do you have?
(4) What version of FLY.EXE are you using?  You can find this out by
    hitting ALT+T while in the sim.
(5) Is this happening with the sims that came with FST like PILOT or TOP    
GUN or are the objects in these sims O.K.

If Pilot and TopGun are running O.K. in SVGA and you are using the -V switch
to start FLY.EXE (that is FLY -V), prehaps you have just not assigned the
colors to the object you have created properly.  Are you sure the object is
not dark green, the default color FST assigns to new objects that are not
assigned individual poly colors?

Get into windows and start FST.  Get into the shape editor and edit one of
the objects in the sim world you are working on.  The object that you edit
must be in the sim world directory that you will fly later.  Bring up the
object in the shape editor and click on one of the polygon surfaces.  Does
the entire object go outlined in red or is it the single poly you clicked
on?  If the entire object goes red, it must be ungrouped.  You can do this
from one of the menus at the top of the shape editor.  Sometimes it is
difficult to ungroup certain objects depending on how they were grouped.  If
you cannot ungroup the object try to do it with another object.

What we're trying to do here is highlight the surface of a single poly in
the object.  If you can do that, check its color at the bottom right.
Click on a new color that you will notice easily.  Not red, and stay in the
top row for now.  Now click off that poly by clicking on another different
poly.  

O.K., Still with me?  Now click on the view object in 3D icon and you should
be able to see the object as it would appear in the sim.  The poly that you
changed should be the new color that you selected and the poly that you
highlighted next should show as red.  A highlighted poly shows as red in the
solid 3d shape viewer window.

If all the above is working O.K.,  It seems your shape editor is O.K then.

Next check the Colors Editor and make sure the color spread for the terrain
is set out properly.  It sounds like it is but recheck it and resave it
anyway.

Well, let me know how you make out here, as you have hit the CIS Bastion of
FST fanatics and we are always will to get another convert...

RE: BC3000
    I must say, I was somewhat concerned when the ad stated that
    the universe was big but only had something like 200 or so planet.
    Well, figuring about seven planets average to a system that sounds
    like less than 30 systems.  This doesn't sound like a very big
    universe to me Derek?  Whats the deal here?

Speaking of space games.  I have had a blast over the last month playing the
crap out of a great piece of programming called NOMAD.  Yes NOMAD.  CGW gave
it a rather luck warm reception and slide it off as a STARFLIGHT knockoff
but the game is much more in many ways.  There are innovations in this
programming that I have not ever seen in other games.  Like what?

Speech:  Each alien race, there are about 6 or so, has sound voice overs as
the speech from a communication between the player and the alien commences. 
That is, as an Arden Trader says:  This is the Pala Tec, Brin O'Brian
speaking, you here this character speaking in his own language.  Each race
as their own tone and style of language! The language continues whenever the
character speaks.  It is not canned vocs, which as you know become such a
bore, but rather, a group of prehaps 20 or so individual alien words or
phrases which are put together in different ways sometimes, but as in real
speech seem also to follow some rules of basic language.  So each time you
speak to that alien, you begin to recognize the sound of some of the phrases
or words, but the sentences are created new with each encounter and differ
depending on whether you are trading, asking questions, etc.  The result is
excellent, delightful and brilliant.  I think the guys at Papyrus should
have been given an emmy for this thing!

Additionally, Nomad is brilliant in that instead of trading for credits, the
player barters for additional items with other items he has bartered for or
collects.  This is much more interesting as you have to learn the value of
each commodity and who wants it through bartering - very interesting and
surprisingly fun.  Collecting raw materials is done through utilizing bots:
which can be ORE-BOTS (which can be assigned to collect minerals planetside,
RANCH-BOTS (which collect life-forms), GAS-BOTS, which collect, you guessed
it, interesting gases like Silicon TetraFluride (some races inhale it as
food!), and there are more.

Am I boring you yet with this or are you intrigued?  Perhaps you know the
game.  Well its highly detailed and has a universe of about 60 or so systems
and about 350 or so planets.  Its a nice size galaxy which you can really
get the feel for but its not really all that big.  Still, there is a lot of
fun stuff to do if you do not quickly solve the game utilizing the
combat-style plot line.  

All the races are fully flushed out.  The program creation outline was said
to be about 900 pages and I believe it really shows.  Its a shame CGW didn't
follow the non-aggressive plot line and thus really PLAY the game.  Their
review was narrow focused and that of someone who had played it but really
didn't explore it.  In a rush to print a review they really did this thing a
grave disservice.  Its a cryin shame as I'm sure it really crushed sales and
sent the game to the bargin bin well before its time.  

A fully developed game universe is a beautiful thing, don't you agree?

Well, I hope BC3000 has some of the above.
Again, Let me know how you make out with the black objects.

All the Best.

Mic.  



Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 668317, * No Replies * 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 21-Oct-95 15:23   

Hi Mark,

>>I was refering to the player  high speed setting where you can change
shapes  with a speed differential. (swing wings at high speed) If you could
edit that function without affecting the exe it might open things up
especially if the function can be added to other objects. <<

Ah right I get it now. That's also a fixed reading mapped by FLY.EXE about
430 Knots I think. Yes if that was variable it would be very usefull! Sadly
fo course it's not ;-(  FST So near but yet so far!

>>Yes I have a Diamond Stealth 64 PCI it kicks major ass<<

Don't it just :-) I've never had any bugs so far! anything in particular I
should look out for?

>>Have you done any work on parent/child animation effect? I think this the
great unkown in FST. <<

Yes indeed. I used an animated cat officer in the full version of F-16
Operation Black Diamond, an animated set of hanger doors, plus don't forget
the easy animation for things like swing bridges! Make a bridge an AA gun
with no bullets, and it opens when you fly past it! good for things you want
to rotate and track the player. Heck I'm giving away all my trade secrects
<GGG>

Let me know how things progress in your project, good luck ;-)

See Ya Later Pal,

Ray.... 



Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 668306, 1 Reply 
  To:  Ray Purvis               100735,3430    Date: 21-Oct-95 15:00   

<<Create two identical shapes except give them different names, e.g.
missilea.fsd and missileb.fsd create one of the shapes with a difference in
the X co-ordinate height, e.g. make it's bottom polygon a few metres above
the ground plane in shape editor, create the other with it's bottom polygon
right on the ground plane. This will move the collision bubble between the
two. (I THINK)>>

Thats a good idea...I'll try it.

<< All it will be is an altitude reference in FLY.EXE but as you know, thou
shalt not alter a copyright file <GGG>>>

I was refering to the player  high speed setting where you can change shapes
 with a speed differential. (swing wings at high speed) If you could edit
that function without affecting the exe it might open things up especially
if the function can be added to other objects. 

<<Do you use an S3 based video card? I cannot get over the difference in
performance. FST was obviously optimised for these S3 chip sets, I tried
1024*768 with V1.52 and it's mind blowingly sharp, and still 20 fps!!!
Object look tiny mind you, but a DOS game running in Windows highest rez!
Pity they never came out with the helicopter add on, it would have given
Apache a run for it's money!>>

Yes I have a Diamond Stealth 64 PCI it kicks major ass.Can get a bit buggy. 
I'm running it on a P-90 with 8 megsand .I'm hitting 25 fps clear as bell.I
would think you could design a Viper game that comes close to modeling VTOL
& STOL. I have a Rocketbelt sim  which has pretty funky flight model that  I
did it with  the orginal tools and exe.  JS input didnt really simulate the
actions of a cyclic.You  use  keyboard combinations to kinda CRAB IN a very
slow slighty forward flying attitude. Not to fun but nearly verticle.

Have you done any work on parent/child animation effect? I think this the
great unkown in FST.  



Subj:  CAREWARE.ZIP                     Section: Other Flight Sims
From:  George Watson            71360,2455     # 669283, 1 Reply 
  To:  Ray Purvis               100735,3430    Date: 22-Oct-95 22:32   

 >> I'm not quite sure what you mean by 'rainbow spectrum' I take it the sky
shading is wrong?
 Or are all colors including the cockpit wrong?<<

 Yes.


 >>Anyway if your card is S3 based, edit the batch file that starts the
program. Open the batch file with a text editor and find the line than
launches FLY with command parameters. On that line will be a -V switch
REPLACE this with -S0<<

 Did that.

 >> (That S ZERO)
 If that still doesn't work, we know of a few bugs in the #9BGXE Bios
 First do not run the simulation in Windows Win95 or OS2 run  it from DOS
only.<<
 I do it from dos.

 >> Load UNIVBE before running the sim, this will cure any bios problems in
the video card.
 UNIVBE comes bundled with USNF or is available on the FSFORUM in the
hardware section.<<

 I have an 1993 version which recognizes the S3.

 What the heck does the new huge univbe do when it installs with 620,000?
 I am concerned about using it because it doesn't say what it is going to do
to my boot files and I a hesitant to let it do it. I don't want to install
all those screen savers either. What is the minimum univbe install in the
menu that is presented? Can I uncheck everything?

 >>Hope this helps. This is the first reported pallette problem in over 120
downloads<<

 Always leading the pack <g>.

 > Ooops nearly forgot. If using EMM386 make sure you are not using the mono
area for UMB's<
 How can I tell?

 >> FST doesn't like it. In fact it's best not to use EMM386 at all with
this sim.<<
 May be I'll make a boot disk for it. that is best in the long run <sigh>.

 Thanks,
 George

 Regards, Ray. <<



Subj:  CAREWARE.ZIP                     Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 669296, * No Replies * 
  To:  George Watson            71360,2455     Date: 22-Oct-95 22:53   

Hi George,

>> I have an 1993 version which recognizes the S3.<<
That will do the job if it's a video bios problem.

>> What the heck does the new huge univbe do when it installs with
620,000?<<

It has massive test routines, bench marks, the works. However the 1993
version of UNIVBE should be OK if it supports S3

>>Always leading the pack <g>.<<

No problem, there's always got to be a starter for ten <GGG>

>> May be I'll make a boot disk for it. that is best in the long run
<sigh>.<<

Yip, it's a good way to hunt down problems.

Regards, Ray






Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 669629, * No Replies * 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 23-Oct-95 14:12   

Hi Mark,

>>Very interesting...I have problems linings up the child after I've
completed the parent. I usually copy the parent and then paste it down in a
new level but it tough to get it to paste exactly  in the same place.<<

Yeh I know, getting the animation lined up is a bit time comsuming. Best if
you choose OTHER grid size, and set it to something like 0.02 for really
fine work. That way the shape doesn't SNAP from one grid to the next.

I've just finished a combat foot patrol of 'grunts' for Vietnam. I send them
out from an invisible depot with a speed of 3 MPH. so now there's all these
soldiers walking about the base perimeter. Might do some CAS mission now
with the grunts facing off against VC. Hey if I use FLY V1.52 they would
shoot at each other!!!!

>>Watch your six <<
Always do! <G>

Still havin' fun (tm)

Ray. 



Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 669524, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 23-Oct-95 11:06   

<<Don't it just :-) I've never had any bugs so far! anything in particular I
should look out for?>>

With FST it's pretty stable ther sims take a little tweaking but nuthing you
can't handle.

<<Yes indeed. I used an animated cat officer in the full version of F-16
Operation Black Diamond, an animated set of hanger doors, plus don't forget
the easy animation for things like swing bridges! Make a bridge an AA gun
with no bullets, and it opens when you fly past it! good for things you want
to rotate and track the player. Heck I'm giving away all my trade secrects
<GGG>>>

Very interesting...I have problems linings up the child after I've completed
the parent. I usually copy the parent and then paste it down in a new level
but it tough to get it to paste exactly  in the same place.


Mark
 



Subj:  Sound probs                      Section: 
From:  Michael J Healey         75573,333      # 670361, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 24-Oct-95 09:44   

Thanks for fielding this one Ray... I'm around if you need me Cris.

Regards,


Mic.

(With fixed FST engine sounds :)  SB16MCD ASP  



Subj:  FST cockpit .PCX's               Section: 
From:  Michael J Healey         75573,333      # 670360, * No Replies * 
  To:  Joe Reilly               74511,3347     Date: 24-Oct-95 09:44   

Joe, I use about 3 programs to mess with PCXs for FST.  Two are shareware. 
One is called PaintShop and is a windows program.  The other is called
IMPROCES4.1, is a couple of years old now but still one of the easiest and
most powerful paint programs around.  IMPROCES was used by JPL to alter and
enhance images from Voyager at Neptune.  Really!  If you can't find this I
can send you the fully working shareware versions -collect :).

Kind Regards,
Mic.  



Subj:  Sound probs                      Section: Other Flight Sims
From:  Chris Eadon              100542,3430    # 669810, 1 Reply 
  To:  Ray Purvis               100735,3430    Date: 23-Oct-95 18:19   




Subj:  Sound probs                      Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 669851, * No Replies * 
  To:  Chris Eadon              100542,3430    Date: 23-Oct-95 19:20   

Hi Chris,

>>I'm using a SB16. All the sound is there apart from the degraded engine
noise.<<

This is a well documented problem with FST sims and the SB16 sound card. It
occurrs due to the sim using a single channel sound driver. The stepping
noise is due to the way the FLY.EXE file cycles the engine loop. Any other
static is the SB16 playing back background static and I get this in all sims
including USNF!!!

If your SB16 has the ASP chip (Advanced sound processor) there's a file in
the SB Forum called SB16UP.EXE that I'm told fixes the sound of the engine
with the SB16ASP card.

My SB16 doesn't use the ASP chip so I've been unable to test the fix
(updates drivers)
You could contact Michael J Healey 75573,333 if you need more info. He has
done extensive work on the sound problems with the SB16 card.

We have asked Domark/Simis to address this problem, but to date they haven't
come up with a new FLY.EXE with an improved sound module. Michael also has a
different engine sound on the forum, which is a much quieter engine sound
that reduces the problem with much faster (44Khz) sampling.

I hope this help, Best Regards, Ray






Subj:  FST reinstall                    Section: 
From:  Michael J Healey         75573,333      # 671977, * No Replies * 
  To:  Derek Smart              71334,2207     Date: 25-Oct-95 23:46   

Hi Derek,

How'd ya make out with FST?  Did you get it up and running properly?

Just saw & grabbed some of those great GIFs for BattleCrusier 3000 over in
Take 2 Section of GamePubA.  GIFs look great.  I'm sure I can use a couple
of those cockpit shots in one of my FST sims <VBG>.   Really, the product
looks great, can't wait to buy it.

By the way.  Take 2 is doing a real crappy job running their forum.  Poor or
no response to questions and taking a lot of heat on Millenia.  I went a
round or two with the game before dumping it.  Concept had great potential
but they blew it in design.  Too bad.  I'd be concerned about my Publisher
if I was you...

Well, hope you haven't given up on FST, It's cool having someone famous in
our group.

Kind Regards,

Mic. 
  



Subj:  FST Radar Alt.                   Section: 
From:  Michael J Healey         75573,333      # 671976, * No Replies * 
  To:  ALL                                     Date: 25-Oct-95 23:45   

Anybody come up with a solution for flying close to the ground in the
mountains other than by sight.  Its a real bummer that radar alt. works fine
in SVGA Harrier, but is not included in FST.  Or am I missing something?

Any suggestions?  



Subj:  FST Sounds                       Section: 
From:  Michael J Healey         75573,333      # 671975, * No Replies * 
  To:  ALL                                     Date: 25-Oct-95 23:45   

Hi Guys,

I could never get the following sounds to work.  Has anyone else?

I'd really like these

SWITCH.WAV
STALL.WAV

I love the description for each of the below in the manual, really tells ya
a lot!

                  Manual Description:

PING.WAV         General "ping" type sound.    
CLUNK.WAV          "     "clunk"  "    "  . 
KLAX.WAV           "     warning.

Any thoughts??


Here's a good sound hint.  If your DIE.WAV is long enough, or is that
EXPLO3.WAV; well whatever plays when you die.  If its big enough in K it
will not repeat.  If its small it will.

  



Subj:  FST: Informal Conference         Section: 
From:  Michael J Healey         75573,333      # 671504, * No Replies * 
  To:  ALL                                     Date: 25-Oct-95 15:51   

Well,

Since this section seems to be coming back to life a bit I will occasionally
try to have informal conferences for all who would like to stop by and chat.

So, first one is tonight.  1830 EDST.  I'll be in section 10 conf. for 5
minutes to 1835, should you like to talk.

Regards,

Mic.  



Subj:  FST reinstall                    Section: Other Flight Sims
From:  Derek Smart              71334,2207     # 672021, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 26-Oct-95 02:41   

Hi

There are more recent screen shots in lib #9. I agree, Take 2 are doing a
poor job of running their forum. That will change soon once they get the
recognition that's coming to them when BC3K ships. They are really good
folks. There's just too much stuff going on right now and I guess Linda is
not keeping the forums updated. I'll have a word with her today.

As for FST, we managed to get it going. See, 3000AD has it's own cad program
specifically designed for creating our own objects. However, it was designed
from a developer's perspective which means that the modellers who are really
artists in disguise would have a major learning curve. Once of them
suggested that FST was easy to use so I wrote a converter from .FSD files to
my .3D format. The modellers then create the objects with blazing speed and
accuracy in FST and then once I get them, convert them to my .3D format,
import them into my cad modeller and texture map them ready to be plugged
into BC3K. It's  time efficient and everyone is happy.

>> It's cool having someone famous in our group.

Famous?? Who me??

Keep in touch.

- DS




 



Subj:  FST cockpit .PCX's               Section: 
From:  Michael J Healey         75573,333      # 673194, * No Replies * 
  To:  Alexander Remus          100636,2067    Date: 27-Oct-95 11:52   

Alex,

I have also used neopaint but think Improces is superior.  Additionally, I
only use Paint shop to Drop a PCX from 256 to 16 color.  The dither
selections are great - rest of Paintshop is crap, all my detail work is in
Improces (and there's no stupid little man at the bottom of the screen with
a sign <g>).

All the best.

Mic.  



Subj:  FST beginner                     Section: 
From:  Michael J Healey         75573,333      # 674807, * No Replies * 
  To:  Carl Josef Kaeser        100522,1265    Date: 28-Oct-95 21:29   

Hi Carl,

Welcome to FST-ville.  I'm sure we can get ya going. BIG TIME.  That's if
you have the time...

First, scroll section 10's library and download the excellent FST tutorial
written by Ruth Mackie.  The file name is FSTTUT01.ZIP.  Download it and
print it off.  It will probably take you a couple of days to work through
this tutorial which is great - far superior than the manual.  Then, you'll
be ready.

I would suggest that you get the FST WWII update CD before you do really
serious stuff with FST.  I think Flight Sim Central still has some.

Anyway, do the above.  After that, you'll probably have another 100
questions or so.  

Now remember: FST is a blast, but its slow work, and you'll have to do a lot
of checking to see what your doing is O.K.  It takes about a month of work
to get operational with FST.  I'll take several years before you understand
every nuance (I still don't). <g>

Well, we'll be here for you.  We can even conference if you need it.  Now
get to work!

All the best.

Mic.  



Subj:  CAREWARE.ZIP                     Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 674529, 255 Replies 
  To:  Frank J. Prinzel         71520,243      Date: 28-Oct-95 17:22   

Hi Frank,

I'll try to answer all your questions in order.

>> I think your cockpit bitmap might not be matched to the terrain colors<<

I don't use the FST cockpit type PCX file. I have a special in house cockpit
designer that allows more than 16 colors for the cockpit. It's just a
special dithering technique developed by a university guy I know. Uses a
custom DLL that talks to two paint packages we use. It's been tested with
Cirrus Logic, Trident, Herc Stingray, Diamond, ATI video cards with no
problems at all!

It would appear certain video cards are having problems with the type of PCX
file being used! Are you using a #9 by any chance? Is it just the cockpit
thats wrong or the world graphics as well?

>>I found the newest version to be very buggy (FST). Have you? <<

Not half! There's a compass bug in V1.52 that rotates a compass four times
for a single 360 turn! The FLY.EXE warps players on slower machines, or
sends the aircraft out of control from time to time. The DOS extender only
supports one sound IRQ! To be fair to Domark/Simis it was a beta test
freebie, it's just a shame they have dropped FST as with some work it would
have swept the skies clear <g> The ability for ground vehicles to fight it
out was a nice touch. It runs OK on my P5 but sends the old 386/40 into
electronic orgasm <GGG> The graphics engine is superb, 1024*768 at 25 fps!
It's amazing stuff.

>> Can you get a bomber to bomb anything?<<

Yes but it's tricky. You need to set the path very close to the targets,
altitude at 250 feet or less, airspeed at 200 Knots or less AND place AA
guns around the target! If using the newest version you also have to make
the path 'ACTIVE' over the target.

>>with aircraft freezing in mid air when confronting each other and then one
moving backward as if joined to the other<<

Yip another bug from V 1.45 and on. If you give an enemy aircraft a JET
engine, they carry missiles, and that's what triggers the 'super flight
envelope' bug. Work round is to use a very powerfull prop engine for enemy
and wingmen. It removes Air to air missiles, but the player can still use
them. The bug is actually handy for using missiles with helicopters! as they
can in the real world fly backwards! Domark/Simis are having a look at this
bug at the moment.
I sent a message to Bryan Walker and he said the programmers would have a
look. It's been a couple of weeks now, but bug hunting can take time!

>> Are your world files compatable with the newest FLY.EXE ?<<

I'm afraid not. The V 1.52 will report an error if using V 1.45 world files.
If you try to edit a V 1.45 world file with V 1.52 tools Windows goes GPF in
a hurry!

It's a pity your video card doesn't like the cockpit files. There are some
other shareware sims in file area 10 that were designed with the assistance
of some real world flyers. Vietnam, Korea, F-16 Operation Black Diamond,
Midway, F-86 Mig Mayhem, Cyborg Invasion.

The cockpit in F-16 is a direct scan from a real F-16 Block 30 C Cockpit
photograph, truly awesome to fly around in. Forward visibility is superb!
Something quite rare in any simulation.

If you find a fix for the colours in Careware.ZIP please let me know, and
I'll give you a credit mention in the flight manual. I'm sure it's the video
card.

Best Regards Frank,

Ray Purvis. Viper Software Inc. 



Subj:  FST Tech Questions:              Section: 
From:  Michael J Healey         75573,333      # 675936, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 29-Oct-95 22:41   

Hey Ray:

Got any ideas on the following:

(1) Do you know of a way to change the hue or intensity, or both, of the
    gauge numerical font colors.  Like green is used for digit readouts
    in cockpit.  I know they changed this in WWII to white, but don't
    know how...Suggestions?

(2) In your Vietnam sim, are all those buggers flying by a mean sea level
    alt gauge, or did you figure out a way to utilized some form of radar   
 altitude?

(3) Antenna Tower Animated Lighting.  Although I have managed to create
    blinking quasi rail lighting using a small cube shape, a depot, & a    
short path; I can't think of a way to have lighting blink in a 
    stationary position on a Tower on the top of a building.  I think
    somebody knows how to do this... Do you?

Lastly, I posted the below topic in sec 10 about a week ago, to a silent
response as usual, but thought perhaps you might know something on it:

"I could never get the following sounds to work.  
I'd really like these:
SWITCH.WAV  STALL.WAV

I love the description for each of the below in the manual, really tells ya
a lot!

                  Manual Description:

PING.WAV         General "ping" type sound.    
CLUNK.WAV          "     "clunk"  "    "  . 
KLAX.WAV           "     warning.

Well, hope you are well buddy.  Any help greatly appreciated...

Kind Regards,

Mic.  



Subj:  FST cockpit .PCX's               Section: 
From:  Michael J Healey         75573,333      # 675604, * No Replies * 
  To:  George Watson            71360,2455     Date: 29-Oct-95 16:53   

Hi George,

I am using the last avail. version of Improces 4.2  Unfortunately, the
produces has moved and seems to have given up on IMPROCES.  The program is
shareware, but fully functional, just a nag screen when you start and save. 
I have tried to register my copy several times, to get the latest version,
but cannot find the programmer of IMPROCES anywhere.

>>sort the order the of the palette in a couple of different ways. Great.<<

Yes, and this is important for FST since you must reduce to sixteen at the
top of the palette.  Some paint programs reduce to 16 but place these colors
at the bottom, a big problem for FST.

Keep work'in in that cockpit editor - if you'd like a nice Privateer WC
cockpit (altered from a promo GIF on CIS) 90 percent done with the gage
file, let me know and I'll send ya it. :)

Kind Regards,

Mic.


  



Subj:  FST beginner                     Section: Other Flight Sims
From:  Carl Josef Kaeser        100522,1265    # 674350, * No Replies * 
  To:  all                                     Date: 28-Oct-95 15:11   

Hi to all,

digged out FSFS again after having acquired it a few month ago. Did not get
through the manual and anyway was occupied testing  a whole of a lot of
other sims and want to be sims. FSFS and all FST-related uploads here look
so good that I want to have another try. 

Questions :
1) I managed to fly  an A-10, but without cockpit. How can I load cockpits ?

2) how can I load other planes ?

3) Are Viper -sims connected with FST or do they run seperately ?
  I have downloaded the careware.zip Viper sim, which did not run because it
asked for world.fst, which   I copied from FST, and then at least I get
scratching sound and after ESC a small menue but it   did not run either. 

4) Simply said : can anybody give me  a short quick-start (manual is not so
helpful)

Thanks in advance

Carl



Subj:  FST beginner                     Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 674807, * No Replies * 
  To:  Carl Josef Kaeser        100522,1265    Date: 28-Oct-95 22:11   

Hi Carl,

Welcome to FST-ville.  I'm sure we can get ya going. BIG TIME.  That's if
you have the time...

First, scroll section 10's library and download the excellent FST tutorial
written by Ruth Mackie.  The file name is FSTTUT01.ZIP.  Download it and
print it off.  It will probably take you a couple of days to work through
this tutorial which is great - far superior than the manual.  Then, you'll
be ready.

I would suggest that you get the FST WWII update CD before you do really
serious stuff with FST.  I think Flight Sim Central still has some.

Anyway, do the above.  After that, you'll probably have another 100
questions or so.  

Now remember: FST is a blast, but its slow work, and you'll have to do a lot
of checking to see what your doing is O.K.  It takes about a month of work
to get operational with FST.  I'll take several years before you understand
every nuance (I still don't). <g>

Well, we'll be here for you.  We can even conference if you need it.  Now
get to work!

All the best.

Mic.  



Subj:  FST cockpit .PCX's               Section: 
From:  George Watson            71360,2455     # 674938, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 29-Oct-95 02:03   

 >>  The dither selections are great - rest of Paintshop is crap, all my
detail work is in Improces (and there's no stupid little man at the bottom
of the screen with a sign <g>). <<

 What version is improcess in at the moment. I liked that program some time
ago. Actually let you sort the order the of the palette in a couple of
different ways. Great.

 George



Subj:  FST Tech Questions:              Section: 
From:  Michael J Healey         75573,333      # 677025, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 30-Oct-95 23:23   

Hi Ray,

RE: William C. Digiacomo's color editor.   Yup, its in our section allright.
The name of the file is FSTCOL.EXE (self extracting).

Actually, stupid me; I had already downloaded it, extracted it, and put it
in a seperate sub-directory in my FST-accessories directory, but forgot it
was there.... Dah!  Downloaded it about 6 months ago and put it away for
safe keeping I guess.

Well, at first look, seems to be quite a little program, certainly does some
impressive things to COLS.FCD.  More on the later as I mess around with
it...

Finally downloaded VIETNAM.  Taking a close look at everything :).  Nice
work guy - like that fancy frontend exe.  Hey is KEYS.EXE copywrited ?  Did
you make it?  Well, more on VIETNAM observations later.

Kind Regards,

Mic.  
 



Subj:  FST Tech Questions:              Section: 
From:  Michael J Healey         75573,333      # 676614, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 30-Oct-95 16:44   

Howdy Ray,

Thanks for the insightful answers with my FST tech Questions!  
>> Do you know of a way to change the hue or intensity, or both, of the
    gauge numerical font colors.<<

>> need the new color editor written by W.C. Digiacomo.... I'm not sure if
it's on the Forum but I think I've seen it somewhere. << 

I don't think its here but I'll double check.  If its not perhaps you could
upload a copy.  I'll let ya'know.

>> radar altitude<<

Thanks for the interesting insight on this topic.

>>Antenna Tower Animated Lighting.   <

>> Parent- child using shape editor with different colors for parent and
child shapes.<<  

Cool idea but I guess you would only get the blinks when moving.

>>Switch wave only plays when weapons are toggled<< 

Well if you mean like when switching from guns to rockets with the backspace
key or the second joystick button?   Ahhhh, I don't think I here anything
there either but I'll check.

>>Stall wave isn't supported<<

I thought as much here, tried everything to get it to work :(

>> neither is lowwarn wav << 

Sorry, but I know you'll be happy to hear LOWWARN.WAV does indeed work...
and will play under the following conditions:
                      (1) Aircraft descends below 200 feet
                      (2) Gear is up.
Neat huh?


Well, again Ray, thanks very much for your help here.  I've gotten deeply
back into FST again, working on my new quasi-Elite style Mars
Simulation..........God help me.  The hours man, the hours...
But its strangly satisfying don't ya think? - Creating your own reality I
mean.  

     Additionally, I must state that I'm delighted you have decided to
invigorate and participate in section 10.  Perhaps between the two of us, we
can create a few more FST enthusiasts.  I think this will be a natural out
growth of the release of Flight Shop - I mean, all those guys hungry to
build planes, and then rediscovering FST were you can make it all instead of
just the players aircraft...

Well, heading back to Mars to do more work at Eltalin Spaceport (see new GIF
in LIB!)

All the best pal,

Mic.

  



Subject: New Elite Style sim created with Flight Sim Toolkit
Date:    31-Oct-95 at 14:51   
From:    Steve Critchlow, 100023,1265

TO: Michael J Healey,75573,333
   

Mic,

Yes, I would like a copy of your alpha version of your new sim, assuming its
DOS, not WIN95 (I dont have the latest win yet).

By some cruel twist of fate, my download of your GIF file in the FSFORUM, and
your mail arrived in the same pass of my OLR :(.

Thanks
Steve

PS.
What is FST anyway?, is it on CIS?, do you have a synopsis of it?






Subj:  FST Continued ? & You...         Section: 
From:  Michael J Healey         75573,333      # 679232, * No Replies * 
  To:  Domark Software          73472,3113     Date: 01-Nov-95 23:15   

Hi Bryan,

How have you been.  Well I hope.  I couldn't help but post you a note to nag
you on the following <g>:

A while back in this forum, you answered a person who wrote to DOMARK on the
further development of FST.  In you comments you said:

"Toolkits are a real niche product, and it seems most people just want to 
play..."

Well, I hope you will notice the HUGE amount of traffic and interest in 
BAO's new Flight Shop... a program with only 1/50th of the user power or
flexability of FST.  Section five is averaging something like 500 messages a
week.  Seems there are quite a few folks who want to do a lot more than just
play.  Perhaps DOMARK should seriously rethink the future of FST; perhaps
you already have?

So might you take pity on us and address the faithful?

All the Best.

Mic.

FST: Long May It Live!  



Subj:  FST Tech Questions:              Section: 
From:  Michael J Healey         75573,333      # 675936, 1 Reply 
  To:  Ray Purvis               100735,3430    Date: 29-Oct-95 23:23   

Hey Ray:

Got any ideas on the following:

(1) Do you know of a way to change the hue or intensity, or both, of the
    gauge numerical font colors.  Like green is used for digit readouts
    in cockpit.  I know they changed this in WWII to white, but don't
    know how...Suggestions?

(2) In your Vietnam sim, are all those buggers flying by a mean sea level
    alt gauge, or did you figure out a way to utilized some form of radar   
 altitude?

(3) Antenna Tower Animated Lighting.  Although I have managed to create
    blinking quasi rail lighting using a small cube shape, a depot, & a    
short path; I can't think of a way to have lighting blink in a 
    stationary position on a Tower on the top of a building.  I think
    somebody knows how to do this... Do you?

Lastly, I posted the below topic in sec 10 about a week ago, to a silent
response as usual, but thought perhaps you might know something on it:

"I could never get the following sounds to work.  
I'd really like these:
SWITCH.WAV  STALL.WAV

I love the description for each of the below in the manual, really tells ya
a lot!

                  Manual Description:

PING.WAV         General "ping" type sound.    
CLUNK.WAV          "     "clunk"  "    "  . 
KLAX.WAV           "     warning.

Well, hope you are well buddy.  Any help greatly appreciated...

Kind Regards,

Mic.  



Subj:  FST Tech Questions:              Section: 
From:  Ray Purvis               100735,3430    # 676417, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 30-Oct-95 13:58   

Hi Mike,

FST tech Questions! OK I'll give it my best shot pal <g>

>> Do you know of a way to change the hue or intensity, or both, of the
    gauge numerical font colors.<<

You need the new color editor written by W.C. Digiacomo. It has a text file
with it that lists all the color attribs and you can change one individual
color with this editor and it doesn't then screw up the rest of the
pallette. I'm not sure if it's on the Forum but I think I've seen it
somewhere. Be warned though, changing the digit or dial colors changes the
in-flight map dot colors, they use the same blasted attribs!

>> In your Vietnam sim, are all those buggers flying by a mean sea level
    alt gauge, or did you figure out a way to utilized some form of radar   
 altitude?<<

Ah you've found one of my FST trade secrets <g> :-) Radar altimeter although
mentioned in the FST docs doesn't actually exist for the player! But in WWII
upgrade it does for the enemy and wingmen. If you set no height for a path,
aircraft will terrain follow and avoid, while vehicles will always track
terrain min height. I set path heights to approx 500m in Vietnam, so the
enemy jets tend to appear suddenly from behind hills! Cute ain't it :->

>>Antenna Tower Animated Lighting.  Although I have managed to create
    blinking quasi rail lighting using a small cube shape, a depot, & a    
short path; I can't think of a way to have lighting blink in a 
    stationary position on a Tower on the top of a building.  I think
    somebody knows how to do this... Do you?<<

It can be done one of two ways. Parent- child using shape editor with
different colors for parent and child shapes. Problem here is you need about
50 parent child levels and that means a big FSD file. 

The other way is to use the bleed through bug to your advantage. Draw a
single flat polygon shape say blue, then copy and paste it on top of itself
but change the color of the copy to say red. The light will then alternate
between blue/red. Doesn't always work on S3 based video cards though! This
here S3 has killed half the bugs, and half the tricks using the bugs! Them
bugs are handy ya know :-)

>>"I could never get the following sounds to work.  
I'd really like these:
SWITCH.WAV  STALL.WAV<<

Switch wave only plays when weapons are toggled, not other switches like
gear/flaps/brakes etc, the manual is wrong (surprise surprise)
Stall wave isn't supported, neither is lowwarn wave and a few more. Does
rushed out the door to beat FS5 ring a bell <g>

Hope this helps partner, all the best, 

Ray AKA Viper WIILD BUNCH Blue2







Subj:  FST Tech Questions:              Section: 
From:  Michael J Healey         75573,333      # 676614, 1 Reply 
  To:  Ray Purvis               100735,3430    Date: 30-Oct-95 17:25   

Howdy Ray,

Thanks for the insightful answers with my FST tech Questions!  
>> Do you know of a way to change the hue or intensity, or both, of the
    gauge numerical font colors.<<

>> need the new color editor written by W.C. Digiacomo.... I'm not sure if
it's on the Forum but I think I've seen it somewhere. << 

I don't think its here but I'll double check.  If its not perhaps you could
upload a copy.  I'll let ya'know.

>> radar altitude<<

Thanks for the interesting insight on this topic.

>>Antenna Tower Animated Lighting.   <

>> Parent- child using shape editor with different colors for parent and
child shapes.<<  

Cool idea but I guess you would only get the blinks when moving.

>>Switch wave only plays when weapons are toggled<< 

Well if you mean like when switching from guns to rockets with the backspace
key or the second joystick button?   Ahhhh, I don't think I here anything
there either but I'll check.

>>Stall wave isn't supported<<

I thought as much here, tried everything to get it to work :(

>> neither is lowwarn wav << 

Sorry, but I know you'll be happy to hear LOWWARN.WAV does indeed work...
and will play under the following conditions:
                      (1) Aircraft descends below 200 feet
                      (2) Gear is up.
Neat huh?


Well, again Ray, thanks very much for your help here.  I've gotten deeply
back into FST again, working on my new quasi-Elite style Mars
Simulation..........God help me.  The hours man, the hours...
But its strangly satisfying don't ya think? - Creating your own reality I
mean.  

     Additionally, I must state that I'm delighted you have decided to
invigorate and participate in section 10.  Perhaps between the two of us, we
can create a few more FST enthusiasts.  I think this will be a natural out
growth of the release of Flight Shop - I mean, all those guys hungry to
build planes, and then rediscovering FST were you can make it all instead of
just the players aircraft...

Well, heading back to Mars to do more work at Eltalin Spaceport (see new GIF
in LIB!)

All the best pal,

Mic.

  



Subj:  FST Tech Questions:              Section: 
From:  Ray Purvis               100735,3430    # 676717, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 30-Oct-95 18:58   

Yo Michael,

>>Thanks for the insightful answers with my FST tech Questions!  <<

My pleasure Mike, the more FST tips that get passed around the longer the
beast will live<VBG>

>>If its not perhaps you could upload a copy.<<

Yip no problem, if it's not there one message and it soon will be!

>>Cool idea but I guess you would only get the blinks when moving.<<

Yeh that's right, so you need to have parent/child changing colour say every
twenty metres or so, the FSD file gets BIG! I mean really big, you may think
it's a long way to the chemist shop....ooops must stop watching Hitch Hikers
Guide To The Galaxy videos! REMEMBER THAT...EXCELLENT!

>>Sorry, but I know you'll be happy to hear LOWWARN.WAV does indeed work...
and will play under the following conditions:
                      (1) Aircraft descends below 200 feet
                      (2) Gear is up.<<

Good lord I must have another bash at that one then, it would be great,
thanks partner!

>> I've gotten deeply back into FST again, working on my new quasi-Elite
style Mars Simulation..........God help me.  The hours man, the hours...
But its strangly satisfying don't ya think? - Creating your own reality I
mean.  <<

Absolutely, and hey if you don't like it, you can't blame the software
houses <G> But hey when you do like it! Self pride time!

Good Luck Mike, all the best,

Ray.



Subj:  FST Tech Questions:              Section: 
From:  Michael J Healey         75573,333      # 677025, 1 Reply 
  To:  Ray Purvis               100735,3430    Date: 31-Oct-95 00:04   

Hi Ray,

RE: William C. Digiacomo's color editor.   Yup, its in our section allright.
The name of the file is FSTCOL.EXE (self extracting).

Actually, stupid me; I had already downloaded it, extracted it, and put it
in a seperate sub-directory in my FST-accessories directory, but forgot it
was there.... Dah!  Downloaded it about 6 months ago and put it away for
safe keeping I guess.

Well, at first look, seems to be quite a little program, certainly does some
impressive things to COLS.FCD.  More on the later as I mess around with
it...

Finally downloaded VIETNAM.  Taking a close look at everything :).  Nice
work guy - like that fancy frontend exe.  Hey is KEYS.EXE copywrited ?  Did
you make it?  Well, more on VIETNAM observations later.

Kind Regards,

Mic.  
 



Subj:  FST Tech Questions:              Section: 
From:  Ray Purvis               100735,3430    # 677318, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 31-Oct-95 10:16   

Hi Mike,

>>RE: William C. Digiacomo's color editor.<<

LOL how many times have we ALL downloaded something and stored it for safe
keeping. And in a place we know were gonna remember in six months time! Only
to find six months later we actually hid the darn thing! <GGG>

>>Well, at first look, seems to be quite a little program,<<

It's first rate. You can change ANY color anywhere without fading the rest
round it when you save. In effect this means you can put a stripe half way
up terrain if you wish! It is a they say 'The Business.'

>>Finally downloaded VIETNAM.  Taking a close look at everything :).  Nice
work guy - like that fancy frontend exe.  <<

Thanks Michael, nice to know all the hard work is appreciatted.

>>Hey is KEYS.EXE copywrited ?  Did you make it?  Well, more on VIETNAM
observations later.<<

Yip I made keys.exe and it is copyright, BUT FST owners like yourself can
distribute it with any sims you write as long as Viper Software get a wee
mention in the docs somewhere.

You gotta grab some NAM mission off the Forum. Try the 'Down Town' A-6 raid
on Peoples Park from FOTI. Plus down town tank busting is a hoot! There's
about a dozen or so missions for that sim.

Between us we'll keep FST flyin partner <g>

All The Best Pal,
Ray




Subj:                                   Section: 
From:                                          # 677834, * No Replies * 
  To:                                          Date: 26-Nov-95 00:00   




Subj:  FST Tech Questions:              Section: 
From:  Michael J Healey         75573,333      # 675936, 1 Reply 
  To:  Ray Purvis               100735,3430    Date: 29-Oct-95 23:23   

Hey Ray:

Got any ideas on the following:

(1) Do you know of a way to change the hue or intensity, or both, of the
    gauge numerical font colors.  Like green is used for digit readouts
    in cockpit.  I know they changed this in WWII to white, but don't
    know how...Suggestions?

(2) In your Vietnam sim, are all those buggers flying by a mean sea level
    alt gauge, or did you figure out a way to utilized some form of radar   
 altitude?

(3) Antenna Tower Animated Lighting.  Although I have managed to create
    blinking quasi rail lighting using a small cube shape, a depot, & a    
short path; I can't think of a way to have lighting blink in a 
    stationary position on a Tower on the top of a building.  I think
    somebody knows how to do this... Do you?

Lastly, I posted the below topic in sec 10 about a week ago, to a silent
response as usual, but thought perhaps you might know something on it:

"I could never get the following sounds to work.  
I'd really like these:
SWITCH.WAV  STALL.WAV

I love the description for each of the below in the manual, really tells ya
a lot!

                  Manual Description:

PING.WAV         General "ping" type sound.    
CLUNK.WAV          "     "clunk"  "    "  . 
KLAX.WAV           "     warning.

Well, hope you are well buddy.  Any help greatly appreciated...

Kind Regards,

Mic.  



Subj:  FST Tech Questions:              Section: 
From:  Ray Purvis               100735,3430    # 676417, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 30-Oct-95 13:58   

Hi Mike,

FST tech Questions! OK I'll give it my best shot pal <g>

>> Do you know of a way to change the hue or intensity, or both, of the
    gauge numerical font colors.<<

You need the new color editor written by W.C. Digiacomo. It has a text file
with it that lists all the color attribs and you can change one individual
color with this editor and it doesn't then screw up the rest of the
pallette. I'm not sure if it's on the Forum but I think I've seen it
somewhere. Be warned though, changing the digit or dial colors changes the
in-flight map dot colors, they use the same blasted attribs!

>> In your Vietnam sim, are all those buggers flying by a mean sea level
    alt gauge, or did you figure out a way to utilized some form of radar   
 altitude?<<

Ah you've found one of my FST trade secrets <g> :-) Radar altimeter although
mentioned in the FST docs doesn't actually exist for the player! But in WWII
upgrade it does for the enemy and wingmen. If you set no height for a path,
aircraft will terrain follow and avoid, while vehicles will always track
terrain min height. I set path heights to approx 500m in Vietnam, so the
enemy jets tend to appear suddenly from behind hills! Cute ain't it :->

>>Antenna Tower Animated Lighting.  Although I have managed to create
    blinking quasi rail lighting using a small cube shape, a depot, & a    
short path; I can't think of a way to have lighting blink in a 
    stationary position on a Tower on the top of a building.  I think
    somebody knows how to do this... Do you?<<

It can be done one of two ways. Parent- child using shape editor with
different colors for parent and child shapes. Problem here is you need about
50 parent child levels and that means a big FSD file. 

The other way is to use the bleed through bug to your advantage. Draw a
single flat polygon shape say blue, then copy and paste it on top of itself
but change the color of the copy to say red. The light will then alternate
between blue/red. Doesn't always work on S3 based video cards though! This
here S3 has killed half the bugs, and half the tricks using the bugs! Them
bugs are handy ya know :-)

>>"I could never get the following sounds to work.  
I'd really like these:
SWITCH.WAV  STALL.WAV<<

Switch wave only plays when weapons are toggled, not other switches like
gear/flaps/brakes etc, the manual is wrong (surprise surprise)
Stall wave isn't supported, neither is lowwarn wave and a few more. Does
rushed out the door to beat FS5 ring a bell <g>

Hope this helps partner, all the best, 

Ray AKA Viper WIILD BUNCH Blue2







Subj:  FST Tech Questions:              Section: 
From:  Michael J Healey         75573,333      # 676614, 1 Reply 
  To:  Ray Purvis               100735,3430    Date: 30-Oct-95 17:25   

Howdy Ray,

Thanks for the insightful answers with my FST tech Questions!  
>> Do you know of a way to change the hue or intensity, or both, of the
    gauge numerical font colors.<<

>> need the new color editor written by W.C. Digiacomo.... I'm not sure if
it's on the Forum but I think I've seen it somewhere. << 

I don't think its here but I'll double check.  If its not perhaps you could
upload a copy.  I'll let ya'know.

>> radar altitude<<

Thanks for the interesting insight on this topic.

>>Antenna Tower Animated Lighting.   <

>> Parent- child using shape editor with different colors for parent and
child shapes.<<  

Cool idea but I guess you would only get the blinks when moving.

>>Switch wave only plays when weapons are toggled<< 

Well if you mean like when switching from guns to rockets with the backspace
key or the second joystick button?   Ahhhh, I don't think I here anything
there either but I'll check.

>>Stall wave isn't supported<<

I thought as much here, tried everything to get it to work :(

>> neither is lowwarn wav << 

Sorry, but I know you'll be happy to hear LOWWARN.WAV does indeed work...
and will play under the following conditions:
                      (1) Aircraft descends below 200 feet
                      (2) Gear is up.
Neat huh?


Well, again Ray, thanks very much for your help here.  I've gotten deeply
back into FST again, working on my new quasi-Elite style Mars
Simulation..........God help me.  The hours man, the hours...
But its strangly satisfying don't ya think? - Creating your own reality I
mean.  

     Additionally, I must state that I'm delighted you have decided to
invigorate and participate in section 10.  Perhaps between the two of us, we
can create a few more FST enthusiasts.  I think this will be a natural out
growth of the release of Flight Shop - I mean, all those guys hungry to
build planes, and then rediscovering FST were you can make it all instead of
just the players aircraft...

Well, heading back to Mars to do more work at Eltalin Spaceport (see new GIF
in LIB!)

All the best pal,

Mic.

  



Subj:  FST Tech Questions:              Section: 
From:  Ray Purvis               100735,3430    # 676717, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 30-Oct-95 18:58   

Yo Michael,

>>Thanks for the insightful answers with my FST tech Questions!  <<

My pleasure Mike, the more FST tips that get passed around the longer the
beast will live<VBG>

>>If its not perhaps you could upload a copy.<<

Yip no problem, if it's not there one message and it soon will be!

>>Cool idea but I guess you would only get the blinks when moving.<<

Yeh that's right, so you need to have parent/child changing colour say every
twenty metres or so, the FSD file gets BIG! I mean really big, you may think
it's a long way to the chemist shop....ooops must stop watching Hitch Hikers
Guide To The Galaxy videos! REMEMBER THAT...EXCELLENT!

>>Sorry, but I know you'll be happy to hear LOWWARN.WAV does indeed work...
and will play under the following conditions:
                      (1) Aircraft descends below 200 feet
                      (2) Gear is up.<<

Good lord I must have another bash at that one then, it would be great,
thanks partner!

>> I've gotten deeply back into FST again, working on my new quasi-Elite
style Mars Simulation..........God help me.  The hours man, the hours...
But its strangly satisfying don't ya think? - Creating your own reality I
mean.  <<

Absolutely, and hey if you don't like it, you can't blame the software
houses <G> But hey when you do like it! Self pride time!

Good Luck Mike, all the best,

Ray.



Subj:  FST Tech Questions:              Section: 
From:  Michael J Healey         75573,333      # 677025, 1 Reply 
  To:  Ray Purvis               100735,3430    Date: 31-Oct-95 00:04   

Hi Ray,

RE: William C. Digiacomo's color editor.   Yup, its in our section allright.
The name of the file is FSTCOL.EXE (self extracting).

Actually, stupid me; I had already downloaded it, extracted it, and put it
in a seperate sub-directory in my FST-accessories directory, but forgot it
was there.... Dah!  Downloaded it about 6 months ago and put it away for
safe keeping I guess.

Well, at first look, seems to be quite a little program, certainly does some
impressive things to COLS.FCD.  More on the later as I mess around with
it...

Finally downloaded VIETNAM.  Taking a close look at everything :).  Nice
work guy - like that fancy frontend exe.  Hey is KEYS.EXE copywrited ?  Did
you make it?  Well, more on VIETNAM observations later.

Kind Regards,

Mic.  
 



Subj:  FST Tech Questions:              Section: 
From:  Ray Purvis               100735,3430    # 677318, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 31-Oct-95 10:16   

Hi Mike,

>>RE: William C. Digiacomo's color editor.<<

LOL how many times have we ALL downloaded something and stored it for safe
keeping. And in a place we know were gonna remember in six months time! Only
to find six months later we actually hid the darn thing! <GGG>

>>Well, at first look, seems to be quite a little program,<<

It's first rate. You can change ANY color anywhere without fading the rest
round it when you save. In effect this means you can put a stripe half way
up terrain if you wish! It is a they say 'The Business.'

>>Finally downloaded VIETNAM.  Taking a close look at everything :).  Nice
work guy - like that fancy frontend exe.  <<

Thanks Michael, nice to know all the hard work is appreciatted.

>>Hey is KEYS.EXE copywrited ?  Did you make it?  Well, more on VIETNAM
observations later.<<

Yip I made keys.exe and it is copyright, BUT FST owners like yourself can
distribute it with any sims you write as long as Viper Software get a wee
mention in the docs somewhere.

You gotta grab some NAM mission off the Forum. Try the 'Down Town' A-6 raid
on Peoples Park from FOTI. Plus down town tank busting is a hoot! There's
about a dozen or so missions for that sim.

Between us we'll keep FST flyin partner <g>

All The Best Pal,
Ray




Subj:                                   Section: 
From:                                          # 677834, * No Replies * 
  To:                                          Date: 26-Nov-95 00:00   




Subject: FST Elite Mars Sim.
Date:    01-Nov-95 at 22:59   
From:    Michael J Healey, 75573,333

TO: Steve Critchlow,100023,1265
   

Hi Steve,

Glad to hear your interested...  I'll be packing it soon and will send you
the Alpha.  I need to do a couple of things first.  So what do you think of
the GIFs... :)

>>Whats FST:  Here the standard FS Section 10 response:


What is FST...
FLIGHT SIM TOOLKIT: Created by Simis, distributed by DOMARK, in 1994.
Runs in VGA & SVGA...640 x 480 256 colors.

The program is totally awsome and lets you
build you own sim world, exactly the way you want it.

You do the following:

Build your world (using Fractal graphics like those used in SVGA Harrier)
Build your own objects or use those supplied, 100s available.
Build your own planes, jets, spacecraft, buildings, vehicles, anything - in
a special CAD program within the main program.
Build your own flight models for above!
Create detailed senarios (have bombers attach your home town or what-ever.
Create animated objects: have a B25 buzz your house :-)
Build your own cockpit display, arrange the gauges. Edit the cockpit PCX... 
Add your own sounds
The resulting products are stand alone and run thru DOS.
The programs are created with a windows program.

FLIGHT SIM FORUM, SEC. 10 IS DEVOTED TO "OTHER FLIGHT SIMS"...
This really means FST.  Additionally, check the lib. 10 and see all the 
stuff for FST.  Preview (Download HVIEW.EXE & ME262.ZIP too look at what
planes look like in FST... which you can make.

Caution: FST is addictive. It will take you about a month of work to really
get into and you will not leave......<VBG>

You need the following:

FLIGHT SIM TOOLKIT CD (not disk)
FLIGHT SIM TOOLKIT WWII ADD-ON CD(must have as it upgrades FST big time)
DOWNLOAD EVERYTHING IN LIB. 10 ABOUT FST, ESPECIALLY TUTORIALS AS FST MANUAL
IS POOR, BUT PROGRAM IS GREAT.


More to come....

Kind Regards,

Mic.  



Subj:  FST *.FSD Bleedthru Prob         Section: 
From:  Ray Purvis               100735,3430    # 680302, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 02-Nov-95 23:12   

Hi Mike,

Yip this bleed through thing is wierd. I think it's also part of the
disappearing aircraft in padlock view problem. They both seem related to
polygon size and type, the color pallette used, polygon order in shape,
AND the video card used. Since I went S3 the bleed through has reduced a
great deal, but the padlock view has got worse!!! :(

>>To quote he said:<<

Yip I saw that from your thread update you posted me. It partly works, so
alot of the problem must come from the graphics engine in FLY.EXE. However I
would rather they didn't tinker with that for fear of the frame rate
suffering. In all honesty the bleed through doesn't bother me TOO much. The
invisible aircraft in padlock view does!

>>I was wondering if he ever made this "Shape Editor Tutorial" available to
the FST Users Group in the U.K.  I don't think he ever uploaded it to CIS. 
I'm sure, even if it is unfinished it will be of help.<<

Nope never hit the User Group fur sure :( I've got be carefull here in fact
I'll post private and go the full hog!

What Domark/Simis say they will do, and what they end up doing are two
completely different matters!
I can't push the point too hard, as Bryan did give me permission to go
Shareware with FST including FLY.EXE I got a positive response re the
missile fly backwards bug. Four weeks ago (approx) and I ain't heard diddly
back.

I'll do some experiments Mike with the shape editor and see what I can come
up with. I think we've gotta take the bull by the horns and go for it
without Domark/Simis on this. I'm SURE any tutorials or fixes are gonna be
down to people like you and me and other high power FST users! (g)

Steve Harding and another guy are trying to resolve a similar problem with a
sim called Berties Office, which is amazing! Very unique use of FST. The
problem I forsee in the future, is if EF2000 is good, and it looks as though
it's going to be a corker! FST MIGHT die a million deaths. Plus there's BTB
& SU-27 hanging in the wings (no pun intended!) Now if all our hard work
ends up to be for nothing, guess who's gonna be miffed and guess who's gonna
be laughing his head off!!!

I'm going to try this with shape editor.

1: Create an aircraft from the ground up. e.g. wheels first wings last.
2: Reverse the proceedure and see what happens!

It only has to be a very simple shape to do experiments, so I'll post ya
over the weekend OK?

I think I'll do a very simple delta, and then add to it and see what effect
polygon count has etc.

BTW could you send me any current info you have on the sound side of FST.
I'm getting one or two SB users asking about the SB16UP.EXE fix. As my SB
doesn't use the ASP chip I'm goosed :-(
Do you use an SB sound driver in Autoexec or Config.Sys ? I always run FST
from a minimal boot which uses no drivers for he SB at all. Any info on this
would be great pal :)

See Ya,

Ray.

 



Subj:  FST *.FSD Bleedthru Prob         Section: 
From:  Michael J Healey         75573,333      # 680212, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 02-Nov-95 20:57   

Hi Ray,

How's ya week go'in, well I hope.  I had today off and since it was a
rain'in and pretty dank out spent the day in FST's shape editor, mess'in
about.

One think that really frustrates the even liv'in crap out of me, is the
bleed thru problems with the shapes created.  Especially when trying to
produce a great undercarriage.  I use all the tricks I know, like deleting
the top and bottom polys of a wheel, but some things really get to me...

For instance,  lets say you make a rear gear consisting of 3D octogon wheels
lined up in a row, and then want to put some type of rail object running on
the side of the wheels.  Well, that rail object, be it a line or anthing
else, will get "cut" buy the side facing polys of the wheels on most any
view other than head on.  I can't seem to lick this problem and I thought
you might have some insight... ?

A while back  Brian Walker said he was working on a Shape Editor Tutorial
that described these types of problems and work-a-rounds in detail.

To quote he said:

>>
Subj:  FST help: Bleed Thru             Section: Domark Software
From:  Bryan Walker             73472,3113     # 47311, * No Replies * 
  To:  Michael J. Healey        75573,333      Date: 05-Apr-95 22:53   

     I'll be addressing that problem in an FST Shape Editor tutorial. 
However, here's some quick tips on avoiding the sorting errors that can
cause shape parts to "show through" one another:

     1)  Avoid very large polygons on shapes.

     2)  Avoid using Squares, and instead use triangles if possible.

     3)  Always remember to lay out polygons counter-clockwise.

     4)  Make sure that your polygons are double-sided.

     Bryan <<

I was wondering if he ever made this "Shape Editor Tutorial" available to
the FST Users Group in the U.K.  I don't think he ever uploaded it to CIS. 
I'm sure, even if it is unfinished it will be of help.

Another strategy is to try to use interior blocking polygons to hide the
bleed thru, but I find these usually create more problems than they solve. 
Although, this idea works quite well with FS4's Aircraft Factory, it does
not seem very valuable in FST.

I am trying to find out the rules of order or hierarchy by which the shape
editor functions.  For instance.   Is there an object of higher display
order or value than another object when placed on top of it.
In some cases, you can place 2D polys on top of a 3D shapes and have great
results, at other time, not.  Lines, can be trouble too.


Well, any insight you have on this topic greatly appreciated.

All the Best.

Mic. 


   



Subj:  FST Continued ? & You...         Section: Other Flight Sims
From:  Domark Software          73472,3113     # 680092, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 02-Nov-95 20:24   

>>Well, I hope you will notice the HUGE amount of traffic and interest in 
BAO's new Flight Shop... a program with only 1/50th of the user power or
flexability of FST.<<

     I've been at a loss to explain the appeal to most MS Flight Sim
stuff...  :/

>>Perhaps DOMARK should seriously rethink the future of FST; perhaps you
already have?<<

     It's not that we don't like FST.  We love it!  I'd like to be able to
release a new FST based upon all of our new design tools.  It would blow you
away!  However, the time it would take to "humanize" everything, combined
with the lower sales that software "toolkits" enjoy,  would make it less
cost effective than the dedicated sims we're working on now.  At the risk of
sounding mercenary, the bottom line is indeed the bottom line...  The
advance orders we're already accumulating for FN2 exceed our profits from
FST by a factor of five.

     Bryan

     

So might you take pity on us and address the faithful?

All the Best.

Mic.

FST: Long May It Live!   



Subj:  FST Util Versions ?              Section: Other Flight Sims
From:  M.J.Standing             100626,573     # 679915, * No Replies * 
  To:  All                                     Date: 02-Nov-95 17:39   

Hello All,

I`ve just recently acquired a copy of Flight Sim Toolkit and WWII.

I`m having a few problems with the package and was wondering what versions
of the various utilities I should be using (FLY.EXE, WORLD.EXE
etc etc).

Any info much appreciated.

Regards,
Michael. (UK)



Subj:  FST *.FSD Bleedthru Prob         Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 680894, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 03-Nov-95 14:51   

Hi Michael,

>> Unfortunately, it seems the Tseng chipsets have fallen from favor and S3
cards are hotter. <<

Yeh the S3 really clocks out fast. Plus alot of the sims (especially FST)
are optimised for the S3
The Tseng chipsets are really bug free. As ever it's not always the best
that get's support!!!

>> Did you see Bryan's response to my recent post to him ?<<

Yip! at least the guy finaly gave the bottom line MONEY or more correctly
PROFIT. Now that I'm in business for myself I gotta sympathise here! BUT how
come other companies like EA and DiD keep bringing out update patches. You
gotta weigh up customer feeling as well, or you shoot yourself in the foot!
IMO Domark/Simis suck when it comes to promises and end results. I never
promise a customer anything unless I know I'm going to make a serious
attempt to deliver the goods! Bryan is a stall merchant, fatal for P.R.
Typical rotor head (g) He's and ex Apache 64 puke! ICYDK. (g)

>>I'm going to drop you a seperate post concerning some legal questions
concerning uploading or transmitting FST creations... Later on this.<<

Yeh please do! I like going over the legal stuff. I took Panasonic to the
line with a massive law suit. Blew the b'stards clean out of the sky! And
all with MS Encarta 95 law section. The lawyer I used to close the case shit
himself when I told him the pre-flight was all done at home using the PC
(GGG)

>>Hey, you know there's another guy around here, his name is Mark "Endo"
Estephian (or something)<<

Heheeee! Oh excuse me but that reminds me of one of Marks posts to me!!! He
really liked the sims I posted but didn't feel he should register as he was
an FST user. So he offers to trade two womens bathing costumes for the sims!
I said: "OK but put  the women in them first!" Waaaaaa! Later I posted a
legal update saying that FST users can ignore the 21 day trial period on the
shareware. But then of course they never get the gee whizz super dooper
upgrade!!! I've had a few posts from Mark since, he knows his stuff alright
but hasn't quite learned to use the bugs for 'special effects' yet.

>> unlike us: The Faithful.<<

Yes indeed, I reckon Domark/Simis owe guys like us a commision for getting
PO FST users to dust it off and re-install (ggg)

>>if EF2000 is good<< 

>>Isn't this just another dedicated flight sim or do I have it wrong?  Is it
a new kind of flight simulation toolkit produced by another software
comapany?  I hope I hope I hope...<<

Sorry but yes it's another dedicated flight sim, but it looks awesome and
the beta reviews are giving everyone Woodrows (g) They reckon a P5 90 for
all options on in SVGA does the trick. I'm planning on stuffing a 90 or one
of the P5 overdrives in this 66 when they come out, so I might get away with
it!!!
Due out Mid Nov 95 in the States (EF2000 that is)

>>(here is a big FST secret it took me months to learn) fixes the problems
with many video cards (like mine)  of being unable to get screen grabs in
SVGA mode - please keep this to yourself :).<<

No problem regarding security of info (g) mums the word Mike! Thanks for the
info on sound and your Auto Config stuff. Excellent.

I've actually sent you a post on my shape trials just as I downloaded this
message.

Best Regards,

Ray

PS Just tried the sound thing no joy :( Ah well not to worry. The CSP.SYS SB
driver is for the ASP chip and I ain't got it......YET! :-)







Subj:  FST *.FSD Bleedthru Prob         Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 680837, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 03-Nov-95 13:49   

Hi Ray,

Thanks for the fast comeback...

>>They both seem related to polygon size and type, the color pallette used,
polygon order in shape<<

I agree with you here.  I wonder if you can change the order if the 
individual polys in a shape file with a text editor?

>> AND the video card used. Since I went S3 the bleed through has reduced a
great deal, but the padlock view has got worse!!! :(<<

I'm sorry to hear that buddy, that can really piss you off.  I use a ET4000
w32p Tseng chipset 2 Meg STB Lightspeed VLB Video card.  Its not the fastest
chipset but gives me very few video problems with most sims. Unfortunately,
it seems the Tseng chipsets have fallen from favor and S3 cards are hotter. 

>>What Domark/Simis say they will do, and what they end up doing are two
completely different matters!<<

Yeah, I couldn't agree more.  Did you see Bryan's response to my recent post
to him ? That twit.  I while back he told me he'd get them to look into the
sound problems too.... (about 7 months ago). Essentially, his responses are
usually of no or little help to FSTers - but I like to bug him anyway.  Hey,
somebody's gotta <g>. 
 
>>I can't push the point too hard, as Bryan did give me permission to go
Shareware with FST including FLY.EXE <<

I'm going to drop you a seperate post concerning some legal questions
concerning uploading or transmitting FST creations... Later on this.

>>I got a positive response re the missile fly backwards bug. Four weeks ago
(approx) and I ain't heard diddly back. <<

I really hope you do get an answer but I think you and I already know the
answer here <g>.  Hey, how come we can't get in touch directly with David
Payne of SIMIS.  Hell, I'd send him some money myself if he'd fix a couple
of things.  What's the deal here?  

>>I'll do some experiments Mike with the shape editor and see what I can
come up with. <<

Yeah, this will be great, I'll do some too.  Then perhaps we can conference
and compare notes.

>>I think we've gotta take the bull by the horns and go for it without
Domark/Simis on this.<<

Well, I'm with you all the way.

>>I'm SURE any tutorials or fixes are gonna be down to people like you and
me and other high power FST users! (g)<<

Hey, you know there's another guy around here, his name is Mark "Endo"
Estephian (or something).  Well, the guys been in FST for almost a couple of
years and is quite the path expert.  I think he's stil tinkering with FST,
but it's no longer a religion for him... unlike us: The Faithful.

>>Steve Harding<<

I wish Steve would participate in the Forum more.

>>if EF2000 is good<< 

Isn't this just another dedicated flight sim or do I have it wrong?  Is it a
new kind of flight simulation toolkit produced by another software comapany?
 I hope I hope I hope...


>>I'm going to try this with shape editor. 
1: Create an aircraft from the ground up. e.g. wheels first wings last.
2: Reverse the proceedure and see what happens!<<

Yeah, I'll try this as well, but think I did give it a go about 8 or 9
months ago already.  I can't remember what happen... Wait a minute:  I think
I created an undercarriage, then imported the plane, but I can't remember
the result.   I'll try it again and let you know. 


>>It only has to be a very simple shape to do experiments, so I'll post ya
over the weekend OK?<<
O.K.

>>BTW could you send me any current info you have on the sound side of FST.
<<

O.K.  I have a SB16 Multi-CD card with the Advance Signal Processing
Chipset.  The SB16UP.EXE that fixed the problem for me I downloaded in July
95, I think.   I still think its the most recent SB16UP.EXE.
 
Below is my basic CONFIG.SYS and AUTOEXEC.BAT.  I haven't felt the need to
create a custom set for FST as the sims run fine on my system.  The only
addition was the incorporation of UNIVBE5.1, which I use because...
(here is a big FST secret it took me months to learn) fixes the problems
with many video cards (like mine)  of being unable to get screen grabs in
SVGA mode - please keep this to yourself :).

------------------Config.sys--------------------

DEVICE=C:\DOS\HIMEM.SYS
DEVICE=C:\DOS\EMM386.EXE RAM HIGHSCAN 4096 D=128
BUFFERS=20,0
FILES=40
DOS=UMB
LASTDRIVE=E
FCBS=4,0
BREAK=ON
DEVICEHIGH /L:2,17360 =C:\CDDRIVE\MTMCDAE.SYS /D:MSCD001 /P:340 /I:11 /T:S
/A:0 /M:64 /X
DEVICEHIGH /L:2,9072 =C:\DOS\ANSI.SYS
rem DEVICE=C:\DOS\SETVER.EXE
rem DEVICE=C:\SB16\DRV\CSP.SYS /UNIT=0 /BLASTER=A:220 I:5 D:1 H:1
DOS=HIGH
SHELL=C:\DOS\COMMAND.COM C:\DOS\  /p
REM
REM **********SYSTEM REGULAR CONFIG.SYS*************
REM ..Created 04-22-95 @ 2:00 am
REM ......4096 memory in Expanded Form (EMS)
REM ......MTMCDAE.SYS set to 64 in extended memory
REM ......MTMCDAE.SYS using software interrupt transfer option.
REM ......Soundblaster QSound Drive CSP.SYS not loaded
REM ......SETVER.EXE not loaded
REM ***This file stored when not in use as CONFIG.REG
REM ***Restore this config.sys ONLY from proper ___TOREG.BAT
___________________________________________________________

Autoexec:

PATH C:\DOS;D:\WINDOWS;C:\MSINPUT\MOUSE
C:\UNIVBE51\UNIVBE.EXE
LH /L:1,24144 C:\DOS\MSCDEX.EXE /D:MSCD001 /M:64 /E
LH /L:0;1,45472 /S C:\DOS\SMARTDRV.EXE
SET MSINPUT=C:\MSINPUT
LH /L:0;1,25136 /S C:\MSINPUT\MOUSE\MOUSE.EXE
SET SOUND=C:\SB16
SET MIDI=SYNTH:1 MAP:E
SET BLASTER=A220 I5 D1 H1 P330 T6
C:\SB16\SB16SET /M:230 /VOC:225 /CD:200 /MIDI:220 /LINE:220 /TREBLE:0
/OPGAIN:8,8
C:\SB16\SBCONFIG.EXE /S
SET TEMP=D:\WINDOWS\TEMP
CLS
C:\DOS\MEM
GREEN
-----------------------------------------

This setup give about 608K free of convention base memory.  I have 12 Meg of
memory alltogether.

So you see, I am using some SB drivers... Let me know if you have any
questions on these.  Hope they help.  Additionally, I'm not sure that the
only reason SB16UP.EXE didn't fix your engine sound is because you don't
have the ASP chipset.  Ahhh, you said this, I didn't <g>.  I'm not sure the
chip has anything to do with the prob. but you might be right.  Wouldn't it
be lucky for you if it was as easy as mess'in about with the config and auto
:).

Kind Regards,

Mic.  



Subj:  FST *.FSD Bleedthru Prob         Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 680212, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 02-Nov-95 21:38   

Hi Ray,

How's ya week go'in, well I hope.  I had today off and since it was a
rain'in and pretty dank out spent the day in FST's shape editor, mess'in
about.

One think that really frustrates the even liv'in crap out of me, is the
bleed thru problems with the shapes created.  Especially when trying to
produce a great undercarriage.  I use all the tricks I know, like deleting
the top and bottom polys of a wheel, but some things really get to me...

For instance,  lets say you make a rear gear consisting of 3D octogon wheels
lined up in a row, and then want to put some type of rail object running on
the side of the wheels.  Well, that rail object, be it a line or anthing
else, will get "cut" buy the side facing polys of the wheels on most any
view other than head on.  I can't seem to lick this problem and I thought
you might have some insight... ?

A while back  Brian Walker said he was working on a Shape Editor Tutorial
that described these types of problems and work-a-rounds in detail.

To quote he said:

>>
Subj:  FST help: Bleed Thru             Section: Domark Software
From:  Bryan Walker             73472,3113     # 47311, * No Replies * 
  To:  Michael J. Healey        75573,333      Date: 05-Apr-95 22:53   

     I'll be addressing that problem in an FST Shape Editor tutorial. 
However, here's some quick tips on avoiding the sorting errors that can
cause shape parts to "show through" one another:

     1)  Avoid very large polygons on shapes.

     2)  Avoid using Squares, and instead use triangles if possible.

     3)  Always remember to lay out polygons counter-clockwise.

     4)  Make sure that your polygons are double-sided.

     Bryan <<

I was wondering if he ever made this "Shape Editor Tutorial" available to
the FST Users Group in the U.K.  I don't think he ever uploaded it to CIS. 
I'm sure, even if it is unfinished it will be of help.

Another strategy is to try to use interior blocking polygons to hide the
bleed thru, but I find these usually create more problems than they solve. 
Although, this idea works quite well with FS4's Aircraft Factory, it does
not seem very valuable in FST.

I am trying to find out the rules of order or hierarchy by which the shape
editor functions.  For instance.   Is there an object of higher display
order or value than another object when placed on top of it.
In some cases, you can place 2D polys on top of a 3D shapes and have great
results, at other time, not.  Lines, can be trouble too.


Well, any insight you have on this topic greatly appreciated.

All the Best.

Mic. 


   



Subj:  FST *.FSD Bleedthru Prob         Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 680839, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 03-Nov-95 13:49   

Hi Mike,

Re my other message (posted private) here are the results of the tests I
conducted.

1: I constructed a very simple shape in FST. This was a triangular wing
double sided polygon
    coloured medium gray. I placed a Box beneath this coloured Black.

I used FLY.EXE AND The DOS VIEW util to check for bleed through.

The box always bled through the wing unless the view angle was almost
directly from above the shape.

2: I reversed the build proceedure e.g. placed the box in shape first, then
the Wing, same results.

3: I tested with different pallettes, same results. I changed the colors of
wing and box, no joy :(

One thing I noticed, the wing never bled through the box when viewing the
shape from below!

Now remember the warning in various tutorials about removing hidden
polygons, as the program will draw them anyway! and hence reduce the frame
rate!

4: I altered time of day in a sim, hence altering the light angle for
shading polygons. The bleed through reduced but could still be seen from
time to time.

Conclusion: The way FLY.EXE draws polygons and the light source angle are
the two main culprits here.
(The Dos View Util uses a portion from FLY.EXE as well)

The cure: Shape editor tricks alone are not going to remove this problem,
well not as far as I can see anyway. The problem lies within the FLY.EXE
graphics engine, and as you know, that's a copyright file and cannot be
altered in any way.

However in the true tradition of the tenacious mad Scotsman that I am, I
will continue to search for other possible fixes ;-) AKA end user work
rounds. (g)

One POSITIVE from this little bug! If you use decals on wings and tail fins
they show from both sides! hence reducing the polygon count of the shape!
perhaps we could write an 'Invisible man sim' (GGG)

BTW do you know what this FN2 thing is Bryan has mentioned? I don't but I'm
interested.

Best Regards,

Ray AKA FST nutter



Subj:  FST Continued ? & You...         Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 679232, * No Replies * 
  To:  Domark Software          73472,3113     Date: 01-Nov-95 23:56   

Hi Bryan,

How have you been.  Well I hope.  I couldn't help but post you a note to nag
you on the following <g>:

A while back in this forum, you answered a person who wrote to DOMARK on the
further development of FST.  In you comments you said:

"Toolkits are a real niche product, and it seems most people just want to 
play..."

Well, I hope you will notice the HUGE amount of traffic and interest in 
BAO's new Flight Shop... a program with only 1/50th of the user power or
flexability of FST.  Section five is averaging something like 500 messages a
week.  Seems there are quite a few folks who want to do a lot more than just
play.  Perhaps DOMARK should seriously rethink the future of FST; perhaps
you already have?

So might you take pity on us and address the faithful?

All the Best.

Mic.

FST: Long May It Live!  



Subj:  FST Continued ? & You...         Section: Other Flight Sims
From:  Domark Software          73472,3113     # 680092, 2 Replies 
  To:  Michael J Healey         75573,333      Date: 02-Nov-95 20:24   

>>Well, I hope you will notice the HUGE amount of traffic and interest in 
BAO's new Flight Shop... a program with only 1/50th of the user power or
flexability of FST.<<

     I've been at a loss to explain the appeal to most MS Flight Sim
stuff...  :/

>>Perhaps DOMARK should seriously rethink the future of FST; perhaps you
already have?<<

     It's not that we don't like FST.  We love it!  I'd like to be able to
release a new FST based upon all of our new design tools.  It would blow you
away!  However, the time it would take to "humanize" everything, combined
with the lower sales that software "toolkits" enjoy,  would make it less
cost effective than the dedicated sims we're working on now.  At the risk of
sounding mercenary, the bottom line is indeed the bottom line...  The
advance orders we're already accumulating for FN2 exceed our profits from
FST by a factor of five.

     Bryan

     

So might you take pity on us and address the faithful?

All the Best.

Mic.

FST: Long May It Live!  



Subj:  FST Continued ? & You...         Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 680838, 1 Reply 
  To:  Domark Software          73472,3113     Date: 03-Nov-95 13:49   

Hi Bryan,

Hope your all well and cookin up some great new sims! (g)

>> The advance orders we're already accumulating for FN2 exceed our profits
from FST by a factor of five.<<

FN2? what's this? something to get excited over! I hope so!!!

Any joy on the missile bug in WWII upgrade I posted you about? Just wonderd
if your programmers had found anything!

Have a good weekend you guys,

Best Regards,

Ray Purvis



Subj:  FST Continued ? & You...         Section: Other Flight Sims
From:  Domark Software          73472,3113     # 680898, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 03-Nov-95 14:53   

     That missile bug is a tough one to nail down.  It's perhaps our fault
for not doing more testing on the missiles while working on FST:  WWII.  The
only thing we can find is that it happens when a missile lock is achieved
when a Fighter is crossing a terrain tile.  The main programmer on that
module found a fix for it, if I remember, but I'm not sure what the status
is on it.  (He's been off flying his new ultralight across France, so I
haven't been able to talk to him lately.)

     Bryan



Subj:  FST *.FSD Bleedthru Prob         Section: 
From:  Michael J Healey         75573,333      # 680837, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 03-Nov-95 13:08   

Hi Ray,

Thanks for the fast comeback...

>>They both seem related to polygon size and type, the color pallette used,
polygon order in shape<<

I agree with you here.  I wonder if you can change the order if the 
individual polys in a shape file with a text editor?

>> AND the video card used. Since I went S3 the bleed through has reduced a
great deal, but the padlock view has got worse!!! :(<<

I'm sorry to hear that buddy, that can really piss you off.  I use a ET4000
w32p Tseng chipset 2 Meg STB Lightspeed VLB Video card.  Its not the fastest
chipset but gives me very few video problems with most sims. Unfortunately,
it seems the Tseng chipsets have fallen from favor and S3 cards are hotter. 

>>What Domark/Simis say they will do, and what they end up doing are two
completely different matters!<<

Yeah, I couldn't agree more.  Did you see Bryan's response to my recent post
to him ? That twit.  I while back he told me he'd get them to look into the
sound problems too.... (about 7 months ago). Essentially, his responses are
usually of no or little help to FSTers - but I like to bug him anyway.  Hey,
somebody's gotta <g>. 
 
>>I can't push the point too hard, as Bryan did give me permission to go
Shareware with FST including FLY.EXE <<

I'm going to drop you a seperate post concerning some legal questions
concerning uploading or transmitting FST creations... Later on this.

>>I got a positive response re the missile fly backwards bug. Four weeks ago
(approx) and I ain't heard diddly back. <<

I really hope you do get an answer but I think you and I already know the
answer here <g>.  Hey, how come we can't get in touch directly with David
Payne of SIMIS.  Hell, I'd send him some money myself if he'd fix a couple
of things.  What's the deal here?  

>>I'll do some experiments Mike with the shape editor and see what I can
come up with. <<

Yeah, this will be great, I'll do some too.  Then perhaps we can conference
and compare notes.

>>I think we've gotta take the bull by the horns and go for it without
Domark/Simis on this.<<

Well, I'm with you all the way.

>>I'm SURE any tutorials or fixes are gonna be down to people like you and
me and other high power FST users! (g)<<

Hey, you know there's another guy around here, his name is Mark "Endo"
Estephian (or something).  Well, the guys been in FST for almost a couple of
years and is quite the path expert.  I think he's stil tinkering with FST,
but it's no longer a religion for him... unlike us: The Faithful.

>>Steve Harding<<

I wish Steve would participate in the Forum more.

>>if EF2000 is good<< 

Isn't this just another dedicated flight sim or do I have it wrong?  Is it a
new kind of flight simulation toolkit produced by another software comapany?
 I hope I hope I hope...


>>I'm going to try this with shape editor. 
1: Create an aircraft from the ground up. e.g. wheels first wings last.
2: Reverse the proceedure and see what happens!<<

Yeah, I'll try this as well, but think I did give it a go about 8 or 9
months ago already.  I can't remember what happen... Wait a minute:  I think
I created an undercarriage, then imported the plane, but I can't remember
the result.   I'll try it again and let you know. 


>>It only has to be a very simple shape to do experiments, so I'll post ya
over the weekend OK?<<
O.K.

>>BTW could you send me any current info you have on the sound side of FST.
<<

O.K.  I have a SB16 Multi-CD card with the Advance Signal Processing
Chipset.  The SB16UP.EXE that fixed the problem for me I downloaded in July
95, I think.   I still think its the most recent SB16UP.EXE.
 
Below is my basic CONFIG.SYS and AUTOEXEC.BAT.  I haven't felt the need to
create a custom set for FST as the sims run fine on my system.  The only
addition was the incorporation of UNIVBE5.1, which I use because...
(here is a big FST secret it took me months to learn) fixes the problems
with many video cards (like mine)  of being unable to get screen grabs in
SVGA mode - please keep this to yourself :).

------------------Config.sys--------------------

DEVICE=C:\DOS\HIMEM.SYS
DEVICE=C:\DOS\EMM386.EXE RAM HIGHSCAN 4096 D=128
BUFFERS=20,0
FILES=40
DOS=UMB
LASTDRIVE=E
FCBS=4,0
BREAK=ON
DEVICEHIGH /L:2,17360 =C:\CDDRIVE\MTMCDAE.SYS /D:MSCD001 /P:340 /I:11 /T:S
/A:0 /M:64 /X
DEVICEHIGH /L:2,9072 =C:\DOS\ANSI.SYS
rem DEVICE=C:\DOS\SETVER.EXE
rem DEVICE=C:\SB16\DRV\CSP.SYS /UNIT=0 /BLASTER=A:220 I:5 D:1 H:1
DOS=HIGH
SHELL=C:\DOS\COMMAND.COM C:\DOS\  /p
REM
REM **********SYSTEM REGULAR CONFIG.SYS*************
REM ..Created 04-22-95 @ 2:00 am
REM ......4096 memory in Expanded Form (EMS)
REM ......MTMCDAE.SYS set to 64 in extended memory
REM ......MTMCDAE.SYS using software interrupt transfer option.
REM ......Soundblaster QSound Drive CSP.SYS not loaded
REM ......SETVER.EXE not loaded
REM ***This file stored when not in use as CONFIG.REG
REM ***Restore this config.sys ONLY from proper ___TOREG.BAT
___________________________________________________________

Autoexec:

PATH C:\DOS;D:\WINDOWS;C:\MSINPUT\MOUSE
C:\UNIVBE51\UNIVBE.EXE
LH /L:1,24144 C:\DOS\MSCDEX.EXE /D:MSCD001 /M:64 /E
LH /L:0;1,45472 /S C:\DOS\SMARTDRV.EXE
SET MSINPUT=C:\MSINPUT
LH /L:0;1,25136 /S C:\MSINPUT\MOUSE\MOUSE.EXE
SET SOUND=C:\SB16
SET MIDI=SYNTH:1 MAP:E
SET BLASTER=A220 I5 D1 H1 P330 T6
C:\SB16\SB16SET /M:230 /VOC:225 /CD:200 /MIDI:220 /LINE:220 /TREBLE:0
/OPGAIN:8,8
C:\SB16\SBCONFIG.EXE /S
SET TEMP=D:\WINDOWS\TEMP
CLS
C:\DOS\MEM
GREEN
-----------------------------------------

This setup give about 608K free of convention base memory.  I have 12 Meg of
memory alltogether.

So you see, I am using some SB drivers... Let me know if you have any
questions on these.  Hope they help.  Additionally, I'm not sure that the
only reason SB16UP.EXE didn't fix your engine sound is because you don't
have the ASP chipset.  Ahhh, you said this, I didn't <g>.  I'm not sure the
chip has anything to do with the prob. but you might be right.  Wouldn't it
be lucky for you if it was as easy as mess'in about with the config and auto
:).

Kind Regards,

Mic.  



Subject: FST Legal Issues, Etc.
Date:    03-Nov-95 at 13:24   
From:    Michael J Healey, 75573,333

TO: Ray Purvis,100735,3430
   

Hi Ray,

O.K.  Here's the post I mentioned on FST legal concerns.

The setup:

As you my know, I've been working on an Elite style Mars simulation.  In its
most basic form it is a sim where you can fly around the planet Mars in the
year 2175, visit different bases, engage in combat, or just fly and sight
see.

"Elite style" means the aircraft - spacecraft in the sim, are modeled
directly after the shapes of the spacecraft in FRONTIER ELITE II simulation
created by David Braeben, and marketed by GAMETEK in 1993.  Actually, the
Elite Game idea has gone through several permutations as you may be aware
starting with the 1986 game ELITE.  Then, Microprose published ELITE PLUS in
'91, ELITE II Frontier was next, and the latest was the release of the
totally bugged up Frontier First Encounters Game by GameTek in 1995.

The Elite series creates a believable future where you travel to different
systems/planets: explore, land, trade, engauge in combat, etc.  Its really
cool and I'm a big fan of Frontier Elite II.  

Well, in my sim I have modeled the ships directly after those in Frontier.
As close as FST will allow.  Sometimes, I think mine look better. 
Additionally, some of the other ideas have been copied and created in
similar FST type objects (like domed cities).  Since the name of Elite ships
is instantly known to Elite players I have used them also.

Unlike Frontier, set in the year 3200, my sim takes place in 2175.  The
ships you fly have only atmospheric travel abilities at present (g).  How
can ships fly in the thin Martian atmosphere your asking?  Atmospheric
Processors have been working on Mars since 2099 - didn't ya'know.  In 2175
Mars has an atmosphere similar to Earth atmosphere at 45,000 feet.  Neat
huh?   O.K. right, back to the legal issues.

So the sim is a derivative of the ELITE game, and has ELITE type objects
modeled in it.  I freely admit the ideas for the ship designs came from the
ELITE game;  I thought they were neat and wanted to do more with them in
this sim than you could in ELITE.

Now, I have no intention of selling this sim, but would be glad to upload it
to CIS as freeware for the enjoyment of Forum users and to encourage
interest in FST.  However, since it is based on ELITE, is this copyright
infringement of the ELITE concept?   If it can not be uploaded to the forum
can it be sent to individual via myself, given in effect... and not have any
copyright legal vulnerability for myself.

While I would feel comfortable giving my created sims to individuals like
you and others, that I know; I am concerned about sending it to those I
don't.  For example: If there was a text file in the library that said in
effect... "If you want the Elite Mars Sim, which is described here and whose
GIFs are displayed in this forum, you need only drop me a line and I will
send you the program, via CIS for only sender-pays file sending fees."

What problems would happen above?  Is copyright only a real concern when
someone else makes money on someone else's idea's or creations?  Is giving a
program to an individual which is comprised of some altered pieces or
artwork of another program copyright infringement?

For example: There's my cockpit PCX.  Well, it started life as a promo GIF
for Origin's Privateer.  I took it and modified it for use as an FST
cockpit.  Since they uploaded the promo PCX for free, am I not free to alter
and use it?  I don't know, it's such a gray area...  I'm really not
expecting definitive answers from you but thought you might have considered
these issues also.

Then there's the matter of object created in FST.  I noticed you have some
basic object in Vietnam, that seem standard FST library (*.fsd) shapes or
perhaps modified slightly - Isn't using any of these in a sim also copyright
infringement or some form of software piracy?

Now, don't get me wrong; few things give me quite as big a kick as for
example... taking Derek Smart's new promo GIFs for Battlecrusier 3000,
finding a nice cockpit shot among the lot, downloading and reworking the
artwork for a new FST cockpit design...  HeHe.  Come on, you love it too. I
think we're all pirates of some form when creating in FST. 

Or perhaps using some other programs WAV files with an FST sim.  Again, this
a the same type of problems.

Some people say all you have to do is get permission from the original
producer and then you are free to use it in an FST sim.  Oh yea, I can just
see me writing Derek:

"Hi Derek,
   Just wanted to drop you a line buddy to ask if it would be O.K. if I took
that great dropship cockpit promotional gif you posted in the forum (to hawk
the upcoming commercial release of your new sim).... altered it, reworked it
a bit, and then used that artwork for a new cockpit in my latest Flight
Simulation Tookit creation.  --I'll be sure to give you a line of credit in
the readme, say'in the original artwork design was taken from that promo
GIF.-- Oh, and by the way, I plan to upload the whole sim I've created,
complete with your altered cockpit artwork, for users to download and use
for Free..."

Once I asked Simon Hardecky (who created 3DAGS for ATP) <Sec. 3> if I could
upload some of the promotional 3DAG cockpit GIFS, I downloaded and altered
for use in FST.  Well, needless to say, he had a shit-fit; told me it took
months him months to scan in the photos and get it just right before he
built the cockpits, and so imphatically stated he did not want them uploaded
in an altered form to be used in another sim.  While I understand and agree
with his reasoning, if you upload something like a GIF for free, well, then
in my opinion, you loose control of it.  Still, I respected his wishes and
did not upload the ATP cockpits for FST.

Well, I'm starting to ramble I know...  In the end, I would just like to
upload and share some of my stuff for free but I do not want to get sued or
hassled about it.  It's just not worth it <g>.

In closing, I think many developers and publishers deeply frowned on FST
because of the enormous power users had in combining elements from other
programs.  However, I must honestly admit, this is one of the reasons I love
it so.

Your comments on these thoughts greatly appreciated.

Kind Regards,

Mic. 



Subject: FST Legal Issues, Etc.
Date:    03-Nov-95 at 13:24   
From:    Michael J Healey, 75573,333

TO: Ray Purvis,100735,3430
   

Hi Ray,

O.K.  Here's the post I mentioned on FST legal concerns.

The setup:

As you my know, I've been working on an Elite style Mars simulation.  In its
most basic form it is a sim where you can fly around the planet Mars in the
year 2175, visit different bases, engage in combat, or just fly and sight
see.

"Elite style" means the aircraft - spacecraft in the sim, are modeled
directly after the shapes of the spacecraft in FRONTIER ELITE II simulation
created by David Braeben, and marketed by GAMETEK in 1993.  Actually, the
Elite Game idea has gone through several permutations as you may be aware
starting with the 1986 game ELITE.  Then, Microprose published ELITE PLUS in
'91, ELITE II Frontier was next, and the latest was the release of the
totally bugged up Frontier First Encounters Game by GameTek in 1995.

The Elite series creates a believable future where you travel to different
systems/planets: explore, land, trade, engauge in combat, etc.  Its really
cool and I'm a big fan of Frontier Elite II.  

Well, in my sim I have modeled the ships directly after those in Frontier.
As close as FST will allow.  Sometimes, I think mine look better. 
Additionally, some of the other ideas have been copied and created in
similar FST type objects (like domed cities).  Since the name of Elite ships
is instantly known to Elite players I have used them also.

Unlike Frontier, set in the year 3200, my sim takes place in 2175.  The
ships you fly have only atmospheric travel abilities at present (g).  How
can ships fly in the thin Martian atmosphere your asking?  Atmospheric
Processors have been working on Mars since 2099 - didn't ya'know.  In 2175
Mars has an atmosphere similar to Earth atmosphere at 45,000 feet.  Neat
huh?   O.K. right, back to the legal issues.

So the sim is a derivative of the ELITE game, and has ELITE type objects
modeled in it.  I freely admit the ideas for the ship designs came from the
ELITE game;  I thought they were neat and wanted to do more with them in
this sim than you could in ELITE.

Now, I have no intention of selling this sim, but would be glad to upload it
to CIS as freeware for the enjoyment of Forum users and to encourage
interest in FST.  However, since it is based on ELITE, is this copyright
infringement of the ELITE concept?   If it can not be uploaded to the forum
can it be sent to individual via myself, given in effect... and not have any
copyright legal vulnerability for myself.

While I would feel comfortable giving my created sims to individuals like
you and others, that I know; I am concerned about sending it to those I
don't.  For example: If there was a text file in the library that said in
effect... "If you want the Elite Mars Sim, which is described here and whose
GIFs are displayed in this forum, you need only drop me a line and I will
send you the program, via CIS for only sender-pays file sending fees."

What problems would happen above?  Is copyright only a real concern when
someone else makes money on someone else's idea's or creations?  Is giving a
program to an individual which is comprised of some altered pieces or
artwork of another program copyright infringement?

For example: There's my cockpit PCX.  Well, it started life as a promo GIF
for Origin's Privateer.  I took it and modified it for use as an FST
cockpit.  Since they uploaded the promo PCX for free, am I not free to alter
and use it?  I don't know, it's such a gray area...  I'm really not
expecting definitive answers from you but thought you might have considered
these issues also.

Then there's the matter of object created in FST.  I noticed you have some
basic object in Vietnam, that seem standard FST library (*.fsd) shapes or
perhaps modified slightly - Isn't using any of these in a sim also copyright
infringement or some form of software piracy?

Now, don't get me wrong; few things give me quite as big a kick as for
example... taking Derek Smart's new promo GIFs for Battlecrusier 3000,
finding a nice cockpit shot among the lot, downloading and reworking the
artwork for a new FST cockpit design...  HeHe.  Come on, you love it too. I
think we're all pirates of some form when creating in FST. 

Or perhaps using some other programs WAV files with an FST sim.  Again, this
a the same type of problems.

Some people say all you have to do is get permission from the original
producer and then you are free to use it in an FST sim.  Oh yea, I can just
see me writing Derek:

"Hi Derek,
   Just wanted to drop you a line buddy to ask if it would be O.K. if I took
that great dropship cockpit promotional gif you posted in the forum (to hawk
the upcoming commercial release of your new sim).... altered it, reworked it
a bit, and then used that artwork for a new cockpit in my latest Flight
Simulation Tookit creation.  --I'll be sure to give you a line of credit in
the readme, say'in the original artwork design was taken from that promo
GIF.-- Oh, and by the way, I plan to upload the whole sim I've created,
complete with your altered cockpit artwork, for users to download and use
for Free..."

Once I asked Simon Hardecky (who created 3DAGS for ATP) <Sec. 3> if I could
upload some of the promotional 3DAG cockpit GIFS, I downloaded and altered
for use in FST.  Well, needless to say, he had a shit-fit; told me it took
months him months to scan in the photos and get it just right before he
built the cockpits, and so imphatically stated he did not want them uploaded
in an altered form to be used in another sim.  While I understand and agree
with his reasoning, if you upload something like a GIF for free, well, then
in my opinion, you loose control of it.  Still, I respected his wishes and
did not upload the ATP cockpits for FST.

Well, I'm starting to ramble I know...  In the end, I would just like to
upload and share some of my stuff for free but I do not want to get sued or
hassled about it.  It's just not worth it <g>.

In closing, I think many developers and publishers deeply frowned on FST
because of the enormous power users had in combining elements from other
programs.  However, I must honestly admit, this is one of the reasons I love
it so.

Your comments on these thoughts greatly appreciated.

Kind Regards,

Mic. 



Subject: FST Legal Issues, Etc.
Date:    03-Nov-95 at 17:04   
From:    Ray Purvis, 100735,3430

TO: Michael J Healey,75573,333
   

Hi Michael,

Wow! great stuff! Copyright has always been a gray area and yes FST put the
shits up other software houses.

Technicaly it boils down to this: A company cannot copyright a name. So
using the name Elite is NOT an infringment. Likewise taking a basic shape in
its artistic form, then re-creating it with say the shape editor, in FST is
NOT a copyright infringment. If it was, General Electric, Boeing etc could
have every software house by the goolies, as we have all generated F-16's
etc etc and given them the name the original designer used to boot! (g)

>> Is copyright only a real concern when someone else makes money on someone
else's idea's or creations?<<

Idea NO, creation possibly. Money isn't actually a legal consideration in
copyright, but in practice it's what triggers the law suits.

Here's the legal Dogma From Encarta.

The term *work* used in copyright law refers to any original creation of
authorship produced in a *tangible* medium. Thus, works that can be
copyrighted include literary pieces, musical compositions, dramatic
selections, dances, photographs, drawings, paintings, sculpture, diagrams,
advertisements, maps, motion pictures, radio and television programs, sound
recordings, and by special legislation passed by the Congress of the United
States in 1980 computer software programs.

***Copyright does not protect the idea or concept***; it only protects the
way in which an author has expressed an idea or concept. If, for example, a
scientist publishes an article explaining a new process for making a
medicine, the copyright prevents others from substantially copying the
article, but it does not prevent anyone from using the process described to
prepare the medicine. In order to protect the process, the scientist must
obtain a patent

"Copyright," Microsoft (R) Encarta. Copyright (c) 1994 Microsoft
Corporation. Copyright (c) 1994 Funk & Wagnall's Corporation.

>>For example: There's my cockpit PCX.  Well, it started life as a promo GIF
for Origin's Privateer.  I took it and modified it for use as an FST
cockpit.  Since they uploaded the promo PCX for free, am I not free to alter
and use it?<<

If they posted a copyright notice with the file on EVERY copy they dished
out, they could in theory take you to court. However the copyright notice
MUST appear on all items relating to the file, so they would have to include
a text file, stating the picture file was copyright. That's the law! Or if
they put the words 'Copyright blah blah blah' on the picture itself, in
theory you cannot use it. If they failed to that, IT'S YOURS.

Notice I use the words 'In Theory' alot here!

1: If you rip a cockpit or sound file out of another sim and use it in say
an FST production, the original author(s) could get stroppy and start a law
suit. If however you have modified it things get more complicated. You can
claim you took the original idea (which cannot be copyrighted) and claim you
made the cockpit yourself in a paint package. They then have to prove you
didn't.

2: Hackers duck and weave principal: "Oh I'm terribly sorry sir, I
downloaded that PCX from a BBS, I can't remember which one, but I'll remove
the offending item straight away."

This is a gem of a technique! (Trust Me (g)) 

>>Some people say all you have to do is get permission from the original
producer and then you are free to use it in an FST sim<<

That's the idea, but more often than not you get a flea in your ear, and
they are then alerted to your intensions!

>> if you upload something like a GIF for free, well, then in my opinion,
you loose control of it.<<

Unless they put a copyright notice on it or with it, yip it's all yours to
do with as you wish. They wouldn't even get it to court, as any lawyer would
tell them they did not fullfill their CR obligations.

>> I noticed you have some basic object in Vietnam, that seem standard FST
library (*.fsd) shapes or perhaps modified slightly - Isn't using any of
these in a sim also copyright infringement or some form of software
piracy?<<

Aha! Rumbled (GGG) Well all of the shapes I use have been modified in one
way or another. Domark had so many illegal polygons I reworked the whole
lot, took bloody ages (g) Now if Domark had said thou shalt not sell this, I
would be treading thin ice. But since BW gave me (us) express permission I
(we) can virtualy do anything with FST as long as they get a credit
SOMEWHERE in the depths of a text file.

If someone did the same from a piece of software that was properly copyright
without seeking permission first (FST never was, 1st release had no
copyright warning at all!!!) it would be touch and go.

The bottom line is if a company wants to get stroppy and take an individual
to court who maybe doesn't have much money anyway, they have to balance that
against their own legal costs, the adverse PR etc etc. Don't get me wrong
though. Say someone took EXCEL 5.0 and altered a few bits and bobs and
released it as a commercial rival called ExcelPlus 5.1 for example. MS would
go nuclear and blow whoever it was off the planet!!!

Having being involved in software for many years I know for a fact that very
little code gets written from scratch. Programmers tend to use 'block code'
which more often than not, is someone elses work.

I've had my worries about using WAV files and the like which are very close
to the ones used in other sims (g)
But really it is highly unlikely you would get squashed by a boot from the
software houses. See (2) for quick cop out measurers!

If you designed a sim that was a major success and sold thousands of copies
and it had items in it which were OBVIOUSLY from another sim, chances are
you would get clobbered, as you would be taking the original authors work,
making profit from it, AND detracting from his sales as well!

As an Example:
Bar one, all of my cockpits are from this and that! The f-16 cockpit is a
direct scan from a GE sales brochure, which has no copyright notice on it at
all! Now that chap you mentioned who had a shit fit as it took him ages to
scan in the photographs! where did he get the photographs! If he took them
himself, did he get permission from the aircraft designer? Ya see how it
goes down the line. Trick is to break the link as often as possible.

Say you record a sound ON TAPE from FS5.X load it into a Windows wave editor
and mix it with another sound from another source. That wave file is 99.9%
safe.

All FST users have probably broken a copyright law somewhere down the line.
The chances though of being hit for it are very remote, if you tweek, alter
and spice things up a bit!

I hope this is not overlong! (Said the actress to the Bishop) and I hope it
is of some use Mike.

BTW The Martian sim sounds excellent! get that beasty on the Forum and don't
worry none!

All The Best Partner,

Ray.  
 



Subj:  FLY.EXE Versions                 Section: Other Flight Sims
From:  M.J.Standing             100626,573     # 681263, 1 Reply 
  To:  Domark Software          73472,3113     Date: 03-Nov-95 20:19   

Hello Domark,

I`m a new FST/WWII user, but am having a few problems.

I`m in the process of writing a `front-end` for my FST sims. The problem is
that I NEED to have the `SCORE.DAT` facility for them to be of any use. The 
only version of FLY.EXE, that I`ve found, that has that feature, is the one
available here on CIS, BUT that version seems VERY unstable and dosn`t
handle
the Soundblaster correctly. (As is mentioned in the DOCS)

My question is, is there a newer version of FLY.EXE that has all those
`bugs`
ironed out and has the `SCORE.DAT` facility.

Without such a version, I`m grounded!!!

Also, which version(s) of the actual FST utils (WORLD.EXE, SHAPE.EXE etc)
should I be using?

Any info much appreciated.

Regards,
Michael. (UK)



Subj:  FLY.EXE Versions                 Section: Other Flight Sims
From:  Domark Software          73472,3113     # 681440, 1 Reply 
  To:  M.J.Standing             100626,573     Date: 03-Nov-95 22:48   

     That version of FST's FLY.EXE hasn't been updated, I'm afraid. 
However, the World Editor that I uploaded in the UPGRADE.ZIP file is the one
that you should be using.  Trying to use an older editor with the new
FLY.EXE will crash your computer every time.

     Bryan



Subj:  FLY.EXE Versions                 Section: Other Flight Sims
From:  M.J.Standing             100626,573     # 681706, 1 Reply 
  To:  Domark Software          73472,3113     Date: 04-Nov-95 05:47   

>>That version of FST's FLY.EXE hasn't been updated, I'm afraid.  However,
the >>World Editor that I uploaded in the UPGRADE.ZIP file is the one that
you >>should be using.  Trying to use an older editor with the new FLY.EXE
will >>crash your computer every time.

Hello Bryan,

Thank you for your speedy reply. Are there any plans to fix that new FLY.EXE
file? as without that `SCORE.DAT` file, I`m at a bit of a loss, unless you
know
of another way of returning info from an older version of FLY.EXE.

As for the World Editor, can I use that new version with older FLE.EXEs ? 

Regards,
Michael. (UK)



Subj:  FLY.EXE Versions                 Section: Other Flight Sims
From:  Domark Software          73472,3113     # 682131, 1 Reply 
  To:  M.J.Standing             100626,573     Date: 04-Nov-95 14:47   

>>Thank you for your speedy reply. Are there any plans to fix that new
FLY.EXE
file?<<

     Since FST was discontinued about 8 months ago, any new updates are
going to be a pretty low priority, I'm afraid.  The main programmers behind
FST are really busy on the "Terracide" project right now, so spare time is
hard to come by for them.

>>As for the World Editor, can I use that new version with older FLE.EXEs
?<<

     No.  The entire WORLD.FST file was changed with latest beta update, and
the new World Editor will be looking for values that the older FLY.EXE and
WORLD.FST don't have.  Crash city...

     Bryan  

Regards,
Michael. (UK)



Subj:  FLY.EXE Versions                 Section: Other Flight Sims
From:  M.J.Standing             100626,573     # 683294, * No Replies * 
  To:  Domark Software          73472,3113     Date: 05-Nov-95 14:47   

>>Since FST was discontinued about 8 months ago, any new updates are going
to >>be a pretty low priority, I'm afraid.  The main programmers behind FST
are >>really busy on the "Terracide" project right now, so spare time is
hard to >>come by for them.

Hmmmm, Oh well. Thats a big shame, I was hoping desperately for that
SCORE.DAT
feature, an important omission from an otherwise superb product.

Thanks for the info Bryan.

Regards,
Michael. (UK)



Subj:  FST Continued ? & You...         Section: Other Flight Sims
From:  George Watson            71360,2455     # 683304, * No Replies * 
  To:  Domark Software          73472,3113     Date: 05-Nov-95 14:59   

>>>Well, I hope you will notice the HUGE amount of traffic and interest in
BAO's new Flight Shop... a program with only 1/50th of the user power or
flexability of FST.<<

     I've been at a loss to explain the appeal to most MS Flight Sim
stuff... :/

 MY I just jump in a say that I think the Texture mapping and the hacking
factor has a lot to do with it.
 Texture mapping is the big difference. It just looks incredible and is
really the best Virtual reality simualtor available for the PC today because
so many real world civilian scenerys are available.

 Hacking stuff you weren't supposed to get has been one of the driving
forces behind keeping the interest up.

 If I am an example FST came out with a name that made me unsure what it
was. Now with the jhacking that has gone on with MS everybody knows and
wants these types of tools but now FST is behind the tech curve because it
doesn't have texture mapping.

 If you do come out with a new FST you would be wise to include a lot of
scenery allready and demphasis the TOOLKIT part of the name.  But make sure
it is clearly shown that you have more complete tools thant he next
guy(MSFS).

 >>Perhaps DOMARK should seriously rethink the future of FST; perhaps you
already have?<<

     It's not that we don't like FST.  We love it!  I'd like to be able to
release a new FST based upon all of our new design tools.  It would blow you
away!  However, the time it would take to "humanize" everything,

 <<

 Just Add texture mapping to the planes and scenery and you have it! That's
not too hard. Your interface is great.
 >> combined with the lower sales that software "toolkits" enjoy, would make
it less cost effective than the dedicated sims we're working on now. <<

 I don't think this is going to be true much longer. Have you looked at HOW
MANY Flight Sims there are now?! It is going to be increasing difficult to
get pleople to buy them or to be reconized in the crowd. I know I would be
much more likely to buy a new texture mapping version of FST that let me
make my own Flight sims and share them with others than buy yet another 
flight sim that is narrow in scope.
 Lets face it flight sims aren't new any more but trading sceneries and
contributing to group efforts- that is what keeps the interest up.

 >> At the risk of sounding mercenary, the bottom line is indeed the bottom
line... The advance orders we're already accumulating for FN2 exceed our
profits from FST by a factor of five. <<

 FST was just a little early and the name left doubt's as to whether or not
you would actually end up with something you could fly. I for one thought
for a long time it was probably a bunch of C routine to link in my C
compiler to help with flight sim graphics and collision detection. I had no
idea it was a stand alone product because it was so far ahead of what others
were doing I never would have thought you could buy something off the shelf
that allowed no coding simulation production.

 BTW, if you do take my advice and add texture mapping for ground, objects
and planes add ground driving ability as well for racingf simulations <g>.

 Be ready with FST2 cause in will be harder to push individual Sims in the
future.
 Just my -err- 52 cents.

 George





Subject: Fully texture mapped, light source shaded FST Terrain Technique
Date:    06-Nov-95 at 16:21   
From:    Michael J Healey, 75573,333

TO: Ray Purvis,100735,3430
   

*** File Type Message ***

PC Filename: C:\RAY2.ZIP
Size: 221956

Additional information:
GIFS & TEXT FILE IN ZIP, SENT FREE.




Subject: Fully texture mapped, light source shaded FST Terrain Technique
Date:    06-Nov-95 at 19:30   
From:    Ray Purvis, 100735,3430

TO: Michael J Healey,75573,333
   

Yo Mike,

Got the texture mapped thingy about FST, IT IS AMAZING!!!!!!!!!!!! Stuuning
stuff, well done that man :)

Did you get the legal stuff OK? If So Any use ?

All the best for now

Ray

PS Where did you find that texture prog, or aren't you saying :) 



Subject: Fully texture mapped, light source shaded FST Terrain Technique
Date:    06-Nov-95 at 21:32   
From:    Michael J Healey, 75573,333

TO: Ray Purvis,100735,3430
   

Hi Ray,

Yes, I received your "Legal Stuff" post - fantastic!  That you very much. It
was highly interesting, informative,  and I feel a bit better and more
comfortable about the concept of uploading ELITE MARS (although not ready to
do so - yet).

...Sorry didn't get to answer your post earlier but was working on my
sailboat most of the weekend getting it ready to be pulled out for winter
time.  Haul out day is this Wednesday -its starting to get rather nippy here
in New England.  I hope to be able to work on Elite Mars for a good portion
of tommorrow.

Hey, I'll try to stop by section 10 conf. room at 20:00 hrs. GMT tommorrow
I'll be in the forum for 5 minutes, so if your around; we can chat.  If you
don't make it, no big deal...
     

>>PS Where did you find that texture prog, or aren't you saying :)<<

Well, I think we've reached a point in our correspondence where I feel happy
to state that anything I'm using or know about FST I'm quite willing to
share with you... think of it as a trans-atlantic trade agreement if you
like <g>.

Anyway... the program is as follows:

VISTAPRO 3 CD for DOS (Windows version blows).
Written by John Hinkley.
at:
Virtual Reality Laboratories, Inc. (VRLI)
2341 Ganador Court
San Luis Obispo, California 93401
FAX 805-781-2259
BBS 805-781-2257 (N-8-1)
Voice 805-545-8515

Cost is around $80 to $90 I think, but could be less now.
CD includes terrain data for much of the United States as well
as most of the planet Mars!

There you go - but please - lets keep this thing between us for now.
Thanks.

Kind Regards,

Mic. 



Subj:  FST Upgrade                      Section: Other Flight Sims
From:  Ric Munro                100555,1726    # 688448, * No Replies * 
  To:  Domark Software          73472,3113     Date: 09-Nov-95 19:22   

Bryan,

For some reason, the fighters can't decide wether to chase other planes or
follow the paths.  They end up following the paths and facing in strange
directions (i.e. flying backwards or sideways).

Ever so often a plane with leave the battle and fly in a gently sloping line
into the ground for no apparent reason.

If you give damage points to the flying runway it blows up when you start
out on it.

Thanks,

John 



Subj:  NEW IN OTHER SIMS LIB!           Section: Other Flight Sims
From:  Gunner/Ass't Sysop       72737,1636     # 686685, * No Replies * 
  To:  ALL                                     Date: 08-Nov-95 08:13   

The following new files are now available in our Library 10 (Other Flight
Sims):

[75573,333]
EMTS1.GIF
GIF,  Bytes:  34094, Count: 11, 07-Nov-95

  Title   : FST: ELITE MARS - GIF showing textures (GIF)
  Keywords: FST ELITE MARS TERRAIN SIMULATION TEXTURE GIF

  A possible title screen shot for ELITE MARS. Image shows FST terrain in the
  area of ELTALIN BASIN at night. Image is enhanced with beautiful 3D
  texturing and light sourcing creating a superior screen shot. Uploaded by
  Michael J. Healey.


[75573,333]
N&L-01.GIF
GIF,  Bytes:  46528, Count:  4, 07-Nov-95

  Title   : FST: ELITE MARS - Sector Navigation Map (GIF)
  Keywords: FST ELITE MARS SIMULATION SECTOR MAP GIF

  This GIF shows the Sector 01 Navigation map for ELITE MARS, an FST created
  simulation (in development). The map shows a 50 km x 50 km section of the
  simulation's terrain, completely textured and light sourced. Uploaded by
  Michael J Healey.


[75573,333]
CONST1.GIF
GIF,  Bytes:  23864, Count:  8, 07-Nov-95

  Title   : FST Photo: New ship design for ELITE MARS (GIF)
  Keywords: FST SPACECRAFT ELITE MARS PHOTO GIF

  The latest news brief from the Martian Colonies regarding the manufacture
  of the new Constrictor Mk II spacecraft for ELITE MARS. Uploaded by Michael
  J Healey.





Subj:  FST Upgrade                      Section: Other Flight Sims
From:  Ric Munro                100555,1726    # 686969, 1 Reply 
  To:  Domark Software          73472,3113     Date: 08-Nov-95 13:48   

Bryan,

Thanks.  Another thing, is it possible to have flying airfields?  I wanted
to do an SF flying Aircraft Carier thing, but it never works.

Thanks again,

John



Subj:  FST Upgrade                      Section: Other Flight Sims
From:  Domark Software          73472,3113     # 687413, 1 Reply 
  To:  Ric Munro                100555,1726    Date: 08-Nov-95 19:33   

     Unfortunately, a flying object can't have the properties of a Runway...
 You can make Runways that are high off the ground, they just can't move.

     Bryan

     



Subj:  FST Upgrade                      Section: Other Flight Sims
From:  Ric Munro                100555,1726    # 687947, 1 Reply 
  To:  Domark Software          73472,3113     Date: 09-Nov-95 09:40   

The problem is that whenever I have it starting on a runway in the air, my
plane falls through it.

Also, I can't get the AA guns to stop shooting.

Thanks,

John



Subj:  FST Upgrade                      Section: Other Flight Sims
From:  Domark Software          73472,3113     # 688136, * No Replies * 
  To:  Ric Munro                100555,1726    Date: 09-Nov-95 13:17   


>>The problem is that whenever I have it starting on a runway in the air, my
plane falls through it.<<

     You have to place your aircraft very precisely on the Runway.  Also,
make sure that you give the runway some Damage Points, or it won't have any
collision detection and things will pass through it.

>>Also, I can't get the AA guns to stop shooting.<<

     Try giving the AAGuns 0 rate of fire, 0 burst length, and 9999 reload
time.  That should do it!

     Bryan




Subj:  FST Upgrade                      Section: Other Flight Sims
From:  George Watson            71360,2455     # 689738, * No Replies * 
  To:  Domark Software          73472,3113     Date: 10-Nov-95 23:04   

 >>  Unfortunately, a flying object can't have the properties of a Runway...
You can make Runways that are high off the ground, they just can't move. <<

 Here's a wild thought to fake it.  Make a floating stationary runway.
 Next make a very large shape than is a undulating surface that could be the
landscape
 when viewed from above. now place that object concave side up between the
real ground and the floting runway. Now make the huge fake ground follow a
path. voila it now appears that the runway is moving! Of course it would
really freak you out because the runway and planes taking off from it would
appear to have groundspeed and hence airspeed but would have no lift !

 Would it work? Can an object be make big enough! Of course the colors might
suck but it would be wild!

 If I can find the time I'll try it.

 BTW I never heard from you the format of the landscape/terrain files. I was
going to try to write a good landscape modeler that could import data and
convert it to FST format.

 George



Subj:  FST out again on CDROM           Section: Other Flight Sims
From:  George Watson            71360,2455     # 689792, * No Replies * 
  To:  all                                     Date: 11-Nov-95 00:55   

Browsing Walmart today I saw that FST is being sold there as part of a
"Flight Simulator 5 PACK" orf CDROMS.

 The others included are Harrier SVGA, Falcon AT, Flight of the intruder,
and sorry I forgot.

 The price was either $17 or $19.

 Didn't buy it cause I have FST. Don't know which version of FST was on it
but I will bet that it's rerelease will begin to generate interest in the
product. Maybe more than the first time around since packaging it with other
sims will actually get it in people's hands who otherwise might be unsure
about buying it.

 Let's hope so. Then maybe a Version 2.0 with texture mapping could be
released...?

 George 



Subj:  FST: Tech Notes & FGDs           Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 699354, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 20-Nov-95 15:12   

Hi Mike,

>>How have ya' been? <<

Nice of you to ask but you really don't want to know! Had to get the anti
flu jab a few weeks back. It's knocked me for six :(

>>Please tell me what you know about this....<<

Yip it's the old problem of FST reading the valeus from the default cockpit.
I've had this but overcame the problem with our in house PCX paint DLL. I
can mix as many cockpits as long as they are all in the same resolution.
That's the other bug. If you have a VGA and SVGA cockpit in the same World
file it does all that screen in 640 wide but cockpit is 320 pixels wide
cacaa!!!  

I think your batch file would work. I use something similar to swap jet and
prop sounds in sims that use jets and prop jobs. Problem is, if for any
reason you get a system hang, and have to reboot, everything is SNAFU as the
batch file hasn't completed it's tasks.

To avoid any possible conflict I always use seperate World files for multi
player aircraft anyway.

>>P.S. Have been working on an extended front end for Elite Mars.  Includes,
player interaction, midi sound, wav sound, FLC animations, pics, etc.  <<

Sounds good Mike! I've got a programmer looking at writing a real front end
for FST with mission select buttons, armament, aircraft, flight model etc.

Well I better go and try to get some sleep! Feel like the Rusky army is
marching around inside my head (g)

Cu Later buddy,

Ray 



Subj:  FST: Tech Notes & FGDs           Section: 
From:  Michael J Healey         75573,333      # 699261, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 20-Nov-95 13:23   

Hi Ray,

How have ya' been?  Well, I hope.  I have been busy working on Elite Mars
and ran into an interesting FST feature / bug and wanted to find out if you
are aware of this...

O.K.  Here's the setup:

You know how... in a sim you usually have the "default" player's aircraft. 
This will have FSD shapes assigned to it (for undercarriage and high speed
models prehaps) as well as a FMD (which is the flight model file).  The last
file tied to the player is the FGD cockpit file ...and this requires the
cockpit PCX.

Now , using the -P switch, you can have many different planes or FSDs which
you can fly in the sim world or assign as the player - right?   For example,
you could drop in a second plane in to use, call it COBRA, and give it all
of the above including its own cockpit FGD file - therefore it will have its
own unique cockpit and feel.
You can set up the objects attributes so that nothing is checked.
Lets say make it a military class object.

Then, when you type fly -Pcobra -V: you will fly the cobra, not the default
aircraft (which will not be in the sim now). - Nothing at all new here,
right..... But... 

BUG ALERT (well perhaps just another unpublished feature)

It seems that FST wants all cockpit PCXs (for all associated different FGDs)
to be in the "same color palette"). 

I have observed that if you have several different planes which you can fly
in your sim, utilizing the -P switch... and if those planes (usually
military in my sims) have different cockpit FGD files with associated
different cockpit PCXs -each having a different type of 16 color pallette
arrangement... there will be problems.

Say, if you have three planes you can fly in the sim, and each has its own
FGD file with different (and different color palletted) cockpit PCX files,
only one will display as planned.  The other two planes' cockpit pictures
will utilize the a "dominant palette PCX" and I'm not sure how FST decides
this... It is not based on the default player.

In my sim, I had the default player aircraft, then a secondary player
aircraft called CONST.  Lastly, a jet you could fly called HDART.
The results were as follows:
FLY -V Flew the default aircraft, but cockpit pallette colors were messed
       up and it was actually using the pallette from CONST.
FLY -Pconst -V Flew the Constrictor Aircraft displaying its unique 
       cockit in its correct colors
FLY -Phdart -V Flew the Hdart aircraft but again, used the cockpit color
       palette from the CONST FGD file

So in the above example, only one aircraft, when selected displayed its
cockpit correctly.  The others had their airwork messed up by displaying in
another FGDs=PCX's palette.

I know this is a bit confusing.  I hope you are still with me...

To get around this problem, an still utilize the excellent benifits of the
-P switch (like starting from different locations) there are two options I
believe.

(1) Make sure all cockpit PCXs have the same palette.  (I have not tried    
this but it should work) - I don't like this option.

or

(2) Assign the same FGD Cockpit file to all possible player aircraft.
    Then, when you what to fly that particular aircraft with its own
    unique cockpit, write the following type of bat file.

@ECHO OFF
rem turns off printing to screen of statements

REN DEFAULT.FGD DEFAULT.REG
rem renames the default cockpit gauge/pcx file *.reg

REN CONST1.FGD DEFAULT.FGD
rem renames a FGD file called CONST1.FGD to default FGD file

CALL FLY -Pconst -V
rem calls the sim, utilizing the "assigned" player, returns
to this bat on exiting FLY

REN DEFAULT.FGD CONST1.FGD
REN DEFAULT.REG DEFAULT.FGD
rem returns FGD files to starting position before exiting to dos.

CLS
ECHO DONE.


So, #2 is the only way I can think of getting around this problem, other
than reajusting the palettes on all my individual cockpit PCXs.

Confusing but interesting...huh?

Please tell me what you know about this....

Thanks & Kind Regards,

Mic.

P.S. Have been working on an extended front end for Elite Mars.  Includes,
player interaction, midi sound, wav sound, FLC animations, pics, etc.  



Subj:  FST: Tech Notes & FGDs           Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 700565, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 21-Nov-95 18:52   

Hi Mike,

>>prescribe for you some nice Ginsing Tea <<

Yeh I  might start giving the old herbal stuff another visit (g) Used to be
really into it.

>>Yeah, but what cockpit does it uses as the default.<<

I always found it used the cockpit from the item marked player! The thing is
you must always use a 'grabbed pallette' at least with the paint progs I
use. Or the first 16 colors in the pallette from the left hand side. That is
untill My friend at University wrote that DLL file. It's a custom DLL that
talks to Photopaint and Photomagic. It does tricks with the Pallette using a
style of dithering that the guy has now copyrighted.

>>Are you mixing the palettes of the different PCXs to create one palette
that will work for all your cockpits ?  How can this happen with a 16 color
palette?<<

I dont use 16 colors for cockpits anymore, I can use a color from anywhere
in the pallette, and as many as I like :) The DLL then transforms them using
the dithering technique. I use two master palletes from FST screen grabs. If
you dont, there is a strong possability COLS.FCD will over ride your cockpit
pallette. PCX pallette handling is a Kludge to say the least, so I started
from scratch and we designed our own PCX format. The guy that did the DLL is
now off to foreign shores, so more than that I'm afraid I don't know.

>> I wish all use FST users could re-hire SIMIS, Payne or who-ever to get
the rest of the bugs out of FST.  BW sure seems to believe DOMARK is done
with it...  What a bummer.<<

Roger the first one, and roger the bit about FST being dropped, real shame.

>>Hey,  have you noticed the incredible amount of traffic in section five
concerning Flight Shop<<

Saw mostly the stuff about conference protocol :) The product doesn't look
like it's much use. But yes the traffic indicates that Domark might have it
all wrong. Thing is FST is primarily for writing combat sims, well that's
the way most people see it. While Flight Shop is a DIY FS5 sort of thing.

I hope the cockpit thing is a bit clearer, but reading this back, I fear I
may have just added confusion to mayhem (ggg). If you can get a hold of
Photopaint (Comes with CorelDraw!) I'm sure you would find, most of your
cockpit problems would go away.

All the best Mike,

Ray

 



Subj:  FST: Tech Notes & FGDs           Section: 
From:  Michael J Healey         75573,333      # 700422, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 21-Nov-95 16:19   

Hi Ray,

Thanks for the quick come back on my post.

>> Had to get the anti flu jab a few weeks back. It's knocked me for six :(
<<

Yeah, I remember the day you got the shot, you said you were pretty wiped
out that evening.  But I'm really surprised that vaccine is still bothering
you.  What is it, a live virus or something?   Well, perhaps I could
prescribe for you some nice Ginsing Tea -  I like it very much and seems to
be an excellent tonic to promote general well being. Perhaps you could think
about giving it a try.

>>Yip it's the old problem of FST reading the valeus from the default
cockpit.<<

Yeah, but what cockpit does it uses as the default.  In my case it was not
the default player, or even the first cockpit PCX in the directory.
Do you know how it chooses the default?

>> I've had this but overcame the problem with our in house PCX paint DLL. I
can mix as many cockpits as long as they are all in the same resolution. <<

"In house PCX paint DLL" Huh...what's a paint DLL?
Do you me the Graphic Workshop Program ? <g>

Are you mixing the palettes of the different PCXs to create one palette that
will work for all your cockpits ?  How can this happen with a 16 color
palette?


>>To avoid any possible conflict I always use seperate World files for multi
player aircraft anyway.<<

I noticed you were doing that.

>> an extended front end for Elite Mars.  Includes, player interaction, midi
sound, wav sound, FLC animations, pics, etc. <<

Well, its not written in C or anything, and only supports SB16, and its
really just a collection of batch files and utility programs.  However, the
result seems to work and look pretty seemless.  Its taken me about a month
worth of hacking around with different bats and utility programs before I
found the right mix.  I've also written a small assembly language program
which runs inside the batch and watches key F1 thru F10 for key presses. 
This is what makes the front end interactive as well as open ended in
design.  I'll be glad to send you a copy once I get it somewhat presentable.


>>I've got a programmer looking at writing a real front end for FST with
mission select buttons, armament, aircraft, flight model etc.<<

That sounds great.  I wish all use FST users could re-hire SIMIS, Payne or
who-ever to get the rest of the bugs out of FST.  BW sure seems to believe
DOMARK is done with it...  What a bummer.

Hey,  have you noticed the incredible amount of traffic in section five
concerning Flight Shop.  Well, I don't know if you were ever familiar with
FS4s old Aircraft Factory, but Flight Shop seems to be little improved on
AF.  Aside from the superior shading and gourad (sp) shaping routines, the
buildier interface is primitive as hell compared to the Shape Editor in FST.
 Still, that damn section is doing better that 500 messages a week or
something - and Brian says there's no interest in Toolbox programs - yeah
right.

>>I better go and try to get some sleep!<<

I hope your feeling much better now.  If not, try the tea...


All the Best.

Mic.




   



Subj:  FST: Tech Notes & FGDs           Section: Other Flight Sims
From:  George Watson            71360,2455     # 701510, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 22-Nov-95 18:44   

 >>
 That sounds great.  I wish all use FST users could re-hire SIMIS, Payne or
who-ever to get the rest of the bugs out of FST.  BW sure seems to believe
DOMARK is done with it...  What a bummer. <<

 Micheal did you catch my message about FST be rereleased as part of a
"Flight Sim 5 pack" package being sold a t Walmart for around $20?

 Maybe it will catch on more now that the entry price is so low. Once people
tire of the four other sims on CDs they will explore FST and get into it.
Maybe that will provide the needed base to encourage Domark to do an FST
version 2!

 George 



Subj:  FST: Tech Notes & FGDs           Section: 
From:  Michael J Healey         75573,333      # 702447, * No Replies * 
  To:  George Watson            71360,2455     Date: 23-Nov-95 20:31   

Hi Again George,

>> Micheal did you catch my message about FST be rereleased as part of a
"Flight Sim 5 pack" package being sold a t Walmart for around $20?<<

I have not seen the product yet George but did read your post a while back. 
This is interesting but unfortunately just means DOMARK sold the "rights of
publishing" FST (not a good thing).

>> Maybe it will catch on more now that the entry price is so low. Once
people tire of the four other sims on CDs they will explore FST and get into
it. <<

I certainly hope this will be true.  Many many users are not aware that FST
is capable of creating a real world type flight sim (using VORs, ADFs, ILS,
etc.)  They think its more of a combat creation sim toolkit.  As you know,
its wide open as to what you want your sim it be... I can't resist putting
guns in whatever I fly, and am sure a lot of FS5 users wish the trigger on
the joystick worked in their endeared sim.  Bullets and rockets can relieve
a lot of tension <g>. -Especially with the hit points on the enemy set low
:)


>>Maybe that will provide the needed base to encourage Domark to do an FST
version 2!<<


I really don't think DOMARK will produce a version 2 of FST, from everything
Brian Walker has said.  Still, the version that we have now, is plenty
usage.  Just look at the outstanding sims being created by Ray Purvis.  FST
has NO COMPETITION to date in giving users the power to build their world.

I think prehaps the relationship between SIMIS and DOMARK is also severed. 
Perhaps SIMIS will find new backing.  It seems DOMARK has decided to get out
of the ToolKit Niche, as BW has said and go for producing more stand alone
sims.

I don't think they-(cigar smoking big board room greedy execs) liked the
idea of giving users so much power that they simply create their fantasy sim
world - instead of buying it (or buying something close to it).  You see,
buy getting into FST - as I'm sure you know - , you become a "creator", not
a "consumer".  So, toolkits in a way are bad for biz.  I believe this is
DOMARK's biz rational on not continuing with toolbox programs.

Hey George, weren't you looking for some new cockpit PCXs.  Well I have two
new ones I worked up (in 640 x 480).  One is from Section 2 and is a 747
cockpit for FS5.1.  I've reduced it to 16 colors and its cleaned up for FST.
 The other is a promo GIF from the new Philip's Media Air Dual. The dash was
totally awsome.  I've reduced this to 16 colors, cleaned out the needles and
its now perfect for FST.  If you want them, let me know and I'll send you
the files direct.

Kind Regards,

Mic.  



Subj:  NEW IN OTHER SIMS LIB!           Section: Other Flight Sims
From:  Gunner/Ass't Sysop       72737,1636     # 703465, * No Replies * 
  To:  ALL                                     Date: 25-Nov-95 05:24   

The following new files are now available in our Library 10 (Other Flight
Sims):


[75573,333]
JUPAD3.GIF
GIF,  Bytes:  32933, Count:  0, 25-Nov-95

  Title   : Jupiter Two Full Screen Shot at Eltalin (GIF)
  Keywords: ELITE MARS SPACECRAFT FLIGHT SPACE SIMULATION FST GIF

  Here's a beautiful and detailed screen shot of the Jupiter Two  Spacecraft
  for Elite Mars. In Elite Mars on some missions you will: (1) Escort the
  Robinson Family to a new Martian Base. (2) Fly the Jupiter Two yourself
  (Don West eat your heart out) (3) Seek out and destroy evil clone Jupiter
  Twos flown by members of the Z. Smith gang. And many more exciting and fun
  missions. Uploaded by Michael J. Healey.


[75573,333]
JUPAD2.GIF
GIF,  Bytes:  30963, Count:  0, 25-Nov-95

  Title   : Jupiter Two Flies Again in ELITE MARS (GIF)
  Keywords: JUPITER 2 TWO LOST IN SPACE FST ELITE MARS GIF

  Well haven't you aways wanted to fly the Jupiter Two (yeah, the spacecraft
  from Lost in Space)? Oh come on, yes you have! Take a look at this 3
  picture composite GIF showing the Jupiter Two for ELITE MARS. GIF is a
  Martian Colonies newsfeed. Uploaded by Michael J. Healey.




Subj:  Air Power new sim!               Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 702446, 1 Reply 
  To:  George Watson            71360,2455     Date: 23-Nov-95 21:56   

Hi George,

>>It has great zepplin like Airships filled with highly modified planes.<<


Finally, a somewhat novel idea for a flight sim.  Well, actually its based
on history (the Macon class U.S. Navy Zeps of the 30s - but I bet you knew
that).

I think about 6 months or so ago someone in this forum was talking about
building an FST sim with planes and Zeps.  Looks like someone was -again-
listening the the threads of section 10 <g>.

Actually, I think I saw the box last week in EB.  At first I thought it was
neat, but then realized I could create it for myself with FST.

--O.K.  I know your going to  hit me with the "texture mapped scenery thing"
now George (yeah, I read your FST wish list to BW)... and in some cases it
does look cool -especially at the right altitude, but I don't mind FST's
multi-shaded, multi-faceted terrain, which looks cool and can be handled
very well by 486DX  systems.

I think bit-mapping, texturing is nice, but not in a sim at the expense of
frame rate.

Kind Regards,

Mic.


  



Subj:  FST: Tech Notes & FGDs           Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 702447, 1 Reply 
  To:  George Watson            71360,2455     Date: 23-Nov-95 21:56   

Hi Again George,

>> Micheal did you catch my message about FST be rereleased as part of a
"Flight Sim 5 pack" package being sold a t Walmart for around $20?<<

I have not seen the product yet George but did read your post a while back. 
This is interesting but unfortunately just means DOMARK sold the "rights of
publishing" FST (not a good thing).

>> Maybe it will catch on more now that the entry price is so low. Once
people tire of the four other sims on CDs they will explore FST and get into
it. <<

I certainly hope this will be true.  Many many users are not aware that FST
is capable of creating a real world type flight sim (using VORs, ADFs, ILS,
etc.)  They think its more of a combat creation sim toolkit.  As you know,
its wide open as to what you want your sim it be... I can't resist putting
guns in whatever I fly, and am sure a lot of FS5 users wish the trigger on
the joystick worked in their endeared sim.  Bullets and rockets can relieve
a lot of tension <g>. -Especially with the hit points on the enemy set low
:)


>>Maybe that will provide the needed base to encourage Domark to do an FST
version 2!<<


I really don't think DOMARK will produce a version 2 of FST, from everything
Brian Walker has said.  Still, the version that we have now, is plenty
usage.  Just look at the outstanding sims being created by Ray Purvis.  FST
has NO COMPETITION to date in giving users the power to build their world.

I think prehaps the relationship between SIMIS and DOMARK is also severed. 
Perhaps SIMIS will find new backing.  It seems DOMARK has decided to get out
of the ToolKit Niche, as BW has said and go for producing more stand alone
sims.

I don't think they-(cigar smoking big board room greedy execs) liked the
idea of giving users so much power that they simply create their fantasy sim
world - instead of buying it (or buying something close to it).  You see,
buy getting into FST - as I'm sure you know - , you become a "creator", not
a "consumer".  So, toolkits in a way are bad for biz.  I believe this is
DOMARK's biz rational on not continuing with toolbox programs.

Hey George, weren't you looking for some new cockpit PCXs.  Well I have two
new ones I worked up (in 640 x 480).  One is from Section 2 and is a 747
cockpit for FS5.1.  I've reduced it to 16 colors and its cleaned up for FST.
 The other is a promo GIF from the new Philip's Media Air Dual. The dash was
totally awsome.  I've reduced this to 16 colors, cleaned out the needles and
its now perfect for FST.  If you want them, let me know and I'll send you
the files direct.

Kind Regards,

Mic.  


