Official Fulqrum Publishing forum

Official Fulqrum Publishing forum (http://forum.fulqrumpublishing.com/index.php)
-   IL-2 Sturmovik: Cliffs of Dover (http://forum.fulqrumpublishing.com/forumdisplay.php?f=189)
-   -   Friday Update, March 30, 2012 (http://forum.fulqrumpublishing.com/showthread.php?t=30815)

Insuber 04-02-2012 10:02 AM

Quote:

Originally Posted by machoo (Post 405000)
I'm not a troll. I have both games and I'm telling you World Of Planes is better , you can disagree but you people have to stop going on about 'COD is the king and every other game is crap' . And I'm not an arcade fan , I have spent thousands on simulator hardware.

Dear machoo, imho it is neither polite nor clever to come to the forum of 1C only to say in a very assured and direct way (and several times in a row) that the Gaijin simulator is *better* than theirs.
And because you speak about your personal preference, you should either refrain to post it - this thread is not meant to express your personal preferences - or substantiate your statement with hard facts. And a video from the beta means nothing, in that respect.

If you insist with your posting style you can be easily mistaken for a troll (see the technical definition of "troll" I posted earlier), because you behave as one.

Cheers,
Insuber

carguy_ 04-02-2012 10:02 AM

Quote:

Originally Posted by machoo (Post 405000)
I'm not a troll. I have both games and I'm telling you World Of Planes is better , you can disagree but you people have to stop going on about 'COD is the king and every other game is crap' . And I'm not an arcade fan , I have spent thousands on simulator hardware.

Machoo, you are free to make a new thread about the game, as others did succesfully before. It was a mistake to post it here.

Insuber 04-02-2012 10:05 AM

Quote:

Originally Posted by albx (Post 405007)
CEM? where is? only overheating is modelled right now... so stop

You miss the mixture management, the prop pitch = engine revs, the water and oil radiator management, just to mention a couple of CEM items. Before criticizing something next time, take the pain to check your information, really.

addman 04-02-2012 10:05 AM

Quote:

Originally Posted by carguy_ (Post 405012)
Machoo, you are free to make a new thread about the game, as others did succesfully before. It was a mistake to post it here.

I have to agree with carguy here, move this stuff to the crystal ball, it's clearly OT. Last post from me here, I'm out!

carguy_ 04-02-2012 10:06 AM

Quote:

Originally Posted by banned (Post 405003)
Umm carguy, what challenge did I accept?

Dunno about you specifically, but I`m surprised that people even accept the obvious taunt about WoP being better. So far only thin we know about it is what we saw. And we saw some nice, outdated, but nice graphics.

Even if WoP had nicer graphics, it still wouldn`t change a thing. In sim department, Cliffs of Dover is a different quality class overall.

Why you need to argue about graphics is beyond me.

banned 04-02-2012 10:12 AM

Quote:

Originally Posted by carguy_ (Post 405019)
Dunno about you specifically, but I`m surprised that people even accept the obvious taunt about WoP being better. So far only thin we know about it is what we saw. And we saw some nice, outdated, but nice graphics.

Even if WoP had nicer graphics, it still wouldn`t change a thing. In sim department, Cliffs of Dover is a different quality class overall.

Why you need to argue about graphics is beyond me.

Oh ok. I see what you mean. I just logged on and saw that video and the comment that it was competition for CoD. I don't get much time to look through the forum so I didn't see where all this originated. I work full time, the wife is in afghanistan with the war and I'm looking after the two kids. Probably good in a way or I'll be on here every minute of the day lol.
Sorry carguy that you thought I was jumping in on some argument about graphics.

stndbfrgrn 04-02-2012 10:42 AM

Quote:

Originally Posted by Opitz (Post 404988)
Do you think they will put AA and new clouds in BoM "simulator" finally?

I don't know if you're trying to push me somehow, but this kind of question should be asked to the developers; again, there is quite a deep difference between the way a simulator and a game are conceived.
And guys, this WOP's assumed superiority thing is really getting off topic here, so please, as it's been suggested, let's be polite and discuss it into a dedicated thread.

philip.ed 04-02-2012 11:35 AM

Quote:

Originally Posted by carguy_ (Post 405019)
Even if WoP had nicer graphics, it still wouldn`t change a thing. In sim department, Cliffs of Dover is a different quality class overall.

Wow, yet another example of speculation being stated as fact!
Whilst one can guess that WoP won't be equal to CloD in simulation terms, there is no tangible evidence to suggest this at all. What can history show? If we went by history, we'd have imagined that CloD would have been the holy grail of flight-sims.

And previously in this topic you said: "But IF you look for graphics only, WoP might be your game" which clearly contrasts your most recent speculation that WoP's graphics are outdated. Make your mind up man!

carguy_ 04-02-2012 11:45 AM

Quote:

Originally Posted by philip.ed (Post 405067)
Wow, yet another example of speculation being stated as fact!
Whilst one can guess that WoP won't be equal to CloD in simulation terms, there is no tangible evidence to suggest this at all. What can history show? If we went by history, we'd have imagined that CloD would have been the holy grail of flight-sims.

Speculation about WoP, yes. About CloD, no.

Quote:

And previously in this topic you said: "But IF you look for graphics only, WoP might be your game" which clearly contrasts your most recent speculation that WoP's graphics are outdated. Make your mind up man!
No contrast here, unless you`re single-minded. Graphics being outdated obviously don`t turn some people from promoting it as "better" than CloD. It is a matter of taste. It is clearly visible that WoP uses a different color palette, makes some things less-detailed (like the cockpits) and some things more detailed (like the landscape). Obviously some people find it enough of a reason to speculate about WoP being "better" than CloD overall. By now all we can say about WoP is that it can be pretty to some, especially those who can`t live without posting daily something negative about CloD`s landscape.

So if that eye-candy of a beta game suits you more than any other spect of CloD, it`s your kind of game. :D

6S.Manu 04-02-2012 11:56 AM

Quote:

Originally Posted by Insuber (Post 405016)
You miss the mixture management, the prop pitch = engine revs, the water and oil radiator management, just to mention a couple of CEM items. Before criticizing something next time, take the pain to check your information, really.

Mhm... almost all of those are in IL2 too... the difference is in CLoD there's no OVERHEAT alert.

IMO BoM will demostrate the complexity of this new engine. Somebody said that the russian pilots had to manage multiple levels to do the same thing that a german pilot could do with only one.

Now IF russian planes will work as the german planes than this will be proof that this COMPLEX Engine Management is an hoax.

My dream is to have a compulsory procedure at startup having to follow the machine's condition during the flight. I hope that in future I will have to manage the startup/taxi/takeoff of my tempest as Clostermann did.

http://www.youtube.com/watch?v=--2H9Dj9eMY

6S.Tamat 04-02-2012 12:35 PM

A huge problem of Cod is the missing debug system (and i don't have a blind trust in the developers until they proof to deserve it):
for CEM:
I would like to have the possibility to record the engine simulation data to see how deep is the simulation.
Air temp, pistons, fuel consumption, air pressure etc etc etc
Now i see that if on the bf i switch the magnetos nothing is happening..
for DM:
same thing on Dm, ability to record the precise damage data: could be different for server side and client side, allowing perhaps the client to have only the one about his own plane.
time of the event, type of damage, type of bullet that hit, damage amount.
for now i see only what i can read on chat and what i see, but nothing else confirm for example that a type of bullet makes more damage of another.
for Physics:
same thing of the DM:
air condition(temp,pressure,wind etc), AoA, IAS, TAS, lift for wing section etc etc with all the parameters.
For now i see only a problematic simulation of the atmosphere and no acrobatic plane to test the simulation as promised.


To be sure to be understood, I really hope to have a good simulation, but A: the trust in the developer is still to be gain, B: I have no real evidence of the correct simulation now. Obviously that does not mean that now it is not correct, it means simply that without evidence there is not YES or NO, there is only a perhaps..

Insuber 04-02-2012 12:41 PM

Quote:

Originally Posted by 6S.Manu (Post 405079)
Mhm... almost all of those are in IL2 too... the difference is in CLoD there's no OVERHEAT alert.

Manu I was reacting to the guy troll ... ehmmm, saying that CEM in COD is limited to overheating. As far as the Il2: 1946 comparison of CEM, I know that 1946 has still some advantages, but not in CEM: afaik the prop pitch of 109 E-1 & E-3 are *automagic* in 1946 - i.e. not historical. The mixture management in 1946 is there, but very simplified. The oil radiator is not present in 1946. The water radiator ... ahemmmm - very questionable with the big red "engine overheat" message.

Ciao!

Insuber 04-02-2012 12:43 PM

Quote:

Originally Posted by 6S.Tamat (Post 405092)
A huge problem of Cod is the missing debug system (and i don't have a blind trust in the developers until they proof to deserve it):
for CEM:
I would like to have the possibility to record the engine simulation data to see how deep is the simulation.
Air temp, pistons, fuel consumption, air pressure etc etc etc
Now i see that if on the bf i switch the magnetos nothing is happening..
for DM:
same thing on Dm, ability to record the precise damage data: could be different for server side and client side, allowing perhaps the client to have only the one about his own plane.
time of the event, type of damage, type of bullet that hit, damage amount.
for now i see only what i can read on chat and what i see, but nothing else confirm for example that a type of bullet makes more damage of another.
for Physics:
same thing of the DM:
air condition(temp,pressure,wind etc), AoA, IAS, TAS, lift for wing section etc etc with all the parameters.
For now i see only a problematic simulation of the atmosphere and no acrobatic plane to test the simulation as promised.


To be sure to be understood, I really hope to have a good simulation, but A: the trust in the developer is still to be gain, B: I have no real evidence of the correct simulation now. Obviously that does not mean that now it is not correct, it means simply that without evidence there is not YES or NO, there is only a perhaps..


IIRC a guy developed few months ago a C# script to extract performance data from tests. I will look for it.

6S.Tamat 04-02-2012 12:46 PM

Quote:

Originally Posted by Insuber (Post 405098)
IIRC a guy developed few months ago a C# script to extract performance data from tests. I will look for it.

that's a good thing. but i still wonder why the developers didn't do.. it is the better evidence of their good work...

Insuber 04-02-2012 12:51 PM

Quote:

Originally Posted by 6S.Tamat (Post 405099)
that's a good thing. but i still wonder why the developers didn't do.. it is the better evidence of their good work...

Here you go, have a try:

http://forum.1cpublishing.eu/showthread.php?t=27552

Cheers!

bolox 04-02-2012 01:03 PM

list of what's accessible
Code:

Note: usage example float health = (float)aircraft.getParameter(part.ParameterTypes.M_Health, -1);

ParameterTypes {
        #region Nil
        /// <summary>
        /// Nil parameter. Always shows -999.999d.
        /// </summary>
        Nil,
        #endregion

        #region Miscellaneous
        /// <summary>
        /// [Random Value]
        /// <para>Generic subtype (-1) indicates a random number in [0.0, 1.0];</para>
        /// <para>All other subtypes indicate a random number in [-1.0, 1.0].</para>
        /// <para>Also serves as an indicator to an undefined activity.</para>
        /// </summary>
        M_Random,
        /// <summary>
        /// [Shake Level]
        /// <para>Indicates current machine/camera shake gain.</para>
        /// <para>Applies only when Head Shake difficulty option is set to on.</para>
        /// </summary>
        M_Shake,
        /// <summary>
        /// [Cabin Damage Flags]
        /// <para>Indicates 1.0 when the cabin damage flag with a number of subtype is set, otherwise 0.0.</para>
        /// <para>Subtype can only be in range from 0 to 14 as it mirrors to CockpitDamageFlag## of NamedDamageTypes.</para>
        /// </summary>
        M_CabinDamage,
        /// <summary>
        /// [Cabin and Camera State]
        /// <para>Subtype 31 - Indicates 1.0 when the camera is in aiming sight periscope mode;</para>
        /// <para>Subtype 32 - Indicates 1.0 when the view point is raised seat mode.</para>
        /// </summary>
        M_CabinState,
        /// <summary>
        /// [Named Damage Flags]
        /// <para>Indicates 1.0 when the corresponding damage flag is set, otherwise 0.0.</para>
        /// <para>Refer to <code>NamedDamageTypes</code> for damage flags reference.</para>
        /// </summary>
        M_NamedDamage,
        /// <summary>
        /// [Systematic Wear]
        /// <para>Indicates corresponding system wear state; [0.0, 1.0]; 1.0 means completely worn and written off system.</para>
        /// <para>Subtype 0 shows airframe wear;</para>
        /// <para>Subtype 1 shows controls and control lines wear;</para>
        /// <para>Subtype 2 shows undercarriage wear;</para>
        /// <para>Subtype 3 shows landing flaps wear;</para>
        /// <para>Subtype 4 shows pneumatic system wear;</para>
        /// <para>Subtype 5 shows hydraulic system wear;</para>
        /// <para>Subtype 6 shows electrical system wear;</para>
        /// <para>Subtype 7 shows auxilaries;</para>
        /// <para>Subtypes 8 to 15 show corresponding engine (#0 - #7) wear level;</para>
        /// </summary>
        M_SystemWear,
        /// <summary>
        /// [Health]
        /// <para>Indicates appx. health level of the machine; [0.0, 1.0].</para>
        /// </summary>
        M_Health,
        #endregion

        #region Controls
        #region Controls - Machine Generic
        /// <summary>
        /// [Steering Control]
        /// <para>Indicates current steering control (input) of the machine; [-1.0, 1.0].</para>
        /// </summary>
        C_Steering,
        /// <summary>
        /// [Wheel Brake Control]
        /// <para>Indicates wheel brakes control; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows overall brake control input;</para>
        /// <para>Subtype 0 shows left side brakes;</para>
        /// <para>Subtype 1 shows right side brakes.</para>
        /// </summary>
        C_Brake,
        /// <summary>
        /// [Throttle Control]
        /// <para>Indicates engine throttle control; [0.0, 1.0], on some types [0.0, 1.1].</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Throttle,
        /// <summary>
        /// [Trigger Control]
        /// <para>Indicates 1.0 when the corresponding trigger is pressed.</para>
        /// <para>Trigger # is equal to subtype.</para>
        /// <para>The trigger # is counted within the machine, not the controlling puppet.</para>
        /// </summary>
        C_Trigger,
        #endregion

        #region Controls - Machine Engine(s)
        /// <summary>
        /// [Propellor / Pitch Control]
        /// <para>Indicates engine prop. control; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Pitch,
        /// <summary>
        /// [Mix Control]
        /// <para>Indicates engine mix control; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Mix,
        /// <summary>
        /// [Water / Air Radiator Control]
        /// <para>Indicates engine radiator control; [0.0, 1.0].</para>
        /// <para>For inline engines shows water radiator control;</para>
        /// <para>for radial engines shows cowl flaps control.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_WaterRadiator,
        /// <summary>
        /// [Oil Radiator Control]
        /// <para>Indicates engine oil radiator control; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_OilRadiator,
        /// <summary>
        /// [Radiator Automation Control]
        /// <para>Indicates 1.0 when radiator control is automatic.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_RadiatorAutomation,
        /// <summary>
        /// [Propellor / Pitch Automation Control]
        /// <para>Indicates 1.0 when prop. control is automatic.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_PitchAutomation,
        /// <summary>
        /// [Engine Compressor Control]
        /// <para>Indicates selected compressor stage.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Compressor,
        /// <summary>
        /// [Afterburner / W.E.P. Control]
        /// <para>Indicates 1.0 when afterburner / W.E.P. is engaged.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Afterburner,
        /// <summary>
        /// [Boost Cut-Out Control]
        /// <para>Indicates 1.0 when engine boost cut-out control is engaged.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_BoostEnabler,
        /// <summary>
        /// [Slow-Running Cut-Out]
        /// <para>Indicates 1.0 when engine slow-running cut-out control is engaged.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_SlowRunningCutOut,
        /// <summary>
        /// [Magnetos Control]
        /// <para>Indicates magnetos switch(es).</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Magneto,
        /// <summary>
        /// [Feather Control]
        /// <para>Indicates propellor feather control.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Feather,
        /// <summary>
        /// [Carburetter / Intake Heater Control]
        /// <para>Indicates engine carb. heater control; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_CarbHeater,
        #endregion

        #region Controls - Machine Systems
        /// <summary>
        /// [Hatch / Cabin Door Control]
        /// <para>Indicates hatch control of the given puppet.</para>
        /// <para>Subtype equals puppet index.</para>
        /// </summary>
        C_HatchDoor,
        /// <summary>
        /// [Canopy / Cabin Door Jettison Control]
        /// <para>Indicates jettison control of the given puppet.</para>
        /// <para>Subtype equals puppet index.</para>
        /// </summary>
        C_HatchJettison,
        /// <summary>
        /// [Stopwatch Control]
        /// <para>Indicates selected stopwatch mode.</para>
        /// </summary>
        C_Timer,
        #endregion

        #region Controls - Aircraft Direction
        /// <summary>
        /// [Ailerones Control]
        /// <para>Indicates ailerones contol input; [-1.0, 1.0].</para>
        /// <para>Positive control is roll right.</para>
        /// </summary>
        C_Aileron,
        /// <summary>
        /// [Elevator Control]
        /// <para>Indicates elevator control input; [-1.0, 1.0].</para>
        /// <para>Positive control is nose up.</para>
        /// </summary>
        C_Elevator,
        /// <summary>
        /// [Rudder Control]
        /// <para>Indicates rudder control input; [-1.0, 1.0].</para>
        /// <para>Positive control is turn right.</para>
        /// </summary>
        C_Rudder,
        /// <summary>
        /// [Ailerones Trim Control]
        /// <para>Indicates ailerones trim contol input.</para>
        /// <para>Positive control is roll right.</para>
        /// </summary>
        C_AileronTrim,
        /// <summary>
        /// [Elevator Trim Control]
        /// <para>Indicates elevator trim control input.</para>
        /// <para>Positive control is nose up.</para>
        /// </summary>
        C_ElevatorTrim,
        /// <summary>
        /// [Rudder Trim Control]
        /// <para>Indicates rudder trim control input.</para>
        /// <para>Positive control is turn right.</para>
        /// </summary>
        C_RudderTrim,
        /// <summary>
        /// [Tail Wheel Steer Lock Control]
        /// <para>Indicates 1.0 when tail lock control is engaged.</para>
        /// </summary>
        C_TailwheelLock,
        #endregion

        #region Controls - Aircraft Systems
        /// <summary>
        /// [Landing Flaps Control]
        /// <para>Indicates selected landing flaps position index ([0, N]);</para>
        /// <para>or direction ({0 neutral, 11 in, 12 out}).</para>
        /// </summary>
        C_LandingFlap,
        /// <summary>
        /// [Leading Edge Slats Control]
        /// <para>Indicates leading edge slats control; [0.0, 1.0].</para>
        /// </summary>
        C_LeadingEdgeSlats,
        /// <summary>
        /// [Undercarriage Extension Control]
        /// <para>Indicates selected undercarriage position index ([0, N]);</para>
        /// <para>or direction ({0 neutral, 11 in, 12 out}).</para>
        /// </summary>
        C_Undercarriage,
        /// <summary>
        /// [Undercarriage Emergency System Control]
        /// <para>Indicates selected undercarriage emergency control position index.</para>
        /// </summary>
        C_UndercarriageEmergency,
        /// <summary>
        /// [Bomb Bay Doors Control]
        /// <para>Indicates selected bomb bay doors opening position ([0.0, 1.0]);</para>
        /// <para>or direction ({0.0 neutral, 0.5 in, 1.0 out}).</para>
        /// </summary>
        C_BombBayDoor,
        /// <summary>
        /// [Airbrake Control]
        /// <para>Indicates selected airbrake position index ([0, N]);</para>
        /// <para>or direction ({0 neutral, 11 in, 12 out}).</para>
        /// </summary>
        C_Airbrake,
        /// <summary>
        /// [Fuel Tank Switch / Fuel Cock Control]
        /// <para>Indicates selected fuel cock position index.</para>
        /// <para>Subtype equals fuel cock index in machine.</para>
        /// </summary>
        C_FuelTankSelector,
        /// <summary>
        /// [Control for Telepirometro Elettrico / Cylinder Head Temp. Sender Selector]
        /// <para>Indicates telepirometro elettrico position.</para>
        /// </summary>
        C_TelepirometroElettrico,
        /// <summary>
        /// [Altimeter Pinion]
        /// <para>Indicates altimeter pressure setter knob position.</para>
        /// </summary>
        C_AltimeterPinion,
        /// <summary>
        /// [Anemometro / Speed Dial Rotation Control]
        /// <para>Indicates velocity indicator shift in degrees.</para>
        /// </summary>
        C_AnemometroPinion,
        /// <summary>
        /// [Bomb Sight Controls]
        /// <para>Indicates bomb sight input controls.</para>
        /// <para>Subtype 0 shows velocity, preset units;</para>
        /// <para>Subtype 1 shows altitude, preset units;</para>
        /// <para>Subtype 2 shows slip, preset units;</para>
        /// <para>Subtype 3 shows distance, preset units;</para>
        /// <para>Subtype 4 indicates 1.0 when automatic control is engaged.</para>
        /// </summary>
        C_BombSight,
        /// <summary>
        /// [Aiming Sight / Acemaker Controls]
        /// <para>Indicates gun sight input controls.</para>
        /// <para>Subtype 0 shows distance, preset units;</para>
        /// <para>Subtype 1 shows side / auxilary input, preset units;</para>
        /// <para>Subtype 2 shows dimmer plate control.</para>
        /// </summary>
        C_Sight,
        /// <summary>
        /// [Bombenabwurfgerat]
        /// <para>Indicates bomb distributor controls.</para>
        /// <para>Subtype 0 shows mode index in modes list;</para>
        /// <para>Subtype 1 indicates 1.0 when bomb arming is on;</para>
        /// <para>Subtype 2 shows selected slot (-1.0 points to all slots);</para>
        /// <para>Subtype 3 shows series length (-1.0 point to max length);</para>
        /// <para>Subtype 4 shows delay (between bombs in series);</para>
        /// <para>Subtype 5 indicates 1.0 when in dive short delay mode;</para>
        /// <para>Subtype 6 shows mode ({0 single, 1 series, 2 salvo}).</para>
        /// </summary>
        C_Bombenabwurfgerat,
        /// <summary>
        /// [Fuel Contents Indicator Control]
        /// <para>Indicates selected indicator switch position.</para>
        /// </summary>
        C_KraftstoffSelector,
        /// <summary>
        /// [Riquid Reserve Indicator 0 Control]
        /// <para>Indicates selected indicator switch position.</para>
        /// </summary>
        C_LiquidGauge0,
        /// <summary>
        /// [Riquid Reserve Indicator 1 Control]
        /// <para>Indicates selected indicator switch position.</para>
        /// </summary>
        C_LiquidGauge1,
        /// <summary>
        /// [Primary Light Switch]
        /// <para>Indicates lighting switch position.</para>
        /// <para>Subtype equals puppet index in machine.</para>
        /// </summary>
        C_PriLights,
        /// <summary>
        /// [Secondary Light Switch]
        /// <para>Indicates lighting switch position.</para>
        /// <para>Subtype equals puppet index in machine.</para>
        /// </summary>
        C_SecLights,
        /// <summary>
        /// [Gunsight Light Switch]
        /// <para>Indicates lighting switch position.</para>
        /// </summary>
        C_SightLights,
        /// <summary>
        /// [Pitot Heater Switch]
        /// <para>Indicates 1.0 when pitot heater is switched on.</para>
        /// </summary>
        C_PitotHeater,
        /// <summary>
        /// [Hydraulic Hand Pump Lever]
        /// <para>Indicates position of emergency hand pump; [0.0, 1.0].</para>
        /// </summary>
        C_Handpumpe,
        /// <summary>
        /// [Transciever Frequency]
        /// <para>Indicates selected transciever frequency.</para>
        /// </summary>
        C_RadTXRX,
        /// <summary>
        /// [Primary Navigation Frequency]
        /// <para>Indicates selected primary frequency on navigation equipment.</para>
        /// </summary>
        C_RadPriNav,
        /// <summary>
        /// [Secondary Navigation Frequency]
        /// <para>Indicates selected secondary frequency on navigation equipment.</para>
        /// </summary>
        C_RadSecNav,
        /// <summary>
        /// [Kurssteuerung / Course Autopilot Controls]
        /// <para>Indicates kurssteuerung input.</para>
        /// <para>Subtype 0 shows mode of operation;</para>
        /// <para>Subtype 1 shows preset course;</para>
        /// <para>Subtype 2 indicates 1.0 when temp. disengage switch is on.</para>
        /// </summary>
        C_Kurssteuerung,
        #endregion
        #endregion

        #region Parameters
        #region Parameters - Machine Animation - Directional
        /// <summary>
        /// [Steering Animation]
        /// <para>Indicates machine steering mechanism position; [-1.0, 1.0].</para>
        /// </summary>
        A_Steering,
        /// <summary>
        /// [Wheel Brake Animation]
        /// <para>Indicates wheel brakes position; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows overall brakes gain;</para>
        /// <para>Subtype 0 shows left brakes;</para>
        /// <para>Subtype 1 shows right brakes.</para>
        /// </summary>
        A_Brake,
        /// <summary>
        /// [Ailerones Animation]
        /// <para>Indicates ailerones position; [-1.0, 1.0].</para>
        /// </summary>
        A_Aileron,
        /// <summary>
        /// [Elevator Animation]
        /// <para>Indicates elevator position; [-1.0, 1.0].</para>
        /// </summary>
        A_Elevator,
        /// <summary>
        /// [Rudder Animation]
        /// <para>Indicates rudder position; [-1.0, 1.0].</para>
        /// </summary>
        A_Rudder,
        /// <summary>
        /// [Ailerones Trim Animation]
        /// <para>Indicates ailerones trim position / flap deflection.</para>
        /// </summary>
        A_AileronTrim,
        /// <summary>
        /// [Elevator Trim Animation]
        /// <para>Indicates elevator trim position / flap deflection.</para>
        /// </summary>
        A_ElevatorTrim,
        /// <summary>
        /// [Rudder Trim Animation]
        /// <para>Indicates rudder trim position / flap deflection.</para>
        /// </summary>
        A_RudderTrim,
        #endregion

        #region Parameters - Machine Animation - Systematic
        /// <summary>
        /// [Undercarriage Extension Animation]
        /// <para>Indicates undercarriage strut movement extension-wise; [0.0, 1.0].</para>
        /// <para>Subtype points to the number of strut in machine.</para>
        /// </summary>
        A_Undercarriage,
        /// <summary>
        /// [Undercarriage Shock Animation]
        /// <para>Indicates strut shock travel in meters.</para>
        /// <para>Subtype points to the number of strut in machine.</para>
        /// </summary>
        A_UndercarriageShock,
        /// <summary>
        /// [Wheel Rotatory Movement Animation]
        /// <para>Indicates angle of wheel.</para>
        /// </summary>
        A_UndercarriageWheel,
        /// <summary>
        /// [Canopy / Door Opening Animation]
        /// <para>Indicates animation phase of canopy or door during opening / closing; [0.0, 1.0].</para>
        /// <para>Subtype equals to hatch index in machine's list.</para>
        /// </summary>
        A_HatchDoor,
        /// <summary>
        /// [Bomb Bay Doors Opening Animation]
        /// <para>Indicates bomb bay(s) doors opening phase; [0.0 1.0].</para>
        /// </summary>
        A_BombBayDoor,
        /// <summary>
        /// [Wind Generator Impeller Rotatory Animation]
        /// <para>Indicates wind generator impeller angle in degrees.</para>
        /// </summary>
        A_ImpellerAngle,
        /// <summary>
        /// [Wind Generator Impeller's Angular Velocity]
        /// <para>Indicates wind generator angular velocity in degrees / second.</para>
        /// </summary>
        A_ImpellerAngularVelocity,
        /// <summary>
        /// [Wind Generator Strut Extension Animation]
        /// <para>Indicates impeller strut extension phase; [0.0, 1.0].</para>
        /// </summary>
        A_ImpellerUnfold,
        /// <summary>
        /// [Landing Flaps Extension Animation]
        /// <para>Indicates landing flaps' extension; [0.0 1.0].</para>
        /// <para>Generic subtype (-1) shows average position of all flaps;</para>
        /// <para>Subtype 0 shows extension of left flap;</para>
        /// <para>Subtype 1 shows extension of right flap.</para>
        /// </summary>
        A_LandingFlap,
        /// <summary>
        /// [Airbrake Extension Animation]
        /// <para>Indicates airbrake extension; [0.0, 1.0].</para>
        /// </summary>
        A_Airbrake,
        /// <summary>
        /// [Engine Cowling Flaps Animation]
        /// <para>Indicates cowling flaps extension; [0.0, 1.0].</para>
        /// <para>Subtype points to engine number.</para>
        /// </summary>
        A_EngineAirRadiator,
        /// <summary>
        /// [Engine Water Radiator Flap Animation]
        /// <para>Indicates water radiator opening; [0.0, 1.0].</para>
        /// <para>Subtype points to engine number.</para>
        /// </summary>
        A_EngineWaterRadiator,
        /// <summary>
        /// [Engine Oil Radiator Flap Animation]
        /// <para>Indicates oil radiator opening; [0.0, 1.0].</para>
        /// <para>Subtype points to engine number.</para>
        /// </summary>
        A_EngineOilRadiator,
        /// <summary>
        /// [Leading Edge Slat Extension Animation]
        /// <para>Indicates leading-edge slats' extension; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows average position of both slats;</para>
        /// <para>Subtype 0 shows extension on the left wing;</para>
        /// <para>Subtype 1 shows extension on the right wing.</para>
        /// </summary>
        A_LeadingEdgeSlat,
        #endregion

        #region Parameters - Machine Spatial
        /// <summary>
        /// [Misc.: Machine Spatial Coordinates]
        /// <para>Indicates machine position in world coordinates.</para>
        /// <para>Subtype 0 shows X-coordinate;</para>
        /// <para>Subtype 1 shows Y-coordinate;</para>
        /// <para>Subtype 2 shows Z-coordinate.</para>
        /// </summary>
        Z_Coordinates,
        /// <summary>
        /// [Misc.: Machine Spatial Orientation]
        /// <para>Indicates machine orientation, angles are in degrees.</para>
        /// <para>Subtype 0 shows yaw (0 degrees point E);</para>
        /// <para>Subtype 1 shows pitch (nose-up is negative);</para>
        /// <para>Subtype 2 shows roll (right roll is positive).</para>
        /// </summary>
        Z_Orientation,
        /// <summary>
        /// [Misc.: Machine Overload under Acceleration]
        /// <para>Indicates overload in m/s/s.</para>
        /// <para>Generic subtype (-1) shows accelerometer, being 0 under normal conditions;</para>
        /// <para>Subtype 0 shows acceleraton along machine's X axis;</para>
        /// <para>Subtype 1 shows acceleraton along machine's Y axis;</para>
        /// <para>Subtype 2 shows acceleraton along machine's Z axis.</para>
        /// </summary>
        Z_Overload,
        /// <summary>
        /// [Misc.: Machine Altitude AGL]
        /// <para>Indicates machine elevation above ground level in meters.</para>
        /// </summary>
        Z_AltitudeAGL,
        /// <summary>
        /// [Misc.: Machine Altitude MSL]
        /// <para>Indicates machine elevation above 0.0 Z-plane.</para>
        /// </summary>
        Z_AltitudeMSL,
        /// <summary>
        /// [Misc.: Machine's Velocity in Air]
        /// <para>Indicates machine's aerial velocity.</para>
        /// <para>Generic subtype (-1) shows velocity length;</para>
        /// <para>Subtype 0 shows aerial flow along machine's X-axis;</para>
        /// <para>Subtype 1 shows aerial flow along machine's Y-axis;</para>
        /// <para>Subtype 2 shows aerial flow along machine's Z-axis.</para>
        /// </summary>
        Z_VelocityIAS,
        /// <summary>
        /// [Misc.: Machine's Velocity in World Coordinates]
        /// <para>Indicates machine's absolute velocity.</para>
        /// <para>Generic subtype (-1) shows velocity length;</para>
        /// <para>Subtype 0 shows machine's speed along world's X-coordinate;</para>
        /// <para>Subtype 1 shows machine's speed along world's Y-coordinate;</para>
        /// <para>Subtype 2 shows machine's speed along world's Z-coordinate.</para>
        /// </summary>
        Z_VelocityTAS,
        /// <summary>
        /// [Misc.: Machine's Mach Factor]
        /// <para>Indicates machine's aerial velocity devided by sonic speed.</para>
        /// <para>Generic subtype (-1) shows velocity length;</para>
        /// <para>Subtype 0 shows aerial flow along machine's X-axis;</para>
        /// <para>Subtype 1 shows aerial flow along machine's Y-axis;</para>
        /// <para>Subtype 2 shows aerial flow along machine's Z-axis.</para>
        /// </summary>
        Z_VelocityMach,
        /// <summary>
        /// [Misc.: Ambient Temperature]
        /// <para>Indicates air temperature around machine's location, in K.</para>
        /// </summary>
        Z_AmbientAirTemperature,
        #endregion

        #region Parameters - Machine Systems
        /// <summary>
        /// [Electrical System Point Voltage]
        /// <para>Indicates current system voltage taken on gen.-battery bridge, in V.</para>
        /// </summary>
        S_ElectricVoltage,
        /// <summary>
        /// [Electrical System Incandescing Ratio]
        /// <para>Indicates incandescing bulbs gain factor under current system voltage; [0.0, 1.0].</para>
        /// <para>Used to vivify lightning SFX.</para>
        /// </summary>
        S_ElectricIncandescingRatio,
        /// <summary>
        /// [Electical System Amperage]
        /// <para>Indicates current flow.</para>
        /// <para>Subtype 0 shows flow in generator loom;</para>
        /// <para>Subtype 1 shows flow in battery loom;</para>
        /// <para>Subtype 2 shows flow in consumer loom.</para>
        /// </summary>
        S_ElectricAmperage,
        /// <summary>
        /// [Primary Pit Lightning]
        /// <para>Indicates primary pit lights gain factor for given puppet.</para>
        /// </summary>
        S_ElectricPrimaryPitLight,
        /// <summary>
        /// [Secondary Pit Lightning]
        /// <para>Indicates secondary pit lights gain factor for given puppet.</para>
        /// </summary>
        S_ElectricSecondaryPitLight,
        /// <summary>
        /// [Gunsight Lightning]
        /// <para>Indicates gunsight / reticle lightning gain factor.</para>
        /// </summary>
        S_ElectricSightLight,
        /// <summary>
        /// [Fuel Reserve]
        /// <para>Indicates machine's fuel reserve, kgs.</para>
        /// <para>Generic subtype (-1) shows total reserve;</para>
        /// <para>Subtype N shows reserve in the given fuel tank.</para>
        /// </summary>
        S_FuelReserve,
        /// <summary>
        /// [Hatch Position]
        /// <para>Indicates given hatch opening phase, [0.0, 1.0].</para>
        /// <para>Subtype points to hatch number in machine's list.</para>
        /// </summary>
        S_HatchDoor,
        #endregion

        #region Parameters - Aircraft Systems
        /// <summary>
        /// [Undercarriage Master Valve]
        /// <para>Indicates position of undercarriage hydraulic valve ({0 up, 1 down, 2 neutral, 3 neutral}).</para>
        /// </summary>
        S_UndercarriageValve,
        /// <summary>
        /// [Pneumatic Container Pressure]
        /// <para>Indicates current container pressure in machine's set units of measure.</para>
        /// <para>Subtype 0 shows pressure in primary container;</para>
        /// <para>Subtype 1 shows pressure in secondary container.</para>
        /// </summary>
        S_PneumoContainerPressure,
        /// <summary>
        /// [Pneumatic Line Pressure(s)]
        /// <para>Indicates pressure in given pneumatic line.</para>
        /// <para>Generic subtype (-1) shows nominal system pressure;</para>
        /// <para>Subtype 0 shows compressor line pressure;</para>
        /// <para>Subtype 1 shows secondary pressure;</para>
        /// <para>Subtype 2 shows flaps line pressure;</para>
        /// <para>Subtype 3 shows undercarriage line pressure;</para>
        /// <para>Subtype 4 shows wheel brakes line pressure.</para>
        /// </summary>
        S_PneumoLinePressure,
        /// <summary>
        /// [Hydro System Pressure(s)]
        /// <para>Indicates pressure in given hydro line.</para>
        /// <para>Generic subtype (-1) shows compressor line pressure;</para>
        /// <para>Subtype 0 shows nominal system pressure;</para>
        /// <para>Subtype 1 shows pressure in emergency discharge container.</para>
        /// </summary>
        S_HydroPressure,
        /// <summary>
        /// [Hydro System Reservoir]
        /// <para>Indicates reservoir contents, kgs.</para>
        /// </summary>
        S_HydroReserve,
        /// <summary>
        /// [Sturzanlage Mode of Operation]
        /// <para>Indicates mode ({0 cruise, 1 dive, 2 bomb drop, 3 recovery, 4 automation reset, 5 automation switch to cruise}).</para>
        /// </summary>
        S_Sturzanlage,
        /// <summary>
        /// [Gun Mode of Operation]
        /// <para>Indicates mode of given gun ({0 dismantled, 1 ready, 2 firing, 3 reloading, 4 jammed}).</para>
        /// <para>Subtype points to gun attachment hook (looking up gun on hook named [_Gun+subtype]).</para>
        /// </summary>
        S_GunOperation,
        /// <summary>
        /// [Gun Ammo Reserve]
        /// <para>Indicates current number of bullets in gun storage.</para>
        /// <para>Subtype points to gun attachment hook (looking up gun on hook named [_Gun+subtype]).</para>
        /// </summary>
        S_GunReserve,
        /// <summary>
        /// [Gun Clip Reserve]
        /// <para>Indicates number of bullets in current gun loaded clip / ammo box.</para>
        /// <para>Subtype points to gun attachment hook (looking up gun on hook named [_Gun+subtype]).</para>
        /// </summary>
        S_GunClipReserve,
        /// <summary>
        /// [Bomb Spawn Ammo Reserve]
        /// <para>Indicates number of bombs in bombgun storage.</para>
        /// <para>Subtype points to attachment hook (looking up gun on hook named [_Bomb+subtype]).</para>
        /// </summary>
        S_BombReserve,
        /// <summary>
        /// [Fenster Opening]
        /// <para>Indicates fenster opening, [0.0, 1.0].</para>
        /// </summary>
        S_Fenster,
        /// <summary>
        /// [Pitot Heater]
        /// <para>Indicates pitot heater gain ratio.</para>
        /// </summary>
        S_PitotHeater,
        /// <summary>
        /// [Bombenabwurfgerat]
        /// <para>Indicates machine bomb distributor parameters.</para>
        /// <para>Generic subtype (-1) shows mode ({0 single, 1 series, 2 salvo});</para>
        /// <para>Subtype 0 shows mode ({0 single, 1 series, 2 salvo});</para>
        /// <para>Subtype 1 shows 1.0 if arming is on;</para>
        /// <para>Subtype 2 shows selected slot (-1 if all slots selected);</para>
        /// <para>Subtype 3 shows series length (-1 if all bombs selected);</para>
        /// <para>Subtype 4 shows 1.0 if short / dive delay is on;</para>
        /// <para>Subtype 9 shows 1.0 while abwurfgerat is in bomb drop operation.</para>
        /// </summary>
        S_Bombenabwurfgerat,
        /// <summary>
        /// [Turret]
        /// <para>Indicates machine turret parameters.</para>
        /// <para>Subtype digit 1 stands for puppet #; Subtype digit 2 stands turret index in given puppet;</para>
        /// <para>Subtype digit 3: 0 - Unfold, 1 - Lower Lock, 2 - Mount Yaw, 3 - Upper Lock,</para>
        /// <para>                4 - Mount Pitch, 5 - Swivel Yaw, 6 - Swivel Pitch.</para>
        /// <para>Ex.: 105 - Swivel yaw on main turret of puppet #1.</para>
        /// </summary>
        S_Turret,
        #endregion

        #region RESERVED PLACEHOLDERS
        M_Reserved000,
        M_Reserved001,
        M_Reserved002,
        M_Reserved003,
        M_Reserved004,
        M_Reserved005,
        M_Reserved006,
        M_Reserved007,
        M_Reserved008,
        M_Reserved009,
        M_Reserved00A,
        M_Reserved00B,
        M_Reserved00C,
        M_Reserved00D,
        M_Reserved00E,
        M_Reserved00F,
        M_Reserved010,
        M_Reserved011,
        M_Reserved012,
        M_Reserved013,
        M_Reserved014,
        M_Reserved015,
        M_Reserved016,
        M_Reserved017,
        M_Reserved018,
        M_Reserved019,
        M_Reserved01A,
        M_Reserved01B,
        M_Reserved01C,
        M_Reserved01D,
        M_Reserved01E,
        M_Reserved01F,
        #endregion

        #region Parameters - Instrumentation
        #region Instrumentation - Assorted
        /// <summary>
        /// [Inst: Timer]
        /// <para>Returns timer reading.</para>
        /// <para>Generic subtype (-1) shows clock / time of day, hours, [0.0, 24.0);</para>
        /// <para>Subtype 0 shows stopwatch reading, seconds.</para>
        /// </summary>
        I_Timer, // NB: I_Timer works as a separator for all I_* types, must be on top of instrumentation section
        /// <summary>
        /// [Inst: Ambient Temperature]
        /// <para>Returns ambient temperature gauge reading.</para>
        /// </summary>
        I_AmbientTemp,
        #endregion

        #region Instrumentation - Engine
        /// <summary>
        /// [Inst: Engine RPM]
        /// <para>Returns engine RPM gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineRPM,
        /// <summary>
        /// [Inst: Engine Manifold Pressure]
        /// <para>Returns engine manifold press. gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineManPress,
        /// <summary>
        /// [Inst: Engine Boost Pressure]
        /// <para>Returns boost gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineBoostPress,
        /// <summary>
        /// [Inst: Engine Water Pressure]
        /// <para>Returns water press. gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineWatPress,
        /// <summary>
        /// [Inst: Engine Oil Pressure]
        /// <para>Returns oil pressure gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineOilPress,
        /// <summary>
        /// [Inst: Engine Fuel Pressure]
        /// <para>Returns fuel pressure gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineFuelPress,
        /// <summary>
        /// [Inst: Engine Water Temperature]
        /// <para>Returns water temp. gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineWatTemp,
        /// <summary>
        /// [Inst: Engine Water Radiator Temperature]
        /// <para>Returns water temp. (rad. outlet) gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineRadTemp,
        /// <summary>
        /// [Inst: Engine Oil Temperature]
        /// <para>Returns oil temp. gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineOilTemp,
        /// <summary>
        /// [Inst: Engine Oil Radiator Temperature]
        /// <para>Returns oil temp. (rad. outlet) gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineOilRadiatorTemp,
        /// <summary>
        /// [Inst: Cylinders Head Temperature]
        /// <para>Returns cyl. head temp. gauge reading.</para>
        /// <para>Generic subtype (-1) shows combined / telepirometro elettrico reading;</para>
        /// <para>Other subtypes point to engine number in machine's list.</para>
        /// </summary>
        I_EngineTemperature,
        /// <summary>
        /// [Inst: Carburettor Temperature]
        /// <para>Returns carb. air temp. gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineCarbTemp,
        /// <summary>
        /// [Inst: Propellor Pitch]
        /// <para>Returns prop. pitch indicator reading ([0.0, 12.0] for clockwork type).</para>
        /// </summary>
        I_Pitch,
        #endregion

        #region Instrumentation - Machine Spatial
        /// <summary>
        /// [Inst: Velocity]
        /// <para>Returns velocity indicator reading.</para>
        /// </summary>
        I_VelocityIAS,
        /// <summary>
        /// [Inst: Altitude]
        /// <para>Returns altitude indicator reading.</para>
        /// </summary>
        I_Altitude,
        /// <summary>
        /// [Inst: Variometer]
        /// <para>Returns variometer / climb velocity indicator reading.</para>
        /// </summary>
        I_Variometer,
        /// <summary>
        /// [Inst: Slip Indicator]
        /// <para>Returns slip indicator reading.</para>
        /// <para>Generic subtype (-1) shows machine's indicator reading;</para>
        /// <para>Sybtype N shows slip value clamped to [-N, N] range.</para>
        /// </summary>
        I_Slip,
        /// <summary>
        /// [Inst: Magnetic Compass]
        /// <para>Returns magnetic compass parameters.</para>
        /// <para>Generic subtype (-1) shows compass gauge reading, [0.0, 360.0];</para>
        /// <para>Subtype 0 shows azimuth taken off compass card;</para>
        /// <para>Subtype 1 shows card pitch;</para>
        /// <para>Subtype 2 shows card roll.</para>
        /// </summary>
        I_MagneticCompass,
        /// <summary>
        /// [Inst: Repeater Compass]
        /// <para>Returns repeater compass parameters.</para>
        /// <para>Generic subtype (-1) shows reading on the gauge, [0.0, 360.0];</para>
        /// <para>Subtype 0 shows master compass card heading;</para>
        /// <para>Subtype 1 shows master compass card pitch;</para>
        /// <para>Subtype 2 shows master compass card roll.</para>
        /// </summary>
        I_RepeaterCompass,
        /// <summary>
        /// [Inst: Peilzeiger]
        /// <para>Returns course setter preset, [0.0, 360.0].</para>
        /// </summary>
        I_Peilzeiger,
        #endregion

        #region Instrumentation - Machine Systems
        /// <summary>
        /// [Inst: Fuel Reserve]
        /// <para>Returns fuel level indicator reading.</para>
        /// <para>Generic subtype (-1) shows combined reading in all tanks / controlled by selector switch;</para>
        /// <para>Other subtypes point to fuel tank number in machine's list.</para>
        /// </summary>
        I_FuelReserve,
        /// <summary>
        /// [Inst. Liquid Matter Reserve]
        /// <para>Returns liquid level gauge reading.</para>
        /// <para>Subtype 0 shows reading of gauge # 0;</para>
        /// <para>Subtype 1 shows reading of gauge # 1.</para>
        /// </summary>
        I_LiquidReserve,
        /// <summary>
        /// [Inst: Voltamperemeter]
        /// <para>Returns voltamperemeter reading.</para>
        /// </summary>
        I_Voltamperemeter,
        /// <summary>
        /// [Inst: Voltmeter]
        /// <para>Returns voltmeter reading.</para>
        /// </summary>
        I_Voltmeter,
        /// <summary>
        /// [Inst: Amperemeter]
        /// <para>Returns Amperemeter reading.</para>
        /// </summary>
        I_Amperemeter,
        /// <summary>
        /// [Inst: Hydraulic System Pressure]
        /// <para>Returns hydro. press. gauge reading.</para>
        /// </summary>
        I_HydroPressure,
        /// <summary>
        /// [Inst: Hydraulic Emergency Container Pressure]
        /// <para>Returns hydro. emergency discharge container press. gauge reading.</para>
        /// </summary>
        I_HydroEmPressure,
        #endregion

        #region Instrumentation - Gyro Gauges
        /// <summary>
        /// [Inst: Turn Indicator]
        /// <para>Returns turn indicator deflection, [-1.2, 1.2].</para>
        /// </summary>
        I_Turn,
        /// <summary>
        /// [Inst: Artificial Horizon]
        /// <para>Returns artificial horizon parameters.</para>
        /// <para>Subtype 1 shows pitch;</para>
        /// <para>Subtype 2 shows roll.</para>
        /// </summary>
        I_AH,
        /// <summary>
        /// [Inst: DI]
        /// <para>Returns DI reading, [0.0, 360.0].</para>
        /// <para>Generic subtype (-1) shows gauge reading;</para>
        /// <para>Subtype 1 shows DI pinion shift.</para>
        /// </summary>
        I_DirectionIndicator,
        /// <summary>
        /// [Inst: Slaved Compass]
        /// <para>Returns slaved compass (GMK) reading, [0.0, 360.0].</para>
        /// </summary>
        I_SlavedCompass,
        /// <summary>
        /// [Inst: Suction]
        /// <para>Returns gyro suction gauge reading.</para>
        /// </summary>
        I_Suction,
        #endregion

        #region Instrumentation - Radio Equipment
        /// <summary>
        /// [Inst: Lorenz AFN]
        /// <para>Returns Lorenz AFN indicator readings.</para>
        /// <para>Generic subtype (-1) shows indicated deviation, [-1.0, 1.0];</para>
        /// <para>Subtype 1 shows signal gain level, [0.0, 1.0];</para>
        /// <para>Subtype 2 shows detected marker station tone frequency, otherwise 0.0.</para>
        /// </summary>
        I_AFN,
        /// <summary>
        ///[*]
        /// </summary>
        I_ADF,
        /// <summary>
        ///[*]
        /// </summary>
        I_RDF,
        /// <summary>
        ///[*]
        /// </summary>
        I_RMI,
        /// <summary>
        /// [Inst: Fixed Loop Radio Compass]
        /// <para>Returns FLRC indicator reading, [-1.0, 1.0];</para>
        /// </summary>
        I_FLRC,
        /// <summary>
        /// [Inst: Kurssteuerung]
        /// <para>Returns course autopilot parameters.</para>
        /// <para>Generic subtype (-1) shows kurssteuerung mode, {0, 1, 2};</para>
        /// <para>Subtype 1 shows indicated deviation, [-1.0, 1.0];</para>
        /// <para>Subtype 2 shows preset course, [0.0, 360.0].</para>
        /// </summary>
        I_Kurssteuerung,
        #endregion

        #region Instrumentation - Bomb Sight
        /// <summary>
        /// [Inst: Bombsight]
        /// <para>Returns bomb sight parameters.</para>
        /// <para>Subtype 0 shows velocity, m/s;</para>
        /// <para>Subtype 1 shows altitude, m;</para>
        /// <para>Subtype 2 shows side slip, deg;</para>
        /// <para>Subtype 3 shows elevation angle, deg;</para>
        /// <para>Subtype 4 shows distance, m;</para>
        /// <para>Subtype 5 shows gyro readyness, [0.0, 1.0];</para>
        /// <para>Subtype 6 shows 1.0 if automation is on;</para>
        /// <para>Subtype 7 shows 1.0 while dropping bombs;</para>
        /// <para>Subtype 8 shows gyro platform pitch, deg;</para>
        /// <para>Subtype 9 shows gyro platform roll, deg;</para>
        /// </summary>
        I_BombSight,
        #endregion
        #endregion
        #endregion


    }

http://forum.1cpublishing.eu/showthr...338#post342338

6S.Manu 04-02-2012 01:13 PM

Quote:

Originally Posted by Insuber (Post 405097)
Manu I was reacting to the guy troll ... ehmmm, saying that CEM in COD is limited to overheating. As far as the Il2: 1946 comparison of CEM, I know that 1946 has still some advantages, but not in CEM: afaik the prop pitch of 109 E-1 & E-3 are *automagic* in 1946 - i.e. not historical. The mixture management in 1946 is there, but very simplified. The oil radiator is not present in 1946. The water radiator ... ahemmmm - very questionable with the big red "engine overheat" message.

Ciao!

I did not said that CloD is limited to overheating. IIRC the Overheat! label in IL2 1946 is used to alert the pilot that something is wrong with the engine: sometimes it does not mean actually that the temperature is high.

Of course many planes are not correctly modelled (both original and modded ones) and I'm not stating that 1946 is better in the EM department... I think that simply it's not SO better to be called "Complex" (just like the graphic engine.. Clod is better looking of course, but 1946 is 10 years old... it's not difficult having new hardware and 3Gb VRAM).

As Tamat says: we need a SDK to test the accuracy of the models because for that I know in the code there can be many functions with many commented lines returning wrong/not precise results (since the sim has been released in alpha stage it's very probable).

If the debug SDKs could be provided to us then Luthier could have free help about FM/DM/CEM...

Sutts 04-02-2012 01:18 PM

Quote:

Originally Posted by 6S.Manu (Post 405079)
Mhm... almost all of those are in IL2 too... the difference is in CLoD there's no OVERHEAT alert.

IMO BoM will demostrate the complexity of this new engine. Somebody said that the russian pilots had to manage multiple levels to do the same thing that a german pilot could do with only one.

Now IF russian planes will work as the german planes than this will be proof that this COMPLEX Engine Management is an hoax.

My dream is to have a compulsory procedure at startup having to follow the machine's condition during the flight. I hope that in future I will have to manage the startup/taxi/takeoff of my tempest as Clostermann did.



I too would love to have an option where following procedures is as important as it was in real life. At the moment CEM is still too forgiving IMO - although maybe not in the case of the Blenheim where the engine really does have to be nursed!

Thanks for posting the video, interesting stuff.

The engineer comments referred to the max coolant temperature reducing with altitude according to the boiling curve. I thought the system was pressurised in which case this shouldn't happen. Can anyone comment on this please?

Another point I'd really like an answer to is this - In the game the engine sound changes only with RPM. It does not change in line with power output/boost settings (while maitaining constant RPM). Does anyone with experience know if the engine note should change according to power output, given the same RPM?

Thanks

salmo 04-02-2012 01:35 PM

Quote:

Originally Posted by bolox (Post 405109)
list of what's accessible
Code:

Note: usage example float health = (float)aircraft.getParameter(part.ParameterTypes.M_Health, -1);

ParameterTypes {
        #region Nil
        /// <summary>
        /// Nil parameter. Always shows -999.999d.
        /// </summary>
        Nil,
        #endregion

        #region Miscellaneous
        /// <summary>
        /// [Random Value]
        /// <para>Generic subtype (-1) indicates a random number in [0.0, 1.0];</para>
        /// <para>All other subtypes indicate a random number in [-1.0, 1.0].</para>
        /// <para>Also serves as an indicator to an undefined activity.</para>
        /// </summary>
        M_Random,
        /// <summary>
        /// [Shake Level]
        /// <para>Indicates current machine/camera shake gain.</para>
        /// <para>Applies only when Head Shake difficulty option is set to on.</para>
        /// </summary>
        M_Shake,
        /// <summary>
        /// [Cabin Damage Flags]
        /// <para>Indicates 1.0 when the cabin damage flag with a number of subtype is set, otherwise 0.0.</para>
        /// <para>Subtype can only be in range from 0 to 14 as it mirrors to CockpitDamageFlag## of NamedDamageTypes.</para>
        /// </summary>
        M_CabinDamage,
        /// <summary>
        /// [Cabin and Camera State]
        /// <para>Subtype 31 - Indicates 1.0 when the camera is in aiming sight periscope mode;</para>
        /// <para>Subtype 32 - Indicates 1.0 when the view point is raised seat mode.</para>
        /// </summary>
        M_CabinState,
        /// <summary>
        /// [Named Damage Flags]
        /// <para>Indicates 1.0 when the corresponding damage flag is set, otherwise 0.0.</para>
        /// <para>Refer to <code>NamedDamageTypes</code> for damage flags reference.</para>
        /// </summary>
        M_NamedDamage,
        /// <summary>
        /// [Systematic Wear]
        /// <para>Indicates corresponding system wear state; [0.0, 1.0]; 1.0 means completely worn and written off system.</para>
        /// <para>Subtype 0 shows airframe wear;</para>
        /// <para>Subtype 1 shows controls and control lines wear;</para>
        /// <para>Subtype 2 shows undercarriage wear;</para>
        /// <para>Subtype 3 shows landing flaps wear;</para>
        /// <para>Subtype 4 shows pneumatic system wear;</para>
        /// <para>Subtype 5 shows hydraulic system wear;</para>
        /// <para>Subtype 6 shows electrical system wear;</para>
        /// <para>Subtype 7 shows auxilaries;</para>
        /// <para>Subtypes 8 to 15 show corresponding engine (#0 - #7) wear level;</para>
        /// </summary>
        M_SystemWear,
        /// <summary>
        /// [Health]
        /// <para>Indicates appx. health level of the machine; [0.0, 1.0].</para>
        /// </summary>
        M_Health,
        #endregion

        #region Controls
        #region Controls - Machine Generic
        /// <summary>
        /// [Steering Control]
        /// <para>Indicates current steering control (input) of the machine; [-1.0, 1.0].</para>
        /// </summary>
        C_Steering,
        /// <summary>
        /// [Wheel Brake Control]
        /// <para>Indicates wheel brakes control; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows overall brake control input;</para>
        /// <para>Subtype 0 shows left side brakes;</para>
        /// <para>Subtype 1 shows right side brakes.</para>
        /// </summary>
        C_Brake,
        /// <summary>
        /// [Throttle Control]
        /// <para>Indicates engine throttle control; [0.0, 1.0], on some types [0.0, 1.1].</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Throttle,
        /// <summary>
        /// [Trigger Control]
        /// <para>Indicates 1.0 when the corresponding trigger is pressed.</para>
        /// <para>Trigger # is equal to subtype.</para>
        /// <para>The trigger # is counted within the machine, not the controlling puppet.</para>
        /// </summary>
        C_Trigger,
        #endregion

        #region Controls - Machine Engine(s)
        /// <summary>
        /// [Propellor / Pitch Control]
        /// <para>Indicates engine prop. control; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Pitch,
        /// <summary>
        /// [Mix Control]
        /// <para>Indicates engine mix control; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Mix,
        /// <summary>
        /// [Water / Air Radiator Control]
        /// <para>Indicates engine radiator control; [0.0, 1.0].</para>
        /// <para>For inline engines shows water radiator control;</para>
        /// <para>for radial engines shows cowl flaps control.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_WaterRadiator,
        /// <summary>
        /// [Oil Radiator Control]
        /// <para>Indicates engine oil radiator control; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_OilRadiator,
        /// <summary>
        /// [Radiator Automation Control]
        /// <para>Indicates 1.0 when radiator control is automatic.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_RadiatorAutomation,
        /// <summary>
        /// [Propellor / Pitch Automation Control]
        /// <para>Indicates 1.0 when prop. control is automatic.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_PitchAutomation,
        /// <summary>
        /// [Engine Compressor Control]
        /// <para>Indicates selected compressor stage.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Compressor,
        /// <summary>
        /// [Afterburner / W.E.P. Control]
        /// <para>Indicates 1.0 when afterburner / W.E.P. is engaged.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Afterburner,
        /// <summary>
        /// [Boost Cut-Out Control]
        /// <para>Indicates 1.0 when engine boost cut-out control is engaged.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_BoostEnabler,
        /// <summary>
        /// [Slow-Running Cut-Out]
        /// <para>Indicates 1.0 when engine slow-running cut-out control is engaged.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_SlowRunningCutOut,
        /// <summary>
        /// [Magnetos Control]
        /// <para>Indicates magnetos switch(es).</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Magneto,
        /// <summary>
        /// [Feather Control]
        /// <para>Indicates propellor feather control.</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_Feather,
        /// <summary>
        /// [Carburetter / Intake Heater Control]
        /// <para>Indicates engine carb. heater control; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows control for the current motor selection;</para>
        /// <para>Other subtypes show control in the corresponding individual motor.</para>
        /// </summary>
        C_CarbHeater,
        #endregion

        #region Controls - Machine Systems
        /// <summary>
        /// [Hatch / Cabin Door Control]
        /// <para>Indicates hatch control of the given puppet.</para>
        /// <para>Subtype equals puppet index.</para>
        /// </summary>
        C_HatchDoor,
        /// <summary>
        /// [Canopy / Cabin Door Jettison Control]
        /// <para>Indicates jettison control of the given puppet.</para>
        /// <para>Subtype equals puppet index.</para>
        /// </summary>
        C_HatchJettison,
        /// <summary>
        /// [Stopwatch Control]
        /// <para>Indicates selected stopwatch mode.</para>
        /// </summary>
        C_Timer,
        #endregion

        #region Controls - Aircraft Direction
        /// <summary>
        /// [Ailerones Control]
        /// <para>Indicates ailerones contol input; [-1.0, 1.0].</para>
        /// <para>Positive control is roll right.</para>
        /// </summary>
        C_Aileron,
        /// <summary>
        /// [Elevator Control]
        /// <para>Indicates elevator control input; [-1.0, 1.0].</para>
        /// <para>Positive control is nose up.</para>
        /// </summary>
        C_Elevator,
        /// <summary>
        /// [Rudder Control]
        /// <para>Indicates rudder control input; [-1.0, 1.0].</para>
        /// <para>Positive control is turn right.</para>
        /// </summary>
        C_Rudder,
        /// <summary>
        /// [Ailerones Trim Control]
        /// <para>Indicates ailerones trim contol input.</para>
        /// <para>Positive control is roll right.</para>
        /// </summary>
        C_AileronTrim,
        /// <summary>
        /// [Elevator Trim Control]
        /// <para>Indicates elevator trim control input.</para>
        /// <para>Positive control is nose up.</para>
        /// </summary>
        C_ElevatorTrim,
        /// <summary>
        /// [Rudder Trim Control]
        /// <para>Indicates rudder trim control input.</para>
        /// <para>Positive control is turn right.</para>
        /// </summary>
        C_RudderTrim,
        /// <summary>
        /// [Tail Wheel Steer Lock Control]
        /// <para>Indicates 1.0 when tail lock control is engaged.</para>
        /// </summary>
        C_TailwheelLock,
        #endregion

        #region Controls - Aircraft Systems
        /// <summary>
        /// [Landing Flaps Control]
        /// <para>Indicates selected landing flaps position index ([0, N]);</para>
        /// <para>or direction ({0 neutral, 11 in, 12 out}).</para>
        /// </summary>
        C_LandingFlap,
        /// <summary>
        /// [Leading Edge Slats Control]
        /// <para>Indicates leading edge slats control; [0.0, 1.0].</para>
        /// </summary>
        C_LeadingEdgeSlats,
        /// <summary>
        /// [Undercarriage Extension Control]
        /// <para>Indicates selected undercarriage position index ([0, N]);</para>
        /// <para>or direction ({0 neutral, 11 in, 12 out}).</para>
        /// </summary>
        C_Undercarriage,
        /// <summary>
        /// [Undercarriage Emergency System Control]
        /// <para>Indicates selected undercarriage emergency control position index.</para>
        /// </summary>
        C_UndercarriageEmergency,
        /// <summary>
        /// [Bomb Bay Doors Control]
        /// <para>Indicates selected bomb bay doors opening position ([0.0, 1.0]);</para>
        /// <para>or direction ({0.0 neutral, 0.5 in, 1.0 out}).</para>
        /// </summary>
        C_BombBayDoor,
        /// <summary>
        /// [Airbrake Control]
        /// <para>Indicates selected airbrake position index ([0, N]);</para>
        /// <para>or direction ({0 neutral, 11 in, 12 out}).</para>
        /// </summary>
        C_Airbrake,
        /// <summary>
        /// [Fuel Tank Switch / Fuel Cock Control]
        /// <para>Indicates selected fuel cock position index.</para>
        /// <para>Subtype equals fuel cock index in machine.</para>
        /// </summary>
        C_FuelTankSelector,
        /// <summary>
        /// [Control for Telepirometro Elettrico / Cylinder Head Temp. Sender Selector]
        /// <para>Indicates telepirometro elettrico position.</para>
        /// </summary>
        C_TelepirometroElettrico,
        /// <summary>
        /// [Altimeter Pinion]
        /// <para>Indicates altimeter pressure setter knob position.</para>
        /// </summary>
        C_AltimeterPinion,
        /// <summary>
        /// [Anemometro / Speed Dial Rotation Control]
        /// <para>Indicates velocity indicator shift in degrees.</para>
        /// </summary>
        C_AnemometroPinion,
        /// <summary>
        /// [Bomb Sight Controls]
        /// <para>Indicates bomb sight input controls.</para>
        /// <para>Subtype 0 shows velocity, preset units;</para>
        /// <para>Subtype 1 shows altitude, preset units;</para>
        /// <para>Subtype 2 shows slip, preset units;</para>
        /// <para>Subtype 3 shows distance, preset units;</para>
        /// <para>Subtype 4 indicates 1.0 when automatic control is engaged.</para>
        /// </summary>
        C_BombSight,
        /// <summary>
        /// [Aiming Sight / Acemaker Controls]
        /// <para>Indicates gun sight input controls.</para>
        /// <para>Subtype 0 shows distance, preset units;</para>
        /// <para>Subtype 1 shows side / auxilary input, preset units;</para>
        /// <para>Subtype 2 shows dimmer plate control.</para>
        /// </summary>
        C_Sight,
        /// <summary>
        /// [Bombenabwurfgerat]
        /// <para>Indicates bomb distributor controls.</para>
        /// <para>Subtype 0 shows mode index in modes list;</para>
        /// <para>Subtype 1 indicates 1.0 when bomb arming is on;</para>
        /// <para>Subtype 2 shows selected slot (-1.0 points to all slots);</para>
        /// <para>Subtype 3 shows series length (-1.0 point to max length);</para>
        /// <para>Subtype 4 shows delay (between bombs in series);</para>
        /// <para>Subtype 5 indicates 1.0 when in dive short delay mode;</para>
        /// <para>Subtype 6 shows mode ({0 single, 1 series, 2 salvo}).</para>
        /// </summary>
        C_Bombenabwurfgerat,
        /// <summary>
        /// [Fuel Contents Indicator Control]
        /// <para>Indicates selected indicator switch position.</para>
        /// </summary>
        C_KraftstoffSelector,
        /// <summary>
        /// [Riquid Reserve Indicator 0 Control]
        /// <para>Indicates selected indicator switch position.</para>
        /// </summary>
        C_LiquidGauge0,
        /// <summary>
        /// [Riquid Reserve Indicator 1 Control]
        /// <para>Indicates selected indicator switch position.</para>
        /// </summary>
        C_LiquidGauge1,
        /// <summary>
        /// [Primary Light Switch]
        /// <para>Indicates lighting switch position.</para>
        /// <para>Subtype equals puppet index in machine.</para>
        /// </summary>
        C_PriLights,
        /// <summary>
        /// [Secondary Light Switch]
        /// <para>Indicates lighting switch position.</para>
        /// <para>Subtype equals puppet index in machine.</para>
        /// </summary>
        C_SecLights,
        /// <summary>
        /// [Gunsight Light Switch]
        /// <para>Indicates lighting switch position.</para>
        /// </summary>
        C_SightLights,
        /// <summary>
        /// [Pitot Heater Switch]
        /// <para>Indicates 1.0 when pitot heater is switched on.</para>
        /// </summary>
        C_PitotHeater,
        /// <summary>
        /// [Hydraulic Hand Pump Lever]
        /// <para>Indicates position of emergency hand pump; [0.0, 1.0].</para>
        /// </summary>
        C_Handpumpe,
        /// <summary>
        /// [Transciever Frequency]
        /// <para>Indicates selected transciever frequency.</para>
        /// </summary>
        C_RadTXRX,
        /// <summary>
        /// [Primary Navigation Frequency]
        /// <para>Indicates selected primary frequency on navigation equipment.</para>
        /// </summary>
        C_RadPriNav,
        /// <summary>
        /// [Secondary Navigation Frequency]
        /// <para>Indicates selected secondary frequency on navigation equipment.</para>
        /// </summary>
        C_RadSecNav,
        /// <summary>
        /// [Kurssteuerung / Course Autopilot Controls]
        /// <para>Indicates kurssteuerung input.</para>
        /// <para>Subtype 0 shows mode of operation;</para>
        /// <para>Subtype 1 shows preset course;</para>
        /// <para>Subtype 2 indicates 1.0 when temp. disengage switch is on.</para>
        /// </summary>
        C_Kurssteuerung,
        #endregion
        #endregion

        #region Parameters
        #region Parameters - Machine Animation - Directional
        /// <summary>
        /// [Steering Animation]
        /// <para>Indicates machine steering mechanism position; [-1.0, 1.0].</para>
        /// </summary>
        A_Steering,
        /// <summary>
        /// [Wheel Brake Animation]
        /// <para>Indicates wheel brakes position; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows overall brakes gain;</para>
        /// <para>Subtype 0 shows left brakes;</para>
        /// <para>Subtype 1 shows right brakes.</para>
        /// </summary>
        A_Brake,
        /// <summary>
        /// [Ailerones Animation]
        /// <para>Indicates ailerones position; [-1.0, 1.0].</para>
        /// </summary>
        A_Aileron,
        /// <summary>
        /// [Elevator Animation]
        /// <para>Indicates elevator position; [-1.0, 1.0].</para>
        /// </summary>
        A_Elevator,
        /// <summary>
        /// [Rudder Animation]
        /// <para>Indicates rudder position; [-1.0, 1.0].</para>
        /// </summary>
        A_Rudder,
        /// <summary>
        /// [Ailerones Trim Animation]
        /// <para>Indicates ailerones trim position / flap deflection.</para>
        /// </summary>
        A_AileronTrim,
        /// <summary>
        /// [Elevator Trim Animation]
        /// <para>Indicates elevator trim position / flap deflection.</para>
        /// </summary>
        A_ElevatorTrim,
        /// <summary>
        /// [Rudder Trim Animation]
        /// <para>Indicates rudder trim position / flap deflection.</para>
        /// </summary>
        A_RudderTrim,
        #endregion

        #region Parameters - Machine Animation - Systematic
        /// <summary>
        /// [Undercarriage Extension Animation]
        /// <para>Indicates undercarriage strut movement extension-wise; [0.0, 1.0].</para>
        /// <para>Subtype points to the number of strut in machine.</para>
        /// </summary>
        A_Undercarriage,
        /// <summary>
        /// [Undercarriage Shock Animation]
        /// <para>Indicates strut shock travel in meters.</para>
        /// <para>Subtype points to the number of strut in machine.</para>
        /// </summary>
        A_UndercarriageShock,
        /// <summary>
        /// [Wheel Rotatory Movement Animation]
        /// <para>Indicates angle of wheel.</para>
        /// </summary>
        A_UndercarriageWheel,
        /// <summary>
        /// [Canopy / Door Opening Animation]
        /// <para>Indicates animation phase of canopy or door during opening / closing; [0.0, 1.0].</para>
        /// <para>Subtype equals to hatch index in machine's list.</para>
        /// </summary>
        A_HatchDoor,
        /// <summary>
        /// [Bomb Bay Doors Opening Animation]
        /// <para>Indicates bomb bay(s) doors opening phase; [0.0 1.0].</para>
        /// </summary>
        A_BombBayDoor,
        /// <summary>
        /// [Wind Generator Impeller Rotatory Animation]
        /// <para>Indicates wind generator impeller angle in degrees.</para>
        /// </summary>
        A_ImpellerAngle,
        /// <summary>
        /// [Wind Generator Impeller's Angular Velocity]
        /// <para>Indicates wind generator angular velocity in degrees / second.</para>
        /// </summary>
        A_ImpellerAngularVelocity,
        /// <summary>
        /// [Wind Generator Strut Extension Animation]
        /// <para>Indicates impeller strut extension phase; [0.0, 1.0].</para>
        /// </summary>
        A_ImpellerUnfold,
        /// <summary>
        /// [Landing Flaps Extension Animation]
        /// <para>Indicates landing flaps' extension; [0.0 1.0].</para>
        /// <para>Generic subtype (-1) shows average position of all flaps;</para>
        /// <para>Subtype 0 shows extension of left flap;</para>
        /// <para>Subtype 1 shows extension of right flap.</para>
        /// </summary>
        A_LandingFlap,
        /// <summary>
        /// [Airbrake Extension Animation]
        /// <para>Indicates airbrake extension; [0.0, 1.0].</para>
        /// </summary>
        A_Airbrake,
        /// <summary>
        /// [Engine Cowling Flaps Animation]
        /// <para>Indicates cowling flaps extension; [0.0, 1.0].</para>
        /// <para>Subtype points to engine number.</para>
        /// </summary>
        A_EngineAirRadiator,
        /// <summary>
        /// [Engine Water Radiator Flap Animation]
        /// <para>Indicates water radiator opening; [0.0, 1.0].</para>
        /// <para>Subtype points to engine number.</para>
        /// </summary>
        A_EngineWaterRadiator,
        /// <summary>
        /// [Engine Oil Radiator Flap Animation]
        /// <para>Indicates oil radiator opening; [0.0, 1.0].</para>
        /// <para>Subtype points to engine number.</para>
        /// </summary>
        A_EngineOilRadiator,
        /// <summary>
        /// [Leading Edge Slat Extension Animation]
        /// <para>Indicates leading-edge slats' extension; [0.0, 1.0].</para>
        /// <para>Generic subtype (-1) shows average position of both slats;</para>
        /// <para>Subtype 0 shows extension on the left wing;</para>
        /// <para>Subtype 1 shows extension on the right wing.</para>
        /// </summary>
        A_LeadingEdgeSlat,
        #endregion

        #region Parameters - Machine Spatial
        /// <summary>
        /// [Misc.: Machine Spatial Coordinates]
        /// <para>Indicates machine position in world coordinates.</para>
        /// <para>Subtype 0 shows X-coordinate;</para>
        /// <para>Subtype 1 shows Y-coordinate;</para>
        /// <para>Subtype 2 shows Z-coordinate.</para>
        /// </summary>
        Z_Coordinates,
        /// <summary>
        /// [Misc.: Machine Spatial Orientation]
        /// <para>Indicates machine orientation, angles are in degrees.</para>
        /// <para>Subtype 0 shows yaw (0 degrees point E);</para>
        /// <para>Subtype 1 shows pitch (nose-up is negative);</para>
        /// <para>Subtype 2 shows roll (right roll is positive).</para>
        /// </summary>
        Z_Orientation,
        /// <summary>
        /// [Misc.: Machine Overload under Acceleration]
        /// <para>Indicates overload in m/s/s.</para>
        /// <para>Generic subtype (-1) shows accelerometer, being 0 under normal conditions;</para>
        /// <para>Subtype 0 shows acceleraton along machine's X axis;</para>
        /// <para>Subtype 1 shows acceleraton along machine's Y axis;</para>
        /// <para>Subtype 2 shows acceleraton along machine's Z axis.</para>
        /// </summary>
        Z_Overload,
        /// <summary>
        /// [Misc.: Machine Altitude AGL]
        /// <para>Indicates machine elevation above ground level in meters.</para>
        /// </summary>
        Z_AltitudeAGL,
        /// <summary>
        /// [Misc.: Machine Altitude MSL]
        /// <para>Indicates machine elevation above 0.0 Z-plane.</para>
        /// </summary>
        Z_AltitudeMSL,
        /// <summary>
        /// [Misc.: Machine's Velocity in Air]
        /// <para>Indicates machine's aerial velocity.</para>
        /// <para>Generic subtype (-1) shows velocity length;</para>
        /// <para>Subtype 0 shows aerial flow along machine's X-axis;</para>
        /// <para>Subtype 1 shows aerial flow along machine's Y-axis;</para>
        /// <para>Subtype 2 shows aerial flow along machine's Z-axis.</para>
        /// </summary>
        Z_VelocityIAS,
        /// <summary>
        /// [Misc.: Machine's Velocity in World Coordinates]
        /// <para>Indicates machine's absolute velocity.</para>
        /// <para>Generic subtype (-1) shows velocity length;</para>
        /// <para>Subtype 0 shows machine's speed along world's X-coordinate;</para>
        /// <para>Subtype 1 shows machine's speed along world's Y-coordinate;</para>
        /// <para>Subtype 2 shows machine's speed along world's Z-coordinate.</para>
        /// </summary>
        Z_VelocityTAS,
        /// <summary>
        /// [Misc.: Machine's Mach Factor]
        /// <para>Indicates machine's aerial velocity devided by sonic speed.</para>
        /// <para>Generic subtype (-1) shows velocity length;</para>
        /// <para>Subtype 0 shows aerial flow along machine's X-axis;</para>
        /// <para>Subtype 1 shows aerial flow along machine's Y-axis;</para>
        /// <para>Subtype 2 shows aerial flow along machine's Z-axis.</para>
        /// </summary>
        Z_VelocityMach,
        /// <summary>
        /// [Misc.: Ambient Temperature]
        /// <para>Indicates air temperature around machine's location, in K.</para>
        /// </summary>
        Z_AmbientAirTemperature,
        #endregion

        #region Parameters - Machine Systems
        /// <summary>
        /// [Electrical System Point Voltage]
        /// <para>Indicates current system voltage taken on gen.-battery bridge, in V.</para>
        /// </summary>
        S_ElectricVoltage,
        /// <summary>
        /// [Electrical System Incandescing Ratio]
        /// <para>Indicates incandescing bulbs gain factor under current system voltage; [0.0, 1.0].</para>
        /// <para>Used to vivify lightning SFX.</para>
        /// </summary>
        S_ElectricIncandescingRatio,
        /// <summary>
        /// [Electical System Amperage]
        /// <para>Indicates current flow.</para>
        /// <para>Subtype 0 shows flow in generator loom;</para>
        /// <para>Subtype 1 shows flow in battery loom;</para>
        /// <para>Subtype 2 shows flow in consumer loom.</para>
        /// </summary>
        S_ElectricAmperage,
        /// <summary>
        /// [Primary Pit Lightning]
        /// <para>Indicates primary pit lights gain factor for given puppet.</para>
        /// </summary>
        S_ElectricPrimaryPitLight,
        /// <summary>
        /// [Secondary Pit Lightning]
        /// <para>Indicates secondary pit lights gain factor for given puppet.</para>
        /// </summary>
        S_ElectricSecondaryPitLight,
        /// <summary>
        /// [Gunsight Lightning]
        /// <para>Indicates gunsight / reticle lightning gain factor.</para>
        /// </summary>
        S_ElectricSightLight,
        /// <summary>
        /// [Fuel Reserve]
        /// <para>Indicates machine's fuel reserve, kgs.</para>
        /// <para>Generic subtype (-1) shows total reserve;</para>
        /// <para>Subtype N shows reserve in the given fuel tank.</para>
        /// </summary>
        S_FuelReserve,
        /// <summary>
        /// [Hatch Position]
        /// <para>Indicates given hatch opening phase, [0.0, 1.0].</para>
        /// <para>Subtype points to hatch number in machine's list.</para>
        /// </summary>
        S_HatchDoor,
        #endregion

        #region Parameters - Aircraft Systems
        /// <summary>
        /// [Undercarriage Master Valve]
        /// <para>Indicates position of undercarriage hydraulic valve ({0 up, 1 down, 2 neutral, 3 neutral}).</para>
        /// </summary>
        S_UndercarriageValve,
        /// <summary>
        /// [Pneumatic Container Pressure]
        /// <para>Indicates current container pressure in machine's set units of measure.</para>
        /// <para>Subtype 0 shows pressure in primary container;</para>
        /// <para>Subtype 1 shows pressure in secondary container.</para>
        /// </summary>
        S_PneumoContainerPressure,
        /// <summary>
        /// [Pneumatic Line Pressure(s)]
        /// <para>Indicates pressure in given pneumatic line.</para>
        /// <para>Generic subtype (-1) shows nominal system pressure;</para>
        /// <para>Subtype 0 shows compressor line pressure;</para>
        /// <para>Subtype 1 shows secondary pressure;</para>
        /// <para>Subtype 2 shows flaps line pressure;</para>
        /// <para>Subtype 3 shows undercarriage line pressure;</para>
        /// <para>Subtype 4 shows wheel brakes line pressure.</para>
        /// </summary>
        S_PneumoLinePressure,
        /// <summary>
        /// [Hydro System Pressure(s)]
        /// <para>Indicates pressure in given hydro line.</para>
        /// <para>Generic subtype (-1) shows compressor line pressure;</para>
        /// <para>Subtype 0 shows nominal system pressure;</para>
        /// <para>Subtype 1 shows pressure in emergency discharge container.</para>
        /// </summary>
        S_HydroPressure,
        /// <summary>
        /// [Hydro System Reservoir]
        /// <para>Indicates reservoir contents, kgs.</para>
        /// </summary>
        S_HydroReserve,
        /// <summary>
        /// [Sturzanlage Mode of Operation]
        /// <para>Indicates mode ({0 cruise, 1 dive, 2 bomb drop, 3 recovery, 4 automation reset, 5 automation switch to cruise}).</para>
        /// </summary>
        S_Sturzanlage,
        /// <summary>
        /// [Gun Mode of Operation]
        /// <para>Indicates mode of given gun ({0 dismantled, 1 ready, 2 firing, 3 reloading, 4 jammed}).</para>
        /// <para>Subtype points to gun attachment hook (looking up gun on hook named [_Gun+subtype]).</para>
        /// </summary>
        S_GunOperation,
        /// <summary>
        /// [Gun Ammo Reserve]
        /// <para>Indicates current number of bullets in gun storage.</para>
        /// <para>Subtype points to gun attachment hook (looking up gun on hook named [_Gun+subtype]).</para>
        /// </summary>
        S_GunReserve,
        /// <summary>
        /// [Gun Clip Reserve]
        /// <para>Indicates number of bullets in current gun loaded clip / ammo box.</para>
        /// <para>Subtype points to gun attachment hook (looking up gun on hook named [_Gun+subtype]).</para>
        /// </summary>
        S_GunClipReserve,
        /// <summary>
        /// [Bomb Spawn Ammo Reserve]
        /// <para>Indicates number of bombs in bombgun storage.</para>
        /// <para>Subtype points to attachment hook (looking up gun on hook named [_Bomb+subtype]).</para>
        /// </summary>
        S_BombReserve,
        /// <summary>
        /// [Fenster Opening]
        /// <para>Indicates fenster opening, [0.0, 1.0].</para>
        /// </summary>
        S_Fenster,
        /// <summary>
        /// [Pitot Heater]
        /// <para>Indicates pitot heater gain ratio.</para>
        /// </summary>
        S_PitotHeater,
        /// <summary>
        /// [Bombenabwurfgerat]
        /// <para>Indicates machine bomb distributor parameters.</para>
        /// <para>Generic subtype (-1) shows mode ({0 single, 1 series, 2 salvo});</para>
        /// <para>Subtype 0 shows mode ({0 single, 1 series, 2 salvo});</para>
        /// <para>Subtype 1 shows 1.0 if arming is on;</para>
        /// <para>Subtype 2 shows selected slot (-1 if all slots selected);</para>
        /// <para>Subtype 3 shows series length (-1 if all bombs selected);</para>
        /// <para>Subtype 4 shows 1.0 if short / dive delay is on;</para>
        /// <para>Subtype 9 shows 1.0 while abwurfgerat is in bomb drop operation.</para>
        /// </summary>
        S_Bombenabwurfgerat,
        /// <summary>
        /// [Turret]
        /// <para>Indicates machine turret parameters.</para>
        /// <para>Subtype digit 1 stands for puppet #; Subtype digit 2 stands turret index in given puppet;</para>
        /// <para>Subtype digit 3: 0 - Unfold, 1 - Lower Lock, 2 - Mount Yaw, 3 - Upper Lock,</para>
        /// <para>                4 - Mount Pitch, 5 - Swivel Yaw, 6 - Swivel Pitch.</para>
        /// <para>Ex.: 105 - Swivel yaw on main turret of puppet #1.</para>
        /// </summary>
        S_Turret,
        #endregion

        #region RESERVED PLACEHOLDERS
        M_Reserved000,
        M_Reserved001,
        M_Reserved002,
        M_Reserved003,
        M_Reserved004,
        M_Reserved005,
        M_Reserved006,
        M_Reserved007,
        M_Reserved008,
        M_Reserved009,
        M_Reserved00A,
        M_Reserved00B,
        M_Reserved00C,
        M_Reserved00D,
        M_Reserved00E,
        M_Reserved00F,
        M_Reserved010,
        M_Reserved011,
        M_Reserved012,
        M_Reserved013,
        M_Reserved014,
        M_Reserved015,
        M_Reserved016,
        M_Reserved017,
        M_Reserved018,
        M_Reserved019,
        M_Reserved01A,
        M_Reserved01B,
        M_Reserved01C,
        M_Reserved01D,
        M_Reserved01E,
        M_Reserved01F,
        #endregion

        #region Parameters - Instrumentation
        #region Instrumentation - Assorted
        /// <summary>
        /// [Inst: Timer]
        /// <para>Returns timer reading.</para>
        /// <para>Generic subtype (-1) shows clock / time of day, hours, [0.0, 24.0);</para>
        /// <para>Subtype 0 shows stopwatch reading, seconds.</para>
        /// </summary>
        I_Timer, // NB: I_Timer works as a separator for all I_* types, must be on top of instrumentation section
        /// <summary>
        /// [Inst: Ambient Temperature]
        /// <para>Returns ambient temperature gauge reading.</para>
        /// </summary>
        I_AmbientTemp,
        #endregion

        #region Instrumentation - Engine
        /// <summary>
        /// [Inst: Engine RPM]
        /// <para>Returns engine RPM gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineRPM,
        /// <summary>
        /// [Inst: Engine Manifold Pressure]
        /// <para>Returns engine manifold press. gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineManPress,
        /// <summary>
        /// [Inst: Engine Boost Pressure]
        /// <para>Returns boost gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineBoostPress,
        /// <summary>
        /// [Inst: Engine Water Pressure]
        /// <para>Returns water press. gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineWatPress,
        /// <summary>
        /// [Inst: Engine Oil Pressure]
        /// <para>Returns oil pressure gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineOilPress,
        /// <summary>
        /// [Inst: Engine Fuel Pressure]
        /// <para>Returns fuel pressure gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineFuelPress,
        /// <summary>
        /// [Inst: Engine Water Temperature]
        /// <para>Returns water temp. gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineWatTemp,
        /// <summary>
        /// [Inst: Engine Water Radiator Temperature]
        /// <para>Returns water temp. (rad. outlet) gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineRadTemp,
        /// <summary>
        /// [Inst: Engine Oil Temperature]
        /// <para>Returns oil temp. gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineOilTemp,
        /// <summary>
        /// [Inst: Engine Oil Radiator Temperature]
        /// <para>Returns oil temp. (rad. outlet) gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineOilRadiatorTemp,
        /// <summary>
        /// [Inst: Cylinders Head Temperature]
        /// <para>Returns cyl. head temp. gauge reading.</para>
        /// <para>Generic subtype (-1) shows combined / telepirometro elettrico reading;</para>
        /// <para>Other subtypes point to engine number in machine's list.</para>
        /// </summary>
        I_EngineTemperature,
        /// <summary>
        /// [Inst: Carburettor Temperature]
        /// <para>Returns carb. air temp. gauge reading.</para>
        /// <para>Subtype points to engine number in machine's list.</para>
        /// </summary>
        I_EngineCarbTemp,
        /// <summary>
        /// [Inst: Propellor Pitch]
        /// <para>Returns prop. pitch indicator reading ([0.0, 12.0] for clockwork type).</para>
        /// </summary>
        I_Pitch,
        #endregion

        #region Instrumentation - Machine Spatial
        /// <summary>
        /// [Inst: Velocity]
        /// <para>Returns velocity indicator reading.</para>
        /// </summary>
        I_VelocityIAS,
        /// <summary>
        /// [Inst: Altitude]
        /// <para>Returns altitude indicator reading.</para>
        /// </summary>
        I_Altitude,
        /// <summary>
        /// [Inst: Variometer]
        /// <para>Returns variometer / climb velocity indicator reading.</para>
        /// </summary>
        I_Variometer,
        /// <summary>
        /// [Inst: Slip Indicator]
        /// <para>Returns slip indicator reading.</para>
        /// <para>Generic subtype (-1) shows machine's indicator reading;</para>
        /// <para>Sybtype N shows slip value clamped to [-N, N] range.</para>
        /// </summary>
        I_Slip,
        /// <summary>
        /// [Inst: Magnetic Compass]
        /// <para>Returns magnetic compass parameters.</para>
        /// <para>Generic subtype (-1) shows compass gauge reading, [0.0, 360.0];</para>
        /// <para>Subtype 0 shows azimuth taken off compass card;</para>
        /// <para>Subtype 1 shows card pitch;</para>
        /// <para>Subtype 2 shows card roll.</para>
        /// </summary>
        I_MagneticCompass,
        /// <summary>
        /// [Inst: Repeater Compass]
        /// <para>Returns repeater compass parameters.</para>
        /// <para>Generic subtype (-1) shows reading on the gauge, [0.0, 360.0];</para>
        /// <para>Subtype 0 shows master compass card heading;</para>
        /// <para>Subtype 1 shows master compass card pitch;</para>
        /// <para>Subtype 2 shows master compass card roll.</para>
        /// </summary>
        I_RepeaterCompass,
        /// <summary>
        /// [Inst: Peilzeiger]
        /// <para>Returns course setter preset, [0.0, 360.0].</para>
        /// </summary>
        I_Peilzeiger,
        #endregion

        #region Instrumentation - Machine Systems
        /// <summary>
        /// [Inst: Fuel Reserve]
        /// <para>Returns fuel level indicator reading.</para>
        /// <para>Generic subtype (-1) shows combined reading in all tanks / controlled by selector switch;</para>
        /// <para>Other subtypes point to fuel tank number in machine's list.</para>
        /// </summary>
        I_FuelReserve,
        /// <summary>
        /// [Inst. Liquid Matter Reserve]
        /// <para>Returns liquid level gauge reading.</para>
        /// <para>Subtype 0 shows reading of gauge # 0;</para>
        /// <para>Subtype 1 shows reading of gauge # 1.</para>
        /// </summary>
        I_LiquidReserve,
        /// <summary>
        /// [Inst: Voltamperemeter]
        /// <para>Returns voltamperemeter reading.</para>
        /// </summary>
        I_Voltamperemeter,
        /// <summary>
        /// [Inst: Voltmeter]
        /// <para>Returns voltmeter reading.</para>
        /// </summary>
        I_Voltmeter,
        /// <summary>
        /// [Inst: Amperemeter]
        /// <para>Returns Amperemeter reading.</para>
        /// </summary>
        I_Amperemeter,
        /// <summary>
        /// [Inst: Hydraulic System Pressure]
        /// <para>Returns hydro. press. gauge reading.</para>
        /// </summary>
        I_HydroPressure,
        /// <summary>
        /// [Inst: Hydraulic Emergency Container Pressure]
        /// <para>Returns hydro. emergency discharge container press. gauge reading.</para>
        /// </summary>
        I_HydroEmPressure,
        #endregion

        #region Instrumentation - Gyro Gauges
        /// <summary>
        /// [Inst: Turn Indicator]
        /// <para>Returns turn indicator deflection, [-1.2, 1.2].</para>
        /// </summary>
        I_Turn,
        /// <summary>
        /// [Inst: Artificial Horizon]
        /// <para>Returns artificial horizon parameters.</para>
        /// <para>Subtype 1 shows pitch;</para>
        /// <para>Subtype 2 shows roll.</para>
        /// </summary>
        I_AH,
        /// <summary>
        /// [Inst: DI]
        /// <para>Returns DI reading, [0.0, 360.0].</para>
        /// <para>Generic subtype (-1) shows gauge reading;</para>
        /// <para>Subtype 1 shows DI pinion shift.</para>
        /// </summary>
        I_DirectionIndicator,
        /// <summary>
        /// [Inst: Slaved Compass]
        /// <para>Returns slaved compass (GMK) reading, [0.0, 360.0].</para>
        /// </summary>
        I_SlavedCompass,
        /// <summary>
        /// [Inst: Suction]
        /// <para>Returns gyro suction gauge reading.</para>
        /// </summary>
        I_Suction,
        #endregion

        #region Instrumentation - Radio Equipment
        /// <summary>
        /// [Inst: Lorenz AFN]
        /// <para>Returns Lorenz AFN indicator readings.</para>
        /// <para>Generic subtype (-1) shows indicated deviation, [-1.0, 1.0];</para>
        /// <para>Subtype 1 shows signal gain level, [0.0, 1.0];</para>
        /// <para>Subtype 2 shows detected marker station tone frequency, otherwise 0.0.</para>
        /// </summary>
        I_AFN,
        /// <summary>
        ///[*]
        /// </summary>
        I_ADF,
        /// <summary>
        ///[*]
        /// </summary>
        I_RDF,
        /// <summary>
        ///[*]
        /// </summary>
        I_RMI,
        /// <summary>
        /// [Inst: Fixed Loop Radio Compass]
        /// <para>Returns FLRC indicator reading, [-1.0, 1.0];</para>
        /// </summary>
        I_FLRC,
        /// <summary>
        /// [Inst: Kurssteuerung]
        /// <para>Returns course autopilot parameters.</para>
        /// <para>Generic subtype (-1) shows kurssteuerung mode, {0, 1, 2};</para>
        /// <para>Subtype 1 shows indicated deviation, [-1.0, 1.0];</para>
        /// <para>Subtype 2 shows preset course, [0.0, 360.0].</para>
        /// </summary>
        I_Kurssteuerung,
        #endregion

        #region Instrumentation - Bomb Sight
        /// <summary>
        /// [Inst: Bombsight]
        /// <para>Returns bomb sight parameters.</para>
        /// <para>Subtype 0 shows velocity, m/s;</para>
        /// <para>Subtype 1 shows altitude, m;</para>
        /// <para>Subtype 2 shows side slip, deg;</para>
        /// <para>Subtype 3 shows elevation angle, deg;</para>
        /// <para>Subtype 4 shows distance, m;</para>
        /// <para>Subtype 5 shows gyro readyness, [0.0, 1.0];</para>
        /// <para>Subtype 6 shows 1.0 if automation is on;</para>
        /// <para>Subtype 7 shows 1.0 while dropping bombs;</para>
        /// <para>Subtype 8 shows gyro platform pitch, deg;</para>
        /// <para>Subtype 9 shows gyro platform roll, deg;</para>
        /// </summary>
        I_BombSight,
        #endregion
        #endregion
        #endregion


    }

http://forum.1cpublishing.eu/showthr...338#post342338

Thanks Bolox. That's fine & dandy, except, half the parameters do not work in online MP (server) mode) :evil: :evil: I hope this issue are fixed in the coming patch, but I seriously doubt it!

Robo. 04-02-2012 01:50 PM

Quote:

Originally Posted by Insuber (Post 405097)
As far as the Il2: 1946 comparison of CEM, I know that 1946 has still some advantages, but not in CEM: afaik the prop pitch of 109 E-1 & E-3 are *automagic* in 1946 - i.e. not historical.

The Emils depicted in 1946 are E-4s from 1941 Op. Barbarossa time period with correct automatic PP. E-1 and E-3 is not present at all in 1946.

Quote:

Originally Posted by Insuber (Post 405097)
The water radiator ... ahemmmm - very questionable with the big red "engine overheat" message.

Not anymore since 4.11m ;)

Insuber 04-02-2012 01:56 PM

Quote:

Originally Posted by Robo. (Post 405128)
The Emils depicted in 1946 are E-4s from 1941 Op. Barbarossa time period with correct automatic PP. E-1 and E-3 is not present at all in 1946.

Right, I was referring to the modded versions ... :)

Quote:

Originally Posted by Robo. (Post 405128)
Not anymore since 4.11m ;)

Sure? I fly alot in UP3 and HSFX (no more servers with straight 4.11 ...), and the annoying message is still there.

6S.Manu 04-02-2012 03:34 PM

Quote:

Originally Posted by Insuber (Post 405103)

Thks! Really interesting... I think to be able to get some useful data about the DM (part.LimbNames + part.NamedDamageTypes).

The hitLimb() function of AiAircraft needs a double value, possibly the hit's force. It's strange that there isn't a damageType enum for the different damage (AP, HE, I), nor the vector with which the shell is hitting the surface (important in a IL2 IMO).

It would be useful to know the default damage value of a defined shell, but I've still to look at it in the detail.

Triggaaar 04-02-2012 06:43 PM

Thanks for the update.

Quote:

Originally Posted by BlackSix (Post 404100)
We almost succumbed to public pressure and released a version of the patch with micro-freezes every time there are particle effects on screen, but finally decided that would be anticlimactic at best.

Indeed. It's been a long time coming, so releasing it with freezes would be pretty bad. More than anything else, people just want to be able to play what's there.

priller26 04-03-2012 06:39 PM

I know the particle effects are an issue.can anyone explain why they are so difficult, or I should say, so difficult in this game? Obviously all games use them, and most seem to have very little problem handling them fine.

SiThSpAwN 04-03-2012 06:59 PM

Quote:

Originally Posted by priller26 (Post 405503)
I know the particle effects are an issue.can anyone explain why they are so difficult, or I should say, so difficult in this game? Obviously all games use them, and most seem to have very little problem handling them fine.


I would assume its more in the coding of the graphics engine than the actual graphics themselves, I believe they said when we get the beta patch that the game wouldnt look different (which it really doesnt need to) but it would perform better.

priller26 04-03-2012 07:01 PM

Thanks, all in all, its the particle effects that really slow things down for me, and happy to hear they are being addressed.

addman 04-03-2012 07:04 PM

Quote:

Originally Posted by priller26 (Post 405508)
Thanks, all in all, its the particle effects that really slow things down for me, and happy to hear they are being addressed.

Same here, I think it's the same for even the high-end rigs, the code is poorly written/optimized so it doesn't matter how much brute force you throw at it, it will still perform poorly in some regards. Hopefully they'll solve it sooner rather then later.

priller26 04-03-2012 07:09 PM

Quote:

Originally Posted by addman (Post 405511)
Same here, I think it's the same for even the high-end rigs, the code is poorly written/optimized so it doesn't matter how much brute force you throw at it, it will still perform poorly in some regards. Hopefully they'll solve it sooner rather then later.


My PC is pretty high end (4.0 cpu and 3 gig nvidia 580) and the particle effects kick down fps to 12 or so, sometimes less, so I agree completely, no matter what your card/pc, they just dont work at the moment, but they obviously are aware of this, just hope a fix is not too far off it this is the last big issue... . a matter of weeks, and not months dragging into the summer..but..all is possible.

klem 04-04-2012 08:20 AM

Quote:

Originally Posted by priller26 (Post 405514)
My PC is pretty high end (4.0 cpu and 3 gig nvidia 580) and the particle effects kick down fps to 12 or so, sometimes less, so I agree completely, no matter what your card/pc, they just dont work at the moment, but they obviously are aware of this, just hope a fix is not too far off it this is the last big issue... . a matter of weeks, and not months dragging into the summer..but..all is possible.

From a non-coder...

would it be possible to have this selectable as in some kind of old fashioned effect that doesn't hammer the fps ('particle effect OFF') and the new super particle effect ('particle effect ON'). Could this be a solution? We didn't have this problem in IL-2 '46.

I don't suffer from the problem (perhaps I've never seen a concentrated effect) but it might let more people into the game.

Wolf_Rider 04-04-2012 10:09 AM

Particles, sounds like it is in the realm of physx... if not, it probably should be?

III/JG53_Don 04-04-2012 10:13 AM

Quote:

Originally Posted by klem (Post 405646)
I don't suffer from the problem (perhaps I've never seen a concentrated effect) but it might let more people into the game.

Don't you have the more or less heavy stutters, when a formation of planes starts and raises dust or even a single plane?
These are particle effects as well, am I right? :D
Kinda serious situation to have stutters during takeoff, especially if you takeoff directly behind a starting squadmate...

klem 04-04-2012 10:53 AM

Quote:

Originally Posted by III/JG53_Don (Post 405698)
Don't you have the more or less heavy stutters, when a formation of planes starts and raises dust or even a single plane?
These are particle effects as well, am I right? :D
Kinda serious situation to have stutters during takeoff, especially if you takeoff directly behind a starting squadmate...

I don't notice any effect taking off behind my wingie or even a section of four of us. Perhaps the fps drops but not so that its noticeable. I'll have to turn on the fps monitor and watch it. I can't remember being behind a mass takeoff.

ElAurens 04-04-2012 11:22 AM

Quote:

Originally Posted by klem (Post 405646)
From a non-coder...

We didn't have this problem in IL-2 '46.

In modded versions of '46, where particle effects are used with great abandon it is indeed a problem. I had to turn off the new smoke, fire and cloud effects in HSFX otherwise several of my more active missions became unplayable.

III/JG53_Don 04-04-2012 11:40 AM

Quote:

Originally Posted by klem (Post 405709)
I don't notice any effect taking off behind my wingie or even a section of four of us. Perhaps the fps drops but not so that its noticeable. I'll have to turn on the fps monitor and watch it. I can't remember being behind a mass takeoff.

So then I congratulate you for your well adjusted pc :)
Maybe its your 4ghz cpu or the better gpu, I don't know what the particle effects needs more

Robert 04-04-2012 01:07 PM

Quote:

Originally Posted by klem (Post 405646)
From a non-coder...

would it be possible to have this selectable as in some kind of old fashioned effect that doesn't hammer the fps ('particle effect OFF') and the new super particle effect ('particle effect ON'). Could this be a solution? We didn't have this problem in IL-2 '46.

I don't suffer from the problem (perhaps I've never seen a concentrated effect) but it might let more people into the game.

I may be wrong, but I thought I remember the particle effect for FB/IL2 being a problem when it was first implimented back in 2004ish. Either the release of the patch or the release of the effect was delayed because of issues. I do remember folks ooooohing and ahhhhing when the video of take off dust trailing behind planes was shown.

king1hw 04-04-2012 05:15 PM

Sad but TRUE!!
 
All Variants should be made flyable up until the end of Dec25th1940. It would make the game play and mission building more interesting and in my opinion make us all better pilots. Since I have been involved with this sim many keep the advances of tech at bay is ignorant to the facts.

PLEASE add and fix Spits, Hurries and 109 variants and this would end tomorrow. Except it seems that the developer will not listen to this plea. I for one would like to see this sim become the best but all this is pushing people back to il2 1946 Mod either HSFX 5.0.1 or UP3.0 RC4 or 4.11.

We as dedicated servers are looking for help in this matter. A lot of the allied flyers are tired of plane set and servers not offering a competing planes. Also not having a beu and welly or even a defiant is sad. Heck even a MKIIB Hurry could carry a 250lb bomb. Are you afraid that they were 12lb boost and you would have to model it, or because they are 2 stage engines. I for one have reloaded il2 1946 and swore that I would not. I began setting up a server for my squad mates to meet there demands because CloD will not build a solid crowd. AND THEY COULD RIGHT NOW! IMHO

So if any developers read this get on the ball and get CLoD Game I purchased on track which I waited 7years for.

Thanks for listening.

King

BigC208 04-05-2012 12:07 AM

All these particle slowdowns out to be taken care of with Nvidia's physics hardware. So many people have second cards in their machine. Physics hardware to the rescue! Same thing with ballistics and dammage moddeling. The hardware's here, lets use it programmers.

machoo 04-05-2012 12:31 AM

Sticking a GTX 680 into an existing machine with no other changes and comparing would be interesting. I bet all the dodgy programming skills would be overpowered by that beast. Still , the solution to fixing problems shouldn't be to add faster things. It should work properly the first time.

zapatista 04-05-2012 01:13 AM

Quote:

Originally Posted by BlackSix (Post 404100)
Good day everyone!

We still don’t have the beta of the patch ready for the public, nor do we have a definite release date. The particle system remains a final bastion of the micro-freeze. We almost succumbed to public pressure and released a version of the patch with micro-freezes every time there are particle effects on screen, but finally decided that would be anticlimactic at best. Drops in FPS every time you fire your guns would only add oil to the fire, in our opinion. Better to face your ire a little longer for not releasing the patch than to face the outrage when the long-awaited beta is imperfect.]

Black6,

thanks for the update and information on what is causing the patch release delay

the BoM WiP screenshots i find uninspiring and have little interest in. it is much more important to hear about progress on the other missing features that still need to be resolve for CoD (lack of dynamic campaign engine, no coop functions, etc..) and some of the new features that are about to be included/expanded (like limited 1e person vehicle or ship control)

Herbs107 04-05-2012 02:16 AM

Thanks for the update but I would rather see screen shots of what CLOD will look after the revisied graphics update than screen shots of an upcomming sequel!

machoo 04-05-2012 02:30 AM

Graphics are the exactly the same. No World Of Planes beating graphics here.

svanen 04-05-2012 07:22 AM

If you compare the cockpits of WoP and CLoD today, what do you think?

If we get back the jaw-dropping cockpits we got when CLoD first was released I cannot believe that WoP could not even be close (and comparing cockpits today I do not think they are close also). Sure there are some problems with terrain graphics in CLoD, but the CLoD graphics are nice and clean and feels pretty natural, I cannot say that about WoP.

zapatista 04-05-2012 01:14 PM

Quote:

Originally Posted by Herbs107 (Post 405949)
I would rather see screen shots of what CLOD will look after the revisied graphics update than screen shots of an upcomming sequel!

good point !

BlackSix,

if we are going to get WIP screenshots at all, please make them of the new gfx engine ingame so we get some idea about the look and feel of the new English scenery :)

Volksieg 04-05-2012 01:17 PM

Excuse me for my ignorance but...... what was different about the cockpits on release that has changed now? I wasn't aware there had been any changes apart from various attempts at performance boost, the reflections going and the planes not being as shiny on the outside.....oh...and those arrows showing you where the enemy is of course.... :)

III/JG53_Don 04-05-2012 01:27 PM

Quote:

Originally Posted by zapatista (Post 406053)
good point !

BlackSix,

if we are going to get WIP screenshots at all, please make them of the new gfx engine ingame so we get some idea about the look and feel of the new English scenery :)

The new gfx engine will NOT look any different then the one today. It is just more streamlined under the hood so to speak.
They never said that it will look different, to be more precise luthier stated some months ago, that it will look the same.

F19_Klunk 04-05-2012 02:00 PM

Quote:

Originally Posted by Volksieg (Post 406054)
Excuse me for my ignorance but...... what was different about the cockpits on release that has changed now? I wasn't aware there had been any changes apart from various attempts at performance boost, the reflections going and the planes not being as shiny on the outside.....oh...and those arrows showing you where the enemy is of course.... :)

I think the reflections itself was a big component that made the cockpit "come alive"... u get a less "flat" impression of the panel.

one thing I miss is a shadow from the pilot .. e.g on the left wing as the sun hits the plane from the right.. or on the panel when sun hits from behind.. I am fine with that the pilot is invisable inside the cockpit in order to see all important gauges.... but the shadows would be very nice.. if possible,
as it is now the shadow (or rather lack of) indicates just what it is; a plane flown by the invisable man...

Ataros 04-05-2012 02:24 PM

Quote:

Originally Posted by svanen (Post 405987)
If you compare the cockpits of WoP and CLoD today, what do you think?

If we get back the jaw-dropping cockpits we got when CLoD first was released I cannot believe that WoP could not even be close (and comparing cockpits today I do not think they are close also). Sure there are some problems with terrain graphics in CLoD, but the CLoD graphics are nice and clean and feels pretty natural, I cannot say that about WoP.

You can always switch cockpits off to enjoy a tiny part of the landscape which is not covered with fog of war :)

Everyone finds a game to suit his taste. I love arcade games where I-16s have trimmers and auto-retractable gear unlike in a 10-year old Il-2 sim for instance :) It was PITA to do everything manually in it :grin: Who needs it nowadays...

Allons! 04-05-2012 03:09 PM

Quote:

Originally Posted by III/JG53_Don (Post 406057)
They never said that it will look different, to be more precise luthier stated some months ago, that it will look the same.

Hopefully NOT regarding the broad Amazonasses circumfloating Rye when viewed from a distance...

zapatista 04-05-2012 03:46 PM

Quote:

Originally Posted by III/JG53_Don (Post 406057)
The new gfx engine will NOT look any different then the one today. It is just more streamlined under the hood so to speak.
They never said that it will look different, to be more precise luthier stated some months ago, that it will look the same.

wrong ! of course it will look different from what we currently have, err the gfx code has been completely rewritten from the ground up. thats the point, aint it ! (as aliG would say :) ).

but since they keep most content the same (because they are not creating a new game), eg the same speed tree's will still be there, same .....color palate, same map with same field crop variations, road surface, building colors and textures etc, so it WILL largely look and feel the same, but with significant subtle differences (lighting effects, visibility distance to the horizon,.... ), and will (err should) run significantly faster/better.

in the last months of updates from 1C people here have been looking at these screenshots to identify signs of improvement in overall gfx look/feel (just look for some of the other threads on that topic in this forum for ex), but luthier/B6 have so far stated all BoM models and objects are tested in the old gfx engine, hence we have seen no signs of scenery improvement so far.

btw, in the months since release significant changes have been made to the old gfx engine (mostly for the worse), in an attempt to obtain better fpsec and cure the micro stutters, the "in game world" of the sim now look significantly different as a result. being able to reverse those cutbacks and reinstate some of the glory in lighting and detail we saw at initial release will be a major improvement in itself

Luftwaffepilot 04-05-2012 04:06 PM

Quote:

Originally Posted by zapatista (Post 406081)
but luthier/B6 have so far stated all BoM models and objects are tested in the old gfx engine, hence we have seen no signs of scenery improvement so far.

I'm sry to kill your excitement, but the pics of last weeks update (March 30) from the IL-2 Plane were made with the "new" graphics engine as Blacksix has stated.

SiThSpAwN 04-05-2012 04:17 PM

Quote:

Originally Posted by Luftwaffepilot (Post 406088)
I'm sry to kill your excitement, but the pics of last weeks update (March 30) from the IL-2 Plane were made with the "new" graphics engine as Blacksix has stated.

But remember it has also been stated that the changes are mostly performance based and not so much visual, as in it will still look the same, but run better.

robtek 04-05-2012 04:21 PM

That is so not correct, Luftwaffepilot.

It was stated the pics were made in the real engine instead in the developement software.

zapatista 04-05-2012 04:25 PM

Quote:

Originally Posted by Luftwaffepilot (Post 406088)
the pics of last weeks update (March 30) from the IL-2 Plane were made with the "new" graphics engine as Blacksix has stated.

where did you see that statement from B6, there is nothing to indicate that from the OP in this thread.

SlipBall 04-05-2012 04:29 PM

Quote:

Originally Posted by zapatista (Post 406095)
where did you see that statement from B6, there is nothing to indicate that from the OP in this thread.


Maybe this:
http://forum.1cpublishing.eu/showthr...=28174&page=99

zapatista 04-06-2012 02:06 AM

Quote:

Originally Posted by SlipBall (Post 406096)

thx, hadnt seen that one liner just before last weeks update :)

still, its a bit cryptic and could mean a few different things, eg.....

Quote:

Originally Posted by addman
Ok thanks for the info B6, appreciate it. Will there be any other update today though?

Quote:

Originally Posted by BlackSix
Yes) IL-2 in the real engine

some of the interpretations could be:
"the new il2 plane models in the current SoW engine" (since he doesnt specifically say new version of the SoW engine, this is the more likely explanation)
or
"il2 planes in a working SoW engine, as we intended to give you had the release not been rushed".

hard to tell, but untill right now luthier and B6 had been explicit all update screenshots had been done in the "old BoB" engine, so imho a bit early to from one cryptic msg jump to assuming this having changed. hope its true however, since that would indicate they are pretty confident in it being stable and in a near final release state.

Winger 04-06-2012 09:41 AM

Yeah i really start to think that tey are fooling us around all the time. CAN N IT BE THAT HARD TO FIX THIS STUPID CRASHES ALL THE TIME?
Thats the only thing that really NEEDS AN URGENT fix since it renders the WHOLE GAME USELESS.
No point in flying over the channel when you can be quite certain that the game will end up on desktop just when you found something to fight against.
This SUCKS 1C.
This game COULD BE SOOO GREAT if itr only would crash all the time. Just this simple fix couldnt be asked to much by the community.
Sad, oh so sad.

Winger

Daliaraptor 04-06-2012 10:14 AM

just a thought...
Those crashes may be the replacement for a non functional anti epilepsi filter....

And as long this filter doesent work, you get your break after a hour of play:grin:

Just kidding...

robtek 04-06-2012 10:18 AM

Sorry winger,

if you were able to read and understand you'd know that the devs
1. are working on the problem
2. the problem is anything but simple
3. all this has been said at least a few hundred times.

and if you believe the devs are lying to us, then it makes really no sense to be here.

Daliaraptor 04-06-2012 10:27 AM

Quote:

Originally Posted by robtek (Post 406260)
Sorry winger,

if you were able to read and understand you'd know that the devs
1. are working on the problem
2. the problem is anything but simple
3. all this has been said at least a few hundred times.

and if you believe the devs are lying to us, then it makes really no sense to be here.

Of course. You're right!

Daliaraptor 04-06-2012 10:37 AM

Actually those crashes and very little stutters (at least for me), don't affect my pleasure on this Game. I just love it, and after X-com (the first one) ive got a new favorite game....
So doesent matter for me. The only sad thing is. I leave my country and PC for the next three months. It would have been nice to see the improvments before i left. Well maybe its better like it is, it will be a pain anyway:grin:

Cheers...

alphasephirot 04-06-2012 01:20 PM

should we expect any update for today?

Kankkis 04-06-2012 01:37 PM

I think no update or nothing, clock is soon 18.00 in Moscow.

5./JG27.Farber 04-06-2012 01:57 PM

Quote:

Originally Posted by Kankkis (Post 406313)
I think no update or nothing, clock is soon 18.00 in Moscow.

I was thinking the same thing. Maybe they are working late! ;)

badaboom 04-06-2012 02:23 PM

......or maybe B6 is working on the update :)

GF_Mastiff 04-06-2012 02:26 PM

That's because their at the bar having a drink, talking about how were talking about wheres the update, laughing at us.

Osprey 04-06-2012 02:48 PM

It's Easter and Russia is Christian. They will be off for sure - they seem to have a lot of public holiday.

louisv 04-06-2012 02:49 PM

Forget update, its Easter

And Russians are really really big on Easter...candle-lit processions, etc...

This is good friday, bunch of atheist you are :grin:

Lou

Kankkis 04-06-2012 02:50 PM

Quote:

Originally Posted by Osprey (Post 406339)
It's Easter and Russia is Christian. They will be off for sure - they seem to have a lot of public holiday.

There is no easter now, russia uses different calendar.

lensman1945 04-06-2012 02:51 PM

Quote:

Originally Posted by louisv (Post 406340)
Forget update, its Easter

And Russians are really really big on Easter...candle-lit processions, etc...

This is good friday, bunch of atheist you are :grin:

Lou

Easter is next weekend for Eastern Europe....;)

louisv 04-06-2012 02:55 PM

Once again, I stand corrected...

So, no update next week either....

European countries have lots of holidays as compared to North-Americans it seems.

In Italian wall calandars for example, they put week-ends and holidays in red, working days in black...well the calandar is mostly red...

Volksieg 04-06-2012 02:57 PM

I was kinda hoping for the patch today, what with Easter being symbolic of re-birth and all that malarkey. lol

Hmmm.... so it's next week in Russia then? (Rubs hands with glee and looks forward to next friday) :D

In all seriousness though..... done when it's done......sniff....sniff.....yawn....

mazex 04-06-2012 03:15 PM

Quote:

Originally Posted by Volksieg (Post 406349)
I was kinda hoping for the patch today, what with Easter being symbolic of re-birth and all that malarkey. lol

Hmmm.... so it's next week in Russia then? (Rubs hands with glee and looks forward to next friday) :D

In all seriousness though..... done when it's done......sniff....sniff.....yawn....

Well, maybe they save it as an easter egg for a surprise release tomorrow? ;)

SQB 04-06-2012 03:18 PM

EDIT: damn, no update today. I was looking forward to that all week.

Ataros 04-06-2012 03:25 PM

While waiting for the patch please vote for your favourite bugs at IL2bugtracker: http://www.il2bugtracker.com/project...ues?query_id=1
Luthier commented on some issues there.

Discussion of the bugtracker is here http://forum.1cpublishing.eu/showthread.php?t=30906

Volksieg 04-06-2012 03:50 PM

Quote:

Originally Posted by Ataros (Post 406360)
While waiting for the patch please vote for your favourite bugs at IL2bugtracker: http://www.il2bugtracker.com/project...ues?query_id=1
Luthier commented on some issues there.

Discussion of the bugtracker is here http://forum.1cpublishing.eu/showthread.php?t=30906

Cool. Just had a look at the thread on AI using proper warm up at start..... not going to be fixed??? Great... so that's an eternity of AI planes smashing into my arse and us all dying in a giant fireball whilst I was adjusting my flaps for take off then. :D

Ataros 04-06-2012 03:53 PM

Quote:

Originally Posted by Volksieg (Post 406370)
Cool. Just had a look at the thread on AI using proper warm up at start..... not going to be fixed??? Great... so that's an eternity of AI planes smashing into my arse and us all dying in a giant fireball whilst I was adjusting my flaps for take off then. :D

No. This is a different question. AI just has to be put on hold till player is ready. You can open a ticket for this if you need it.

Volksieg 04-06-2012 04:04 PM

Quote:

Originally Posted by Ataros (Post 406371)
No. This is a different question. AI just has to be put on hold till player is ready. You can open a ticket for this if you need it.

Ah! So it was my bad then. :D Back to figuring out the Mission builder for me. lol

klem 04-06-2012 04:13 PM

Quote:

Originally Posted by lensman1945 (Post 406343)
Easter is next weekend for Eastern Europe....;)

......and next week Luthier will give us an Easter Egg. And when we open it we will get an Easter surprise........

Poll:
1. Easter Bunny
2. Easter patch
3. Easter(n) Front (sorry couldn't resist).
4. Fortune cookie reading "patch is not ready yet".

DON'T BAN ME its just a bit of Easter fun.

:)


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