• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

User_Variables used by .... Microsoft!

Messages
61
Country
italy
I don't know if the following is already common knowledge;
I havn't searched deeply in the net but I found no mention
of it.

While playing with the five scenery user variables I noticed
that two of them (usrvar + usrvr3) are "working" when the
scenery complexity is above "dense". This has been verified
on a fresh FS9.1 installation (the only extra files were
FSUIPC and ActiGate dll's + my test object)

After a short investigation it came out that some MS default
scenery object is using them.
Observing the values they assume it looks like they are the
destination work area for the tick18 interpolation to animate
objects.

As this happens only when close enought to airports I think
the variables are used as a "common source" to drive radars
and rotating light beacons.

Therfore 2 conclusions:

1) Don't use them to store intra-objects data in your scenery.
Your data will be screwed up and you will change the
MS objects animation
2) Use them if you need some object with continous or rotating
animation. (to be verified)

Any other comment?

Cheers
 
Animations will use user variables, and it is indeed for some interpolation of the animation variable. This is the case for both scenery created by third pary designers (us) and by Microsoft.

Generally speaking, I do not really think Microsoft promise anything about these variables - each model is free to destroy the values as they seem fit.

You should not use them for rotations, as render order of the objects might mess with the speed etc (not to mention the number of frames in the animation). Each model should do it's own calculations.

Using the variables across objects is a rather risky business - as the user might install other scenery as well.
 
Yes, the Tick18 variable was a last minute hack by one of the team... I cannot remember who now... I must search for you and post the link here.
 
User Variable

Hy all

I have a dirty question for you all:

I have an opject part that displays only if some conditions are mry:

Plane at precise speed and heigth

It work flawlessy BUT i want that part to remain displayed even when that condition are not true anymore:

so

The part appear when Condition are met then remains always diplayed

help me solve this

thanks
 
Ciao ????
you have to use the following logic

1) Use the activating condition(s) (speed and heigh) like a trigger
to set a local_var bit or byte inside your code.
2) Test this local_var bit or byte to execute the part of
your code that displays the object (or part of the obj).

I hope you know how to set a local_var bit.
Feel free to come back in case you need further info!

(Logging of now untill tomorrow night )

Ciao,
 
Hi Luca
tomorrow I'll write a sample code to work with global and
local vars.

I see only 1 problem with your request. I don't think
there is any variable, acccessible to the scenery engine,
to detect the speed your aircraft is flying!
I'll investigate further tomorrow, but at the moment I don't
remember anything about speed.
Any clue about the above from other people?

No problem to get the height AGL.

Cheers
 
variable

Great Gianp

Really the height is ok!

I have a nice project going on

if you have a bit of time i'll tell you

BTW i think the live very near

live in Legnano


cheers


luca davide
 
Ciao Luca

Attached is the sample code you need for your object.
I'll post here 'cause other could benefit of it.

The code is fully commented.

No hope for the aircraft speed, (unless to write an Actigate like dll
to get the info from fsuipc!)

Cheers
 

Attachments

code

Wonderful i'll study It

A stupid question:

there is a way to convert asm to sca?

i generally use sca for my projects

Also is possible to add this as a condition in fsds 2.24?

Great to learn from you

cheers

luca davide
 
Hi Luca

I don't know any tool to convert .asm to .sca files. Also, remind
that scasm doesn't implement the latest floating point commands
for FS9 (all the "indirect" command family).

FSDS: I don't know anything about this tool. I cannot help you
here. Sorry.

Ciao
 
Hi,

Let me first get back to the origional question. Yes, by default GMax/MakeMDL animations use the first three user variables already. So we have only two left. I really don't understand why MS implemented it like this, for my CAT animations I use a nice local variable space, so that gives you these three back. Of course that only helps if any animation would do so :). As you don't want to share your frame number between different objects (it is interpolated again and again each time), I don't see why it must be in an user variable.

For the other discussion, I think it would help to use a local variable space there as well. Then your scenery object can have it's own memory. That is also how CAT objects remember if their animation has already run for example.
 
Back
Top