
Subj:  FST versions avail. HELP         Section: 
From:  Michael J Healey         75573,333      # 45832, * No Replies * 
  To:  Bryan Walker             73472,3113     Date: 21-Mar-95 17:20   

Hi Bryan,

I am interested in purchasing Flight Sim ToolKit in its latest version.
My problem is I can't get a straight answer from Spectrum Holobyte or Chips
and Bits as to what they are selling.   So far, this is the information Is
have received from each source...

Spectrum:

1. Disk version of FST same as CD Version.
2. CD version is 3.01
3. They have avail. also the following:
   (a) FST WW2 add on
   (b) FST Exp Disk #3
   (c) FST Exp Disk #4

The contact I spoke to at Spectrum (Glenn), seemed to know very little about
the product, and could not answer my questions as two really what was the
difference between CD & Disk ver. of FST, or what was on the expansion disks
#3 and #4.

Glenn told me ver. 3.01 was the latest version of FST but I'm not sure if he
got confused and read that it required windows 3.01...

I told Glenn that I was thinking of buying FST from Chips & Bits (Mail Order
retailer who advertises in Computer Gaming World, etc.) for 1/3 Spectrum's
price... he told be to be careful since DOMARK often has released TEASER
pre-versions or leaned down versions of the program.

I then called CHIPS & Bits (scratching my head)<g>.

From CHIPS & BITS:

(1) FST CD version has much more clipart & data on it than Disk Version.
(2) They did not know the version they had or carry of disk or CD.
(3) They said expansion disks #3 and #4 have not been released yet.

	I sincerely wish to purchase FST in its most latest version and if
the CD version is newer and has an improved program, fixes, and more data,
would of course want that one.
	If what Chips & Bits is selling is the latest version, except 
on disk, I would of course jump at the very inexpensive price for this great
program.
	I hope you can help clarify this situation for me.

	I would also like to know what is on expansion disks #3 and #4 for
FST and if indeed these are available from Spectrum.

	Your help greatly appreciated.

Kind Regards,

Mic.
     



Subj:  FST ENGINE SOUND Probs.          Section: 
From:  Michael J Healey         75573,333      # 525630, * No Replies * 
  To:  Domark Software          73472,3113     Date: 25-Mar-95 21:20   

Bryan,

Hi and thanks for the quick help, I really appreciate it.

>>    Unfortunately, the engine sound problem is something that we're stuck
with.  The sound driver in FST is very simplistic, to make it as easy as
possible to import WAVs.  Unfortunately, it's a single-channel digital
playback system that doesn't like sustained sounds, such as a
constantly-looping digitized engine sound effect. <<

I guess I am to assume from this that the problem with engine sound is
standard operating proceedure for FST?  Is there no way to fix this
problem?  I know it can work fine, as it does in FS4 with SGA upgrade.

I think this is a problem in the way FST is handling the cycling of the WAV
for use as the engine sound.  It is not just because it is using a single
DMA.  I don't mind the sound cutting out to hear the gear go down (nicely
done by the way), just don't understand why the cycling engine sound option
can't be addressed.

Possible fixes:

(1) Disable throttle rate dependent cycling.  That is, offer a patch where
we would get a clean engine sound that would stay on when engine is on and
off when engine is off, yet would not be affected by thottle, trying to
readjust frequency.  A good monotone engine sound better than none.  All
you have to do here is offer us the coding steps to use with the proper
file utilizing DEBUG.

(2) Offer an alternative none digital driver, synthesized sound as so well
done in SVGA HARRIER (Yes, I have that too, and am very pleased with engine
sound in it - once enabled) ,<g>.  By the way, I think SVGA Harrier is a
great sim, no complaints. :-)


On another FST subject:

Can you tell me if buying the WWII add on will upgrade FST basic engine?
Are there patches in it that will fix some problems?

Regarding patches...

Why do you not offer patches for your products, such as FST, since
obviously it needs one.  My observation has been that DOMARK does not offer
patches, just improved new releases of the original (which means the
consumer must by a whole new product - AGAIN).  An example of this, I
bought AV8b Harrier, then had to by SVGA HARRIER. 

Anyway, I think FST is revolutionary, just believe you loss a lot of folks
when things like basic keyboard documentation and sound presentation cannot
be ironed out.

I don't mean to sound negative, but am slightly irritated with FST's such
basic problems... for a $64.99 purchase price I expect things like engine
sound & keyboard commands to be ironed out (or to be fixed and properly
supported with patches).

Again Brian, I appreciate you help.

Kind Regards,

Mic.  
  



Subj:  FST ENGINE SOUND Probs.          Section: 
From:  Michael J Healey         75573,333      # 525629, * No Replies * 
  To:  Christian Noetzli        100317,2735    Date: 25-Mar-95 21:20   

Cris,

Thanks for the help. As I said in my previous post, I do get sounds, it's
just that the FST engine sound/throttle routine is goofed.  Does your
engine sound react as mine does?

>>>>When engine is turned on, sound file becomes grossly distored.  It does
not sound like a clear engine sound anymore - as it did when engine off.
Sound seems to shift to a cycling high pitched sampling which is worst at
thottle setting of Keyboard 4 through Keyboard 7.   At top throttle setting
sound seems to come back some.  That is to say, sounds more like the wav
file, being PROPERLY cycled at a slighty higher frequency.  Again, low
throttles setting produce a sound extremely high in pitch, messed up sound
cycling.<<<<


...Good Sound when off, bad when on expecially at throttle settings 4-7 on
keyboard...  The sound is not clean and is of a unpleasant high pitch?

As to the answer to you question regarding what I got.  I could only find
the FST ver. 1 CD, no WWII update on it.

I don't know if I want to really get too deeply into FST, perhaps might be
better to wait for FLIGHTSHOP and the following SCENERY DESIGNER for FS5.1.

Regards,

Mic.   



Subj:  FST ENGINE SOUND Probs.          Section: Other Flight Sims
From:  Domark Software          73472,3113     # 525534, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 25-Mar-95 17:31   

     Unfortunately, the engine sound problem is something that we're stuck
with.  The sound driver in FST is very simplistic, to make it as easy as
possible to import WAVs.  Unfortunately, it's a single-channel digital
playback system that doesn't like sustained sounds, such as a
constantly-looping digitized engine sound effect.  

     The latest update to FST was the FST:  WWII update disk, released last
summer.  However, FST itself is no longer being produced.  At this time, FST
2.0 is being discussed.  (With a better sound playback system!)  

     Bryan

      



Subj:  FST ENGINE SOUND PROBs.          Section: 
From:  Michael J Healey         75573,333      # 46108, * No Replies * 
  To:  Bryan Walker             73472,3113     Date: 25-Mar-95 12:07   

Hi Bryan,

I recently picked up the CD version of FST.  The version number is 1.0.
I am having the following problem with the engine sound when using the FLY
program within either PILOT or TOPGUN.

SETUP:

Start either PILOT or TOPGUN.  Enable engine sound through menu.

OBSERVATION:

The wav file for engine sound plays correctly when engine is off ???

QUESTION #1:

Should not there me NO engine sound when engine is off?

OBSERVATION:

When engine is turned on, sound file becomes grossly distored.  It does not
sound like a clear engine sound anymore - as it did when engine off.
Sound seems to shift to a cycling high pitched sampling which is worst at
thottle setting of Keyboard 4 through Keyboard 7.   At top throttle setting
sound seems to come back some.  That is to say, sounds more like the wav
file, being PROPERLY cycled at a slighty higher frequency.  Again, low
throttles setting produce a sound extremely high in pitch, messed up sound
cycling.

I am familiar with what digital engine sound should sound like from using
it in FS4.   The FS4 engine sound (in voc format converted to wav)
displayed the same problems when JET.WAV was replaced with it.

Further, the cycling of the engine sound is not at all smooth, and a
distinctive end and restart is easy to hear.

Now, all other sounds work correctly.  My system information and copies of
Config.SYS & Autoexec.Bat follow at bottom.  I am running FST from the HD
as I have copied the CD onto it, then setup.

I do not believe this is an IRQ interrupt problem with my system, but
perhaps an incompatability of FST with SB16.

QUESTION #2:  Is there a fix for this problem?
QUESTION #3:  Does FST support the SB16 Family?
QUESTION #4:  If the fix is in another version can I return the
	      disk to DOMARK in San Mateo, for replacement?
QUESTION #5:  Is there any patches for FST?
QUESTION #6:  What is the number of the current ver. of FST


Byran, your help would be greatly appreciated since I would like to get
into FST, but cannot get past this terrible engine sound problem.  I hope
you can help.


SYSTEM INFO., CONFIG.SYS & AUTOEXEC.BAT

486 DX2 66  VLB
TSENG ET4000 wp32i STB LightSpeed 2Meg Video Card
SoundBlaster 16 MCD, w/ASP
12 Meg RAM



@ECHO OFF
REM --------------SYSTEM AUTOEXEC.BAT-----------
REM created 02-07-95 @ 4:00 pm
VERIFY OFF
PATH C:\DOS;D:\WINDOWS;C:\MSINPUT\MOUSE
LH /L:1,24144 C:\DOS\MSCDEX.EXE /D:MSCD001 /M:64 /E
LH /L:0;1,45472 /S C:\DOS\SMARTDRV.EXE
SET MSINPUT=C:\MSINPUT
LH /L:0;1,25136 /S C:\MSINPUT\MOUSE\MOUSE.EXE
SET SOUND=C:\SB16
SET MIDI=SYNTH:1 MAP:E
SET BLASTER=A220 I5 D1 H5 P330 T6
C:\SB16\SB16SET /M:230 /VOC:225 /CD:200 /MIDI:220 /LINE:220 /TREBLE:0
/OPGAIN:8,8
C:\SB16\SBCONFIG.EXE /S
SET TEMP=D:\WINDOWS\TEMP
CLS
C:\DOS\MEM
GREEN

DEVICE=C:\DOS\HIMEM.SYS
DEVICE=C:\DOS\EMM386.EXE RAM HIGHSCAN 4096
BUFFERS=20,0
FILES=40
DOS=UMB
LASTDRIVE=E
FCBS=4,0
BREAK=ON
DEVICEHIGH /L:2,17360 =C:\CDDRIVE\MTMCDAE.SYS /D:MSCD001 /P:340 /I:11 /T:S
/A:0 /M:64 /X
DEVICEHIGH /L:2,9072 =C:\DOS\ANSI.SYS
rem DEVICE=C:\DOS\SETVER.EXE
rem DEVICE=C:\SB16\DRV\CSP.SYS /UNIT=0 /BLASTER=A:220 I:5 D:1 H:5
DOS=HIGH
@ECHO OFF
REM --------------SYSTEM AUTOEXEC.BAT-----------
REM created 02-07-95 @ 4:00 pm
VERIFY OFF
PATH C:\DOS;D:\WINDOWS;C:\MSINPUT\MOUSE
LH /L:1,24144 C:\DOS\MSCDEX.EXE /D:MSCD001 /M:64 /E
LH /L:0;1,45472 /S C:\DOS\SMARTDRV.EXE
SET MSINPUT=C:\MSINPUT
LH /L:0;1,25136 /S C:\MSINPUT\MOUSE\MOUSE.EXE
SET SOUND=C:\SB16
SET MIDI=SYNTH:1 MAP:E
SET BLASTER=A220 I5 D1 H5 P330 T6
C:\SB16\SB16SET /M:230 /VOC:225 /CD:200 /MIDI:220 /LINE:220 /TREBLE:0
/OPGAIN:8,8
C:\SB16\SBCONFIG.EXE /S
SET TEMP=D:\WINDOWS\TEMP
CLS
C:\DOS\MEM
GREEN


DEVICE=C:\DOS\HIMEM.SYS
DEVICE=C:\DOS\EMM386.EXE RAM HIGHSCAN 4096
BUFFERS=20,0
FILES=40
DOS=UMB
LASTDRIVE=E
FCBS=4,0
BREAK=ON
DEVICEHIGH /L:2,17360 =C:\CDDRIVE\MTMCDAE.SYS /D:MSCD001 /P:340 /I:11 /T:S
/A:0 /M:64 /X
DEVICEHIGH /L:2,9072 =C:\DOS\ANSI.SYS
rem DEVICE=C:\DOS\SETVER.EXE
rem DEVICE=C:\SB16\DRV\CSP.SYS /UNIT=0 /BLASTER=A:220 I:5 D:1 H:5
DOS=HIGH
SHELL=C:\DOS\COMMAND.COM C:\DOS\  /p
REM
REM **********SYSTEM REGULAR CONFIG.SYS*************
REM ..Created 02-07-95 @ 4:00 pm
REM ......4096 memory in Expanded Form (EMS)
REM ......MTMCDAE.SYS set to 64 in extended memory
REM ......MTMCDAE.SYS using software interrupt transfer option.
REM ......Soundblaster QSound Drive CSP.SYS not loaded
REM ......SETVER.EXE not loaded
REM ***This file stored when not in use as CONFIG.REG
REM ***Restore this config.sys ONLY from proper ___TOREG.BAT


Kind Regards,

Mic.   



Subj:  FST Keyboard Commands...         Section: 
From:  Michael J Healey         75573,333      # 525354, * No Replies * 
  To:  ALL                                     Date: 25-Mar-95 12:05   

Hi All,

Are you an FST pro, if so perhaps you can enlighten me as to what's going
on with the following...


I have noticed that FST keyboard commands do not jive with the FST Quick
Reference sheet.  Can you clarify what going on here?
			
		       [Keyboard Commands regarding VIEWS]

Function        FST Q/R SHEET   My Experience with FST

Look Right      F3              F2
Look Left       F2              F3
Rotate Right    F7              F8
Rotate Left     F8              F7
ZOOM IN         PAGE_UP         9 on Keypad
ZOOM OUT        PAGE_DOWN       3 on Keypad

I have ver.1.0 CD


Kind Regards,

Mic.
  



Subj:  FST ENGINE SOUND Probs.          Section: 
From:  Michael J Healey         75573,333      # 525353, * No Replies * 
  To:  ALL                                     Date: 25-Mar-95 12:05   

Hi ALL,

I'm posting this message here, also in DOMARK sec. of GAMPUBC, to get any
additional info. I can into this problem.  Your comments greatly
appreciated.... 



I recently picked up the CD version of FST.  The version number is 1.0.
I am having the following problem with the engine sound when using the FLY
program within either PILOT or TOPGUN.

SETUP:

Start either PILOT or TOPGUN.  Enable engine sound through menu.

OBSERVATION:

The wav file for engine sound plays correctly when engine is off ???

QUESTION #1:

Should not there me NO engine sound when engine is off?

OBSERVATION:

When engine is turned on, sound file becomes grossly distored.  It does not
sound like a clear engine sound anymore - as it did when engine off.
Sound seem to shift to a cycling high pitched sampling which is worst at
thottle setting of Keyboard 4 through Keyboard 7.   At top throttle setting
sound seems to come back some.  That is to say, sounds more like the wav
file, being properly cycled at a slighty higher frequency.  Again, low
throttles setting produce a sound extremely high in pitch, messed up sound
cycling.

I am familiar with what digital engine sound should sound like from using
it in FS4.   The FS4 engine sound (in voc format converted to wav)
displayed the same problems when JET.WAV was replaced with it.

Further, the cycling of the engine sound is not at all smooth, and a
distinctive end and restart is easy to hear.

Now, all other sounds work correctly.  My system information and copies of
Config.SYS & Autoexec.Bat follow at bottom.  I am running FST from the HD
as I have copied the CD onto it, then setup.

I do not believe this is an IRQ interrupt problem with my system, but
perhaps an incompatability of FST with SB16.

QUESTION #2:  Is there a fix for this problem?
QUESTION #3:  Does FST support the SB16 Family?
QUESTION #4:  If the fix is in another version can I return the
	      disk to DOMARK in San Mateo, for replacement?
QUESTION #5:  Is there any patches for FST?
QUESTION #6:  What is the number of the current ver. of FST


Your help would be greatly appreciated since I would like to get into FST,
but cannot get past this terrible engine sound problem.  I hope you can
help.


SYSTEM INFO., CONFIG.SYS & AUTOEXEC.BAT

486 DX2 66  VLB
TSENG ET4000 wp32i STB LightSpeed 2Meg Video Card
SoundBlaster 16 MCD, w/ASP
12 Meg RAM


Kind Regards,

Mic. 


@ECHO OFF
REM --------------SYSTEM AUTOEXEC.BAT-----------
REM created 02-07-95 @ 4:00 pm
VERIFY OFF
PATH C:\DOS;D:\WINDOWS;C:\MSINPUT\MOUSE
LH /L:1,24144 C:\DOS\MSCDEX.EXE /D:MSCD001 /M:64 /E
LH /L:0;1,45472 /S C:\DOS\SMARTDRV.EXE
SET MSINPUT=C:\MSINPUT
LH /L:0;1,25136 /S C:\MSINPUT\MOUSE\MOUSE.EXE
SET SOUND=C:\SB16
SET MIDI=SYNTH:1 MAP:E
SET BLASTER=A220 I5 D1 H5 P330 T6
C:\SB16\SB16SET /M:230 /VOC:225 /CD:200 /MIDI:220 /LINE:220 /TREBLE:0
/OPGAIN:8,8
C:\SB16\SBCONFIG.EXE /S
SET TEMP=D:\WINDOWS\TEMP
CLS
C:\DOS\MEM
GREEN

DEVICE=C:\DOS\HIMEM.SYS
DEVICE=C:\DOS\EMM386.EXE RAM HIGHSCAN 4096
BUFFERS=20,0
FILES=40
DOS=UMB
LASTDRIVE=E
FCBS=4,0
BREAK=ON
DEVICEHIGH /L:2,17360 =C:\CDDRIVE\MTMCDAE.SYS /D:MSCD001 /P:340 /I:11 /T:S
/A:0 /M:64 /X
DEVICEHIGH /L:2,9072 =C:\DOS\ANSI.SYS
rem DEVICE=C:\DOS\SETVER.EXE
rem DEVICE=C:\SB16\DRV\CSP.SYS /UNIT=0 /BLASTER=A:220 I:5 D:1 H:5
DOS=HIGH
@ECHO OFF
REM --------------SYSTEM AUTOEXEC.BAT-----------
REM created 02-07-95 @ 4:00 pm
VERIFY OFF
PATH C:\DOS;D:\WINDOWS;C:\MSINPUT\MOUSE
LH /L:1,24144 C:\DOS\MSCDEX.EXE /D:MSCD001 /M:64 /E
LH /L:0;1,45472 /S C:\DOS\SMARTDRV.EXE
SET MSINPUT=C:\MSINPUT
LH /L:0;1,25136 /S C:\MSINPUT\MOUSE\MOUSE.EXE
SET SOUND=C:\SB16
SET MIDI=SYNTH:1 MAP:E
SET BLASTER=A220 I5 D1 H5 P330 T6
C:\SB16\SB16SET /M:230 /VOC:225 /CD:200 /MIDI:220 /LINE:220 /TREBLE:0
/OPGAIN:8,8
C:\SB16\SBCONFIG.EXE /S
SET TEMP=D:\WINDOWS\TEMP
CLS
C:\DOS\MEM
GREEN


DEVICE=C:\DOS\HIMEM.SYS
DEVICE=C:\DOS\EMM386.EXE RAM HIGHSCAN 4096
BUFFERS=20,0
FILES=40
DOS=UMB
LASTDRIVE=E
FCBS=4,0
BREAK=ON
DEVICEHIGH /L:2,17360 =C:\CDDRIVE\MTMCDAE.SYS /D:MSCD001 /P:340 /I:11 /T:S
/A:0 /M:64 /X
DEVICEHIGH /L:2,9072 =C:\DOS\ANSI.SYS
rem DEVICE=C:\DOS\SETVER.EXE
rem DEVICE=C:\SB16\DRV\CSP.SYS /UNIT=0 /BLASTER=A:220 I:5 D:1 H:5
DOS=HIGH
SHELL=C:\DOS\COMMAND.COM C:\DOS\  /p
REM
REM **********SYSTEM REGULAR CONFIG.SYS*************
REM ..Created 02-07-95 @ 4:00 pm
REM ......4096 memory in Expanded Form (EMS)
REM ......MTMCDAE.SYS set to 64 in extended memory
REM ......MTMCDAE.SYS using software interrupt transfer option.
REM ......Soundblaster QSound Drive CSP.SYS not loaded
REM ......SETVER.EXE not loaded
REM ***This file stored when not in use as CONFIG.REG
REM ***Restore this config.sys ONLY from proper ___TOREG.BAT
  



Subj:  FST ENGINE SOUND Probs.          Section: Other Flight Sims
From:  Domark Software          73472,3113     # 525943, * No Replies * 
  To:  Christian Noetzli        100317,2735    Date: 26-Mar-95 14:15   

     John Marchetti, who usually runs the Tech Support end of the Domark
Forum, was correct in stating that no further releases for the current
version of FST are planned.  FST 2.0, if it does move forward, will be an
entirely different animal.  

     I won't make any promises right now, since "Toolkits" in the game
industry are such a niche product.  We're evaluating if it's not more
financially sensible to press forward with the dedicated sims and avoid
further "Toolkits" entirely.  As remarkable and powerful as FST is, the
overwhelming majority of the game market are folks who "just wanna play." 
When all is said and done, you have to answer to the bottom line, and focus
your efforts on those products which offer the best return.  

     Bryan 



Subj:  FST ENGINE SOUND Probs.          Section: Other Flight Sims
From:  Domark Software          73472,3113     # 525943, * No Replies * 
  To:  Christian Noetzli        100317,2735    Date: 26-Mar-95 14:15   

     John Marchetti, who usually runs the Tech Support end of the Domark
Forum, was correct in stating that no further releases for the current
version of FST are planned.  FST 2.0, if it does move forward, will be an
entirely different animal.  

     I won't make any promises right now, since "Toolkits" in the game
industry are such a niche product.  We're evaluating if it's not more
financially sensible to press forward with the dedicated sims and avoid
further "Toolkits" entirely.  As remarkable and powerful as FST is, the
overwhelming majority of the game market are folks who "just wanna play." 
When all is said and done, you have to answer to the bottom line, and focus
your efforts on those products which offer the best return.  

     Bryan 



Subj:  FST ENGINE SOUND Probs.          Section: Other Flight Sims
From:  Domark Software          73472,3113     # 525939, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 26-Mar-95 14:09   

     In a nutshell, I agree with you.  Domark has released patches for the
most problems that folks encountered with FST.  However, the engine sound
is more dependent upon the sound card, rather than the driver.  (Sound
Blasters work fine.  When you start getting into the 16s, 32s, Pro Audios,
etc., you have problems.)  

     Domark also aggressively addresses any significant problems in other
games, such as "Out of the Sun," "Flying Nightmares," and others.  However,
with FST being "de-listed," and no longer being produced, our programmers
are naturally going to concentrate on current and future projects such as
Confirmed Kill, Absolute Zero, and Flying Nightmares 2.  

     Bryan 



Subj:  FST ENGINE SOUND Probs.          Section: 
From:  Michael J Healey         75573,333      # 526252, * No Replies * 
  To:  Domark Software          73472,3113     Date: 27-Mar-95 01:09   

Hi Again Bryan,

And the sound saga continues...

>> However, the engine sound is more dependent upon the sound card, rather
than the driver.  (Sound Blasters work fine.  When you start getting into
the 16s, 32s, Pro Audios, etc., you have problems.)<<

Well, based on this news I've just spent 4 hours tonight ripping apart my
system and installing my good old Soundblaster card.  Actually, I worked
out a configuration where I could use either the standard Soundblaster or
the Soundblaster 16 while both are installed on the motherboard!  Well, I
won't bore you with the details of that but this is what I found out
regarding FST engine sound...

>>Sound Blasters work fine<<

This is simply not true.  The same engine problem exists as I have detailed
in my previous message with good old Soundblaster, as with Soundblaster 16.

Additionally, I tested this on two other systems with identical results
using SB or SB16.  So, again the bottom line is the looping programming for
the engine sound is bugged.

I really believe that having a driver which would give a synthesized engine
sound is the answer.  Therefore the DMA channel can play digital files over
the engine sound instead of chopping it off to do so.

However, what you have said is true for the digital engine sound in FS4. 
Using the original Soundblaster with that sim does solve the similar
problem of using digital engine sound (i.e. looping voc file).  The
difference here is that the digital engine sound routine does actually
"work properly" with the original Soundblaster...

SB16 has caused may problems with older software.  One example I would like
to share with you is Stunt Island.  Sounds were goofed with SB16.
Now, long after SI had "stopped shipping" (an could be found in the bargain
bin of many a store), Disney posted a 5 Meg. patch on their BBS that fixed
every SI sound effect for use with SB16, as well as fixing several other
small problems with the program!

This type of customer support is how you get and hold customers.  Buyers
know the program will be maintained, fixed, patched... at least for several
years.... not months.  Now FST was HOT just last Spring and Summer. 
Indeed, the extensive 3 part review in Computer Gaming World was in recent
issues 117, 118, & 119... all merely last Spring.  I think asking a
programmer to tweak some concerns in this time frame is very appropriate.

____________________________________________________________________
QUESTION #1:

Now I know the programmer for FST is busy on other stuff, but could you
please ask him about this situation?

-----------------------------------------------------------------------
QUESTION #2:

As I have said, I have SVGA Harrier.  Is there a way to rob the Synthesized
engine sound out of that program for use with FST ???
(Just a thought)
__________________________________________________________________

QUESTION #3

>>Domark has released patches for the most problems that folks encountered
with FST.<<

Can you please clarify and detail this statement for me.  What were the
fixed problems, and where can one obtain these patches to FST?


Sorry to make you work so hard Bryan, but be assured...I plan to give FST a
serious long term workout.  Lastly, I'm not trying to be a pest, just
trying to get a solution instead of an explanation, if you know what I
mean. <g>  (I've done some beta testing, can ya' tell? :-)

All The Best,

Mic.  



Subj:  FST ENGINE SOUND Probs.          Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 527253, 2 Replies 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 28-Mar-95 23:14   

Hi Mark,

PMFJI...

>>I have to disagree with your assumption that most gamers just wanna play
and not
create. I believe the reason FST has not done much better at retail is that
it is a flagship product. The first of it's kind and like the business I'm
In (Fashion) it might  be too early for the customer base.<<

Mark, I couldn't agree with you more here.  FST is truly revolutionary in
its scope and design.  I think one of the biggest problems why FST was not
as big a hit as DOMARK would have liked can be attributed in many ways to
their style of documentation.

Good docs and simply make or break a complex sim in my opinion.  Take for
example Stunt Island.  Although the program (also a flagship product by the
way) was highly detailed and quite advanced in what it allowed the used to
do, it simply had an excellent manual written in a very readable and more
importantly comprehensible style.  The docs were well laid out, enjoyable
to read, and took the user from simple to complex in an effortless or at
least thoughtful fashion.

...And then there's Le Docs Domark.   Actually, I'm beginning to think
DOMARK is only the front man, USA side, for  SIMIS LTD.  I would not be
surprised if Simis is a none English (first language) company as their
docs, FST's manual and the AV8b manual seem almost like they were
translations from another language.   Additionally, I wouldn't be surprised
if these programs are being written initially for the Amiga, or some other
platform, and then convert to the PC.

I have to say, the FST Manual, weak as it is, is far superior to the AV8b
manual with all those terrible spelling errors.  I simply couldn't believe
what they did with SVGA Harrier...  
    They took the old AV8b manual, put a new cover on it, and reprinted it
just as it was in AV8b, complete with the tons of spelling errors from the
first edition.  This makes intelligent users question how good new products
will be from a company that simply can't use a grammer checker on a manual
going to print.

However, FST and SVGA HARRIER I believe are great and intriguing programs
to use.  Their obviously programmed by someone with a lot of programming
skill and intelligence.   Now, I think if they support this work with
outstanding docs, I truely believe Simis's programs would be a much bigger
hit.

Incidently, as the thread is named... FST ENGINE SOUND Probs. I would like
your comment as to how engine sounds act in FST for you.  (See my several
other messages from up to a week ago concerning this.)  I was talking to
Brian concerning this however he had no solution for me...

The cycling voc or wav file can work o.k. if programmed right (which it
isn't in FST), as it is in FS4 for SB original.  Unfortunately in FST they
seemed to have left out the addition of a synthesized engine sound option
(which would of course leave the digital channel open to play over synth.
sound with things like gear up.

I've also been asking Bryan a couple of questions which he just seems not
to answer (or perhaps doesn't know).  Maybe you know something about these
postulations??

(1) What is the latest ver. number of FST (I know its the CD w/WWII
    but was looking for a number.
(2) Bryan said there were several patches for FST.  Do you know where
    we can get them and what they do?
(3) Does adding the WWII disks patch anything in the original program?

You comment on these greatly appreciated.


engine sound...ENCORE

I'm going to upload a semi-fix for the irritating engine sound problem. 
This new JET.WAV file is short and sampled at a high rate 44000 Hz.  Its a
bit quiter too.  I'll be uploading it for comment, etc.

I'd like to have an FST Conf. sometime... What ya'think?

All the Best.

Mic.   



Subj:  FST ENGINE SOUND Probs.          Section: Other Flight Sims
From:  Christian Noetzli        100317,2735    # 527681, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 29-Mar-95 17:37   

Michael,

 >> Cris, I believe the CAD type program BAO is producing is
 >> quite slick and easy; 

I certainly wouldn't mind that! Just wonder how a CAD program can _ever_ be
slick and easy??

 >> So, you could make some great "martial" warbirds, but alas
 >> would have nothing to shoot down.<g>

Just gimme a <gun> option and I'll go hunting Cessnas and Learjets..... <g>

 >> P.S.  I'm starting Ruth Mackie's Tutorial, what a great piece of
altruistic effort.

Right, with the tutorial's help I managed to understand all editors, except
for the <shape editor> which needs another effort (by me!!)

 >> I'm continuously delight by the quality of individuals
 >> to be found in the FS Forum (present addressee included :-)

Oh, I really feel flattered. You must have weighted the intention and not
the actual help!!

Btw, after I suddenly and surprisingly got _jet_ sound, I experienced
_exactly_ the same as you did. At idle (respectively with engine off) the
sound is at it's best, then it gets quite weird (almost sci fi like ("beam
me up, Scotty")) to become a little bit better at military power.
Incidentally, I also use a SB 16 ASP card.... You're patch is much
welcomed. You seem to be a real sound crack.

Chris"madman"Noetzli

P.S: I'm also "monitoring"  your other messages, but I simply can't comment
on all of them. Most comments would be <n>'s, anyway (what stands for
<nodding>) <g> 



Subj:  FST ENGINE SOUND Probs.          Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 527610, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 29-Mar-95 15:52   

<<) What is the latest ver. number of FST (I know its the CD w/WWII
    but was looking for a number.
(2) Bryan said there were several patches for FST.  Do you know where
    we can get them and what they do?
(3) Does adding the WWII disks patch anything in the original program?

You comment on these greatly appreciated.


engine sound...ENCORE>>

Dear Michael,

I have the first version of FST that was ever written I believe. The WW11
cd is a add on disk that does not include the FST program. There may be an
FST and WW11 bundle but I am unaware of that.

I have yet to recieve or find for that matter any patches that fix or add
any featurers to FST. I know an upgrade was going to be availible however
for some reason or another they were not allowed to upload them to the
FLIGHTSIM forum.

WW11 adjusts some of the tools  that function in the FST program. They
however will change the fly.exe program and will not be backward compatible
with FST. I am having problems running the program after the WW11 add on
disk so I can really comment on the usefulness of the program.

Sound problems have been apparent from day 1 on my SB-16. I can get the jet
engine wav file to function but it will cut out if any other sound is used.
It also won't turn on again unless you fire your guns or lower gear.

I'd love to conference with you on FST. wanna trade some worlds.

Mark
 



Subj:  FST ENGINE SOUND Probs.          Section: 
From:  Michael J Healey         75573,333      # 527951, * No Replies * 
  To:  Christian Noetzli        100317,2735    Date: 30-Mar-95 00:01   

Cris,

Nice to hear from you and nice to hear your report on Le Engine Sound
Debacle.

>>I also use a SB 16 ASP card....<<

Right, and so it most everyone.  Actually, most programmers have been
including the required SB16 support routines into their DMA1 digital
programming since mid '92.   Thus with FST being a much newer product, not
supporting SB16 properly (one, if not "the" most popular cards available)
is totally bogus.

>>At idle (respectively with engine off) the sound is at it's best, then it
gets quite weird (almost sci fi like ("beam me up, Scotty")) to become a
little bit better at military power.<<

Excellent description... I couldn't have described it better myself. <VBG>

Chris,  I believe you might also enjoy the Aircraft Factory for FS4 (if you
can find it still - actually FS4 & AAF are still avail. from Flight Sim
Central <good mail order house 800-477-7467>.

The semi-2d /3d cad program is a bit clunky, but is worth knocking around
in for a while.  The learning curve is not bad either... however it is
yesterdays technology, and if I was you... I'd wait for Flight Shop.

Oh, new JET.WAV will be uploaded by the time you get this.  I'd like to get
you comment on it.



Lets keep in touch.

Best Wishes,

Mic.


  



Subj:  FST ENGINE SOUND Probs.          Section: 
From:  Michael J Healey         75573,333      # 527949, * No Replies * 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 30-Mar-95 00:01   

Mark,

Thanks very much for the reply.  It seems the engine sound problem with FST
is global in nature.  As I have said previously to Mr. Walker, it is not
limited to advanced sound cards, it is connected to a problem in the
programming as to how the wav file is cycled.

I will be uploading shortly, a new jet.wav which is:
(1) Much less obnoxious!!!!!!
(2) Quieter
(3) Works pretty good compared to the original.

It is not a total fix but a step in the right direction.

Perhaps you could give it a try and let me know.

>>I'd love to conference with you on FST. wanna trade some worlds.<<

GREAT... But before I think a conference will be of value with me in it
<g>, I have to get deeper into FST (which I plan to do very shortly...
lately been very busy with work).  Actually, I'm a FST newbee, but catch on
very quick and have done a lot of work in Scenery Design and Aircraft
Design for FS4.

Lately, I've been drawn to the traffic in Lib. 3 after getting back into
ATP with the new 3DAGS upgrade.  The ability to use 3D glasses with a
flight sim is pretty attractive, and the new graphics are top notch. 
Additionally, the tech support avail. for ATP in that forum is nothing
short of totally outragious...  Those guys investigate and comment on every
question until its absolutely resolved or dead.  It's great!!!!!

Anyhow, I'm going to try to say focused on FST and ATP to a lesser extent
so might be of some help for FST soon.  I've done some debugging and beta
testing, so I may be able to apply some of my efforts here as well...

Too bad such disiplined efforts seemed to have frightened off Bryan Walker
from continuing to respond to my lively discourses...<VBG>  (Bryan are you
reading this.... I'm taunting you :-).  I couldn't believe he deleted my
traffic -without reply-, just because I stated he was wrong regarding his
comments.  Well, I guess he couldn't stand the heat...

So I think a support group for FST would be a good thing, and probably
superior to that available from DAA-MARK.  We'll talk again soon.

Kind Regards,

Mic.
  



Subj:  FST Engine sounds-repost         Section: 
From:  Michael J Healey         75573,333      # 529118, * No Replies * 
  To:  Steve Harding            100112,2341    Date: 31-Mar-95 23:54   

Hello Steve,

     Unfortunately, Domark seems to have stopped responding to my questions,
or rather I believe Bryan Walker did.  This occurred when I took him to task
on several comments regarding inaccuracy in his statements pertaining to the
much detailed here... engine sound problems.

     However, I am assuming this since I have not received any posts from
him after I reposted my last message to him... which I believe he initially
deleted and did not answer.   Bryan was a little helpful in the beginning
but gave merely explanations or validations that problems exist.   He also
did not answer many of my direct questions.  I was looking for solutions or
someone who would rely these problems to people who could get solutions.
Unfortunately, I must conclude Mr. Walker cannot help us here.  I sincerely
hope I am wrong...


     Thus, at present I believe users best bet for valuable tech support and
bug work-a-round lies with ourselves.  I think a "Known Bug & Possible
Work-A-Round Conference" could be our first good effort together;  and of
course I would like that to take place at an hour when U.S.,U.K.,& Europe
could all meet.  Perhaps 22:00 GMT on some Saturday.

Thanks very much for dropping me a line, let keep in touch.  Please continue
to monitor the FST related traffic :-). 

Kind Regards,

Mic. 

P.S.  Would like Names & Numbers of FST Users on CIS in U.K. in your
      support group, if this is possible.  



Subj:  FST Engine sounds-repost         Section: Other Flight Sims
From:  Steve Harding            100112,2341    # 528910, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 31-Mar-95 17:47   

Michael,        
	I've just read your message to Bryan re: FST Problems. I run a FST
User Group in the UK on behalf of Domark UK, but the U.S. branch took over
the "running" of FST, and now I have to contact them via Bryan & CIS. I've
sent numorous lists of bugs etc and not getting an clear explainations as to
what their (Domark's) intent is with the problems. If you recieve a reply to
your mail, is there any chance of a copy of his reply? It would be
interested to know whether or not the long list of bugs will ever get fixed.
There is a whole bunch of us over here hoping to get the programme upto what
it should be.

Regards

Steve 



Subj:  FST ENGINE SOUND Probs.          Section: Other Flight Sims
From:  Christian Noetzli        100317,2735    # 530527, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 03-Apr-95 18:27   

Michael,

 >> Nice to hear from you and nice to hear your report on Le
 >> Engine Sound Debacle.

Actually, I must confess that I put FST aside till my copy of FST WWII
arrives... I hope that will give me something to "jump right in", as it's
supposed to be a standalone sim.
In the meantime I'm busy working on an update of my AW Venom art file (uhh,
WHAT a _wonderful_ jet sound we got in AW, even with all the SB16 inherent
"clicks" <g>)!!! 

 >> Oh, new JET.WAV will be uploaded by the time you get this. 
 >> I'd like to get you comment on it.

Sure, this are the differences I noticed in <topgun>:

a) no engine sound with engine <off>

b) sound at first two levels _much_ better than before

c) levels 3 to 5: better, but still sosolala

d) levels 6 to 10 (zero): no sound anymore! (?)

e) transitions from one level to the next are _always_ weird. This applies
even to changing from "one" to "two".

I also noticed occasionally a strange sound behaviour in connection with
other sounds, e.g. the gear lift.
The more I think about it the less I can believe that the FST testers could
have experienced something like we done and do!! Noone would release a game
with such a bug, _no_one_!

 >> Lets keep in touch.

Sure! I let you know when I jump back to FST.

Chris

 



Subject: FST Engine sounds-repost
Date:    04-Apr-95 at 18:36   
From:    Steve Harding, 100112,2341

TO: Michael J Healey,75573,333
   

Hi Mike,

MH> Unfortunately, Domark seems to have stopped responding to my MH> 
questions, or rather I believe Bryan Walker did.

He does seem to have a habit of disappearing when needed :)

MH> Thus, at present I believe users best bet for valuable tech support 
and MH> bug work-a-round lies with ourselves.  I think a "Known Bug & 
Possible MH> Work-A-Round Conference" could be our first good effort together

I can get a list of all known bugs that we have


MH> P.S.  Would like Names & Numbers of FST Users on CIS in U.K. in your
MH> support group, if this is possible.  

 I don't know of any others in the user group that are on CIS. Those 
with modems normally hang out on the UKFSC BBS.

Steve




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

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

     1)  Avoid very large polygons on shapes.

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

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

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

     Bryan 



Subj:  FST: Importing Terrain           Section: Domark Software
From:  Bryan Walker             73472,3113     # 47310, 1 Reply 
  To:  Michael J. Healey        75573,333      Date: 05-Apr-95 22:51   

     We have an in-house PCX-to-FTD file converter that allows us to take
graphics files and convert them to FST terrain.  However, it's VERY hard to
use, and as a result we're not considering releasing it to the public.  (Our
Tech Support guys would kill us.)

     Bryan 



Subj:  Upgraded Engine?                 Section: 
From:  Michael J Healey         75573,333      # 531538, * No Replies * 
  To:  Gregg W. Ripley          74362,2061     Date: 05-Apr-95 15:01   

Hi Gregg...

>>I just recently downloaded the upgrade to FST (The one that includes
supply objects that fight back and straffing runs<<

Could you please tell me where you found this upgrade?  I was looking for it
but cannot find it.

Your help greatly appreciated.
Regards,
Mic.  



Subj:  FST, new cockpit PCXs            Section: 
From:  Michael J Healey         75573,333      # 531531, * No Replies * 
  To:  Gunner/Ass't Sysop       72737,1636     Date: 05-Apr-95 14:47   

Hi Gunner,

I've downloaded several PCXs or GIFs of Cockpits lately from the new FS5.1
and 3DAGS.   This images can be edited in paint programs to create new
backdrops for cockpit designs for use in Flight Sim Toolkit.

This I have done and created some neat cockpit backdrops for use with FST. 
I would like to upload these to LIB 10, but am not sure on CISs policy or
if it would be O.K.

In a nutshell these are images that are or were posted in the Flight
Simulation Forum which I have downloaded and altered for use in FST.  What
would be the rub on uploading these??

Thanks.

Kind Regards,
Mic.  



Subj:  FST:help Radar Altitude          Section: 
From:  Michael J Healey         75573,333      # 531530, * No Replies * 
  To:  ALL                                     Date: 05-Apr-95 14:47   

Here's another question about Flight Sim Toolkit.

This question is about building cockpits and trying to create a gauge or
display that shows RADAR ALTITUDE as it says is possible on page 42 of FST
manual.

I have only been able to build cockpits with ALTITUDE readout in MSL.  The
Radar Altitude option under Change Gauge is not there!
This is pretty much useless for flying in any mountains as you have no
idea, other than visual, where the hard deck is....

Radar Altitude does display on the HUD in SVGA HARRIER, and good thing it
does... or combat would be almost impossible. 

Please tell me there's a way to get RADAR ALTITUDE in FST.

Your comment greatly appreciated.

Regards,

Mic.   



Subj:  FST help: Importing Land         Section: 
From:  Michael J Healey         75573,333      # 531529, * No Replies * 
  To:  ALL                                     Date: 05-Apr-95 14:47   

Are you an FST Pro?  
If so see below... (O.K. even if your not look <g>)

This post regarding the following question:

"Is it possible to import or bring in WORLD "blocks" or squares of terrain
data from other sources and have FST use or convert the file for use in FST
worlds?"

That is, use the information as a 00000000.FTD file.

Well, actually I think it is possible since it seems terrain in PILOT (of
the Seattle area) was somehow imported in this fashion.

Now there is a program called VISTAPRO 3.0 that uses DEM (Digital Elevation
Model file in U.S. Geological Survery format) files to build Fractal
landscape pictures, just like what we're using in FST.  VISTAPRO can also
save to files with various sizes of data points (smallest being 258x258 and
largest 2050x2050.  In VISTAPRO you can design your own landscape or....

And here's the big or....
With the CD version you can render any section of the United States and
Most of the Surface of MARS, then save it to a output file!  Now how to use
these files with FST is the rub?

VISTAPRO can save loaded DEMs in the following formats:

DXF:  Polyface Mesh (Used in programs like 3D Studio)
ASCIIZ: outputs a landscape file in a format similar to that output by
	MathCAD.  It is an ASCII text format with a carriage return
	and line feed at the end of each row of data
DEM:    Vistapro's Binary Data of Digital Elevation Maps
	(This form may be our best bet but I'm not sure.)

Additionally, you will find the following:

On the FST box back it says....

"Create hyer-accurate, real-life landscapes using United States Geological
Survey digital terrain data."

It certainly seems FST does allow one to do this, but how?  No mention of
how to in the manual....

Well, anyone with additional info. or insight into this area please reply.

Thank You.

Kind Regards,
Mic.
 



Subj:  FST-Help: Bleed Through          Section: 
From:  Michael J Healey         75573,333      # 531528, * No Replies * 
  To:  ALL                                     Date: 05-Apr-95 14:47   

Hi, If your good with FST perhaps you can help or give reaction on this
concern.

BLEED THROUGH DISPLAY PROBLEMS WITH AIRCRAFT
(When viewed externally).

In particular landing gears tend to bleed through the wing or fuselage,
however...and here lies the question, this is not always true (even though
it has for what ever I have made).

Observations...

The F5 jet in TOPGUN does have a bleed thru prob. with undercarriage.
The JetStream in Pilot does not...Hmmmmm

(How come? What's the JetStream doing different?????)

The Cessna in Library does not have a bleed thru prob. with undercarriage.
(Again, Why?)

The 747 in Library has terrible problems with the display of the ENGINES,
which show from on top the wing, when the are positioned below.

Comment:
     If I'm not mistaken there is some form of Hierachy to groups regarding
polygons or cuboids at work here, and colors may have something to do with
it also.   

Anyone who can shed some light on this scituation?

I would sincerely appreciate you help.

Kind Regards,

Mic.  



Subj:  Upgraded Engine?                 Section: Other Flight Sims
From:  Gregg W. Ripley          74362,2061     # 530696, 1 Reply 
  To:  Domark                                  Date: 04-Apr-95 00:31   

I just recently downloaded the upgrade to FST (The one that includes supply
objects that fight back and straffing runs), I read on the text file that
the FLY.EXE is suppose to make it faster, but my sound is all distorted.  Is
this because it is running the .wav files faster too.  Is there a solution?     
	

Thanks   G. Ripley 8-)



Subj:  Upgraded Engine?                 Section: Other Flight Sims
From:  Domark Software          73472,3113     # 531250, * No Replies * 
  To:  Gregg W. Ripley          74362,2061     Date: 04-Apr-95 23:23   

     I think that the problem might be in the fact that the new update uses
a different sound driver than before.  This driver is interesting in that it
allows multi-channel digital playback, but requires a REAL Soundblaster card
to be installed at IRQ 7.

     Bryan



Subject: FST Aircraft FSDs and Undercarrige Bleed Thru.
Date:    05-Apr-95 at 20:17   
From:    Michael J Healey, 75573,333

TO: Jon Saloga,72712,450
   

Dear Jon,

Hi.  I am writing to thank you for uploading all your fantastic efforts
designing aircraft for FST.   In particular I really like the F7F-1 and the
NightFighters.  There just fastastic.

I do have one question for you if you do not mind.  I noticed, particularly
on the F7F that the undercarriage displays just perfect...i.e. no bleed
through of wheels.    When ever I make an aircraft I always have bleed thru
problems with the display of the undercarriage... especially when viewed
from the top aft perspective.   Often I have problems with the tail bleeding
into the fuselage too. Many of the planes included with the ver. 1.0 FST CD
seem to have the same type of display problems... like the 747s engines
which show through the wing from top view.  However later aircraft from
DOMARK and your stuff displays almost flawless.


Could you perhaps enlighten me as to what is the secret to getting the
undercarriage, tails, and wing mounted engines to display correctly?  I
would very much appreciate it.

Additionally, I have downloaded some of the new aircraft coming from DOMARK.
 For instance the ME262a is just stunning and seems to have almost no bleed
thru problems at all.   I am wondering if they are using an editor,
different than what was included with FST ver 1.0 CD  (I've ordered WWII add
on but don't have it yet.  Will this help me?

Once Again.  Thanks so much for your time and effort in FST.  It was truly a
noble act to upload your work.

Kind Regards,

Mic.   



Subj:  FST help: Bleed Thru             Section: 
From:  Michael J Healey         75573,333      # 47397, * No Replies * 
  To:  Bryan Walker             73472,3113     Date: 06-Apr-95 19:20   

Thanks a great deal on the bleed through help.  I will be very interested
in reading the FST Shape Editor totorial...

I would also like to thank DOMARK (and you) for the uploading of the simply
beautiful aircraft & acc. in LIB10 of the FSFORUM.  In retrospect I
apologize for some of my earlier comments concerning DOMARK's support for
existing programs, like FST...(egg on my face <g>).

Kind Regards,
Mic.  



Subj:  FST ENGINE SOUND Probs.          Section: 
From:  Michael J Healey         75573,333      # 532325, * No Replies * 
  To:  Christian Noetzli        100317,2735    Date: 06-Apr-95 19:20   

Hi Chris,

Hope your week has been going well.

>>I've gone through all your recent questions in this lib, but I can't    
help you with it.

These messages were also posted in the Domark section in GAMPUBC.  I
received some interesting and helpful info. in response...

>>converted DASHBOARD PANELs from  promo gifs and pcxs for use with FST.   
More to come here...

Yup, using the new FS5.1 Cessna dash in FST is a kick.  The conversion to
16 color (after a lot of tinkering) is topnotch. you'd love it.  Plan to do
the Lear's next.

>>I just got my WW II

Me too... well, ordered mine from Flight Sim Central yesterday...
22.95+5.00 S&H.  Has not arrived yet. CD ver.  Its getting hard to find!
Chips and Bits out of stock indefinitely.

>>No problems with SVGA, and the prop sound behaves not superb but at    
least "reasonable"

Do you mean the problem with engine sounds is fixed in WWII?  Or at least
with prop sound?

>>FLIGHT SHOP scheduled for April/May

I hope you have downloaded the sample aircraft pcx that was made with
FLIGHT SHOP, for FS5.1  Looks totally awsome.  In Lib 5 I think.  Search
under Flight Shop. Photorealistic...much like models in the Microsoft Space
Simulator.  Probably will have frame rate problems though...most likely
need a dual P90 motherboard for above 14 fps <g>.

>>WWII comes with a new FLY.EXE

Right.  Was there an install program that allowed you to upgrade your FST
program to the new FLY.EXE or did you just copy it over?  I have my CD
totally copied to my hard drive in a directory called FST-CD.  Then I have
another directory called FST, that FST made during SETUP.
As you can see, I have the CD version of FST 1.0.   Do you have CD or disk?
I also ordered WWII in CD, what did you get?   Additionally, I remember
reading a thread that said the new FLY.EXE will not work with any of the
pre-existing or created sims like Pilot or Topgun.  For these you must
stick with the older version.  Did you read that?  (I know, a lot of
questions in this paragraph <g>).

>>improved flight model and world editors

What's new about the world editor?

Well, perhaps the WWII CD will keep you in FST for a looooong time <g>.  I
hope you have downloaded some of the new planes in LIB 10 from DOMARK. The
ME262 is totally awsome...

Since we're both just starting out in WWII perhaps we can help each other.

That's all for now, buddy.

Best Wishes,

Mic  (Quickly becoming an FST NUT :-)  )

 



Subj:  FST ENGINE SOUND Probs.          Section: Other Flight Sims
From:  Christian Noetzli        100317,2735    # 532221, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 06-Apr-95 17:13   

 >>>> also noticed occasionally a strange sound behaviour in
 >> connection with other sounds, e.g. the gear lift.

 >> I have not run into this problem at all. Sorry.<<<<

Michael,

perhaps I must be precise on this: that "strange behaviour" is an
observation that was not related to your new.wav, at least not exclusively!

 >> However I have been busy lately detailing a
 >> proceedure to download and convert DASHBOARD PANELs from
 >> promo gifs and pcxs for use with FST.  More to come here...

_very_ interesting. Hope CS's upload policy will not interdict this.

I've gone through all your recent questions in this lib, but I can't help
you with it, sorry. (Though I did quite some "Vistas" back on the Amiga, and
still have _plenty_ of _disks_ with landscape data!)

I just got my WW II from Pirate (btw, he has FLIGHT SHOP scheduled for
April/May!). No problems with SVGA, and the prop sound behaves not superb
but at least "reasonable". Anyway, next step will now be to customize an
EPIC file <g>.
WWII comes with a new FLY.EXE, and improved flight model and world editors.
I guess the FLY.EXE could be the one that Gregg mentioned. It may be
downloadable some place, but probably not on CServe.

Best wishes,

Chris 

 



Subj:  FST ENGINE SOUND Probs.          Section: Other Flight Sims
From:  Christian Noetzli        100317,2735    # 532825, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 07-Apr-95 19:05   

Hi Michael!

 >> These messages were also posted in the Domark section in
 >> GAMPUBC.  I received some interesting and helpful info. in
 >> response...

... and I've been sneaking over there, too...<g>

  >> Yup, using the new FS5.1 Cessna dash in FST is a kick.  The
 >> conversion to 16 color (after a lot of tinkering) is topnotch.

Uhh, I've become very familiar with converting nice & beautiful 16 Mio
colors pictures down to 16 colors. Guess I gotta send you one of my 16 color
cockpit pics....

 >> Me too... well, ordered mine from Flight Sim Central
 >> yesterday... 22.95+5.00 S&H. 

"Pirate" Aaron Anderson _is_ FSC. If you get your copy as quickly as I got
mine you'll have it by now <g>. Took only half a week with regular airmail
(7.00), guess they must have dropped the parcel right over the alps <g>.
It's the CD version, like my standard FST.

 >> Do you mean the problem with engine sounds is fixed in WWII? 
 >> Or at least with prop sound?

Noooooo! Bryan wouldn't have said that they're stuck with that problem if WW
II offered a solution. The "solution" is that WW II for obvious reasons
offers only props <g>. 
Oops, now that I've mentioned it - I might be wrong, the (original) shape of
the Me-262 is in the DDay directory! Anyway, you soon can try out by
yourself!

 >> I hope you have downloaded the sample aircraft pcx that was
 >> made with FLIGHT SHOP, for FS5.1  Looks totally awsome. 

No, I wasn't aware of that. But, of course, that was the first thing I did
after reading your message!
It really looks _great_. The big difference, of course, is the gouraud
shading!! All polygons have vanished. Like in VistaPro when you switch on
the gouraud option. 

 >> Right.  Was there an install program that allowed you to
 >> upgrade your FST program to the new FLY.EXE or did you just
 >> copy it over?

WWII creates a new directory with only about 300k (mainly config and intro
files). You can copy the new model.exe and world.exe over the old ones.

 >> I remember reading a thread that said the new FLY.EXE will not
 >> work with any of the pre-existing or created sims like Pilot
 >> or Topgun.  For these you must stick with the older version.

FLY.exe should be OK with older scenarios, but the <world> editor is not. 

 >> What's new about the world editor?

"mostly teams and bombers" (from the text file)

 >> Well, perhaps the WWII CD will keep you in FST for a looooong
 >> time <g>. 

I'm still very busy and I want to have enough time to really "dive" into FST
and it's editor's once I start. "Worst" thing that may happen is an early
release of FLIGHT SHOP...<g>.

All the best, hear from you,

Chris 
 



Subj:  FST settings                     Section: Other Flight Sims
From:  Domark Software          73472,3113     # 532607, 1 Reply 
  To:  Adam 'Weasel' D.         72630,3225     Date: 07-Apr-95 11:33   

     Here's the trick:

     First, avoid long path segments leading up to the bombing target.  Have
a "wake up" segment about 1 kilometer away from the target.  The same goes
for fighters, which can get "sleepy" on very long segments and refuse to
respond to aircraft of the opposing teams.

     Second, bombers also have severe dislike for AA guns.  If you want to
have your targets get REALLY pasted, put some invisible AA guns with no
firing capability around the objective and watch out!  Bombs away!

     Bryan 



Subject: FST Aircraft FSDs and Undercarrige Bleed Thru.
Date:    07-Apr-95 at 14:13   
From:    Jon Saloga, 72712,450

TO: 75573,333
    

Hi Mic,
 
Thanks for the compliments!
 
Avoiding bleed-thrus is a bit of a crap shoot, but I found the best 
way to avoid them is to give the wing some thickness. If your wings 
are just a simple double-sided polygon, they will almost always 
show through. With the F7F, the reason there is almost no 
bleed-thru is that the landing gear is mounted under the engine, 
which already has a lot of thickness. It doesn't eliminate the 
problem entirely, but it goes a long way to helping. Also, I 
usually eliminate the top and bottom polygons from each wheel, 
which helps hide the bleed-thru a bit, and also cuts down on the 
poly count, as mine usually get into the 200-250 range. Additionally,
the WWII add-on should help when it arrives. The polygon sorting 
routine was improved and this will also help cut down on the 
problem. 
 
But, as I said before, there is sometimes just nothing that can be 
done about it. If you downloaded my USAAF.ZIP upload, you'll notice 
that when viewing the P-40 planes from the side, the fuselage bleeds 
almost completely thru the bottom half of the wing. This drove me 
bananas for about two days, before I realized there just wasn't a 
whole lot I could do about it and let it go. I think maybe the way 
the polygons come together for certain shapes may also contribute, 
but I'm not sure....Oh, also make sure you have -no- badly formed 
polygons. If you have a square that is twisted (i.e. corners on 3 or 
more different grid planes) they will turn invisible when viewed 
from certain angles. If you have any badly formed polys, you should 
replace them with triangles. 
 
Anyway, that's all the secrets I have. Hope it helps!
 
						 Jon





Subj:  FST settings                     Section: Other Flight Sims
From:  Adam 'Weasel' D.         72630,3225     # 532587, 1 Reply 
  To:  Domark Software          73472,3113     Date: 07-Apr-95 10:33   

Bryan,  (or anyone who can answer this (!))

What are the events that trigger a bomber to bomb, and a fighter to fight?
I'm having trouble getting a big 'ole fleet of B17s to drop.  They fly right
over the opposing enemy structures, and have bombs, but they keep them (for
posterity I guess).  Would it be possible to get the exact conditions under
which a bomber is supposed to drop his eggs?

The same information for enemy fighters would be nice too.  Right now the
Luftwaffe does attack, and actually pretty well (ie., they don't stick
around to get killed).  But I'm looking for an action packed couple of
minutes before and after the drop with lots of fighters and tail-gunners
shooting all over the place.  In other words, I would like the LW planes to
keep coming.  Do I need to set up more attackers, or plan the paths better?
I think I could do a better job if I knew what parameters the AI was working
under.

Take care, AD



 



Subj:  FST Images                       Section: Air Transport
From:  Simon Hradecky/NOMISSOFT 100031,336     # 532522, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 07-Apr-95 06:00   

Michael,

Rick forwarded your message regarding Flight Sim Toolkit to me asking for my
permission. I have to deny that permission for several especially legal
reasons. I want to explain you my position as designer apart from legal
reasons, which is quite the opposite of my position as user:

I have put a lot of work and money into getting those photographs, scanning
them, adjust them to the needs of live instrumentation (needed a lot of
artist work!) and finally conversions and programming, so that i do not want
to see them in any competing products. This competing product would get the
financial and artificial benefit out of my work, while i would not get any
penny out of it.

The company making Flight Sim Toolkit may contact me to license the cockpits
or make them on their own from different sources.

Sorry, that i can not tell you better answers on that matter.

Simon    



Subj:  FST.PCX display in SVGA          Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 533265, * No Replies * 
  To:  ALL                                     Date: 08-Apr-95 14:00   

Here's a question about using the FST.PCX picture in SVGA mode (640 x 480)
in Domark's Flight Sim Toolkit.

Background:

FST has a rather neat undocumented feature in that it will display a PCX
file before your sim starts.  If you start one of the provided sims like
PILOT or TOPGUN in low res VGA, you will get a nice picture of the top of
the Box FST came in.  Now it seems this PCX can be anything you like for
your own sims, as long as it has the name FST.PCX.  Great huh?

O.K.  Now my problem...

I can't seem to get the picture to display in SVGA 640 x 480 mode.  I have
tried the following:

Making a 640 x 480 pcx to replace FST.PCX
Renaming FST.PCX SVGAFST.PCX with high and low res pcxs.
Using the same color palette as the original FST.PCX
Using a 16 color palette, 256 color palette.

At any rate, I can't seem to get a title PCX to display in SVGA.  Now I
think this is indeed possible as Matt Miller in article three of the FST
tutorial published in CGW does mention using this in SVGA.

Your helpful comments most appreciated.

Regards,

Mic.   



Subj:  FST.PCX display in SVGA          Section: 
From:  Michael J Healey         75573,333      # 533265, * No Replies * 
  To:  ALL                                     Date: 08-Apr-95 12:48   

Here's a question about using the FST.PCX picture in SVGA mode (640 x 480)
in Domark's Flight Sim Toolkit.

Background:

FST has a rather neat undocumented feature in that it will display a PCX
file before your sim starts.  If you start one of the provided sims like
PILOT or TOPGUN in low res VGA, you will get a nice picture of the top of
the Box FST came in.  Now it seems this PCX can be anything you like for
your own sims, as long as it has the name FST.PCX.  Great huh?

O.K.  Now my problem...

I can't seem to get the picture to display in SVGA 640 x 480 mode.  I have
tried the following:

Making a 640 x 480 pcx to replace FST.PCX
Renaming FST.PCX SVGAFST.PCX with high and low res pcxs.
Using the same color palette as the original FST.PCX
Using a 16 color palette, 256 color palette.

At any rate, I can't seem to get a title PCX to display in SVGA.  Now I
think this is indeed possible as Matt Miller in article three of the FST
tutorial published in CGW does mention using this in SVGA.

Your helpful comments most appreciated.

Regards,

Mic.  



Subj:  FST:help Radar Altitude          Section: 
From:  Michael J Healey         75573,333      # 533603, * No Replies * 
  To:  Steve Harding            100112,2341    Date: 09-Apr-95 01:05   

Hi Steve,

Hope things have been going well for you.  So radar alt. does not exist. 
Well, I'm not too suprised.  However, I was thinking... I wonder what the
LOWWARN.WAV does when utilized. I haven't used it yet in a sim but was
wondering if it would register low altitude in reference to terrain as
opposed to MSL.   Perhaps I'm just dreaming again <g>.

Kind Regards,
Mic.  



Subj:  Upgraded Engine?                 Section: 
From:  Michael J Healey         75573,333      # 534749, * No Replies * 
  To:  Gregg W. Ripley          74362,2061     Date: 10-Apr-95 23:16   

Gregg,

It would be nice if you could upload that file to the forum since many of us
do not have access to that site.   Additionally, I don't understand why
DOMARK did not upload that file to their directory over in GAMPUBC.

Your action here would be greatly appreciated by many if sure, and of course
myself as well :D.

Kind Regards,

Mic.  



Subj:  FST:help Radar Altitude          Section: Other Flight Sims
From:  Steve Harding            100112,2341    # 534347, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 10-Apr-95 14:24   

MH>  . I wonder what the LOWWARN.WAV does when utilized. I haven't used it
MH>  yet in a sim but was wondering if it would register low altitude in
MH> reference to terrain as opposed to MSL.   Perhaps I'm just dreaming MH>
again 


. . . . Your Dreaming :) 



Subj:  FST PATHS                        Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 534323, * No Replies * 
  To:  ALL                                     Date: 10-Apr-95 13:38   

Has anybody been successful at setting a hangar and path at 9000+ feet. 
I'm trying to get a b-52 to drop a winged spacecraft from altitude. I have
the first
leg set with 2 hangars. One generates the plane with vehical attached the
secound generates a small dot. Each object is given a path which very
similair.
(the dot follows a path which is elevated over the b-52.) I use the both
objects paths to trigger the return flight(without drone) and the drones
flight by supplying the 2 different hangars at an elevated altutude located
at the end points of the first 2 paths. At this moment I can get the b52
with drone along with the small dot  to follow the paths I've selected. The
plane and dot will dissappear at the endpoints but no new objects are
generated at the new hangar points.

Any help would be appreciated!

Mark
 



Subj:  FST.PCX display in SVGA          Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 534122, * No Replies * 
  To:  Joe Reilly               74511,3347     Date: 10-Apr-95 01:40   

Hi Joe,


>>I would like to let you in on an undocumented feature of FST. 
  When you are in an FST simulation, press and hold the ALT key and tap
  the G key. 

Neat feature.... I first tried it in SVGA 640 x 480.  In this mode it does
not fuction properly.  That is, you get a screen shot but the image is all
messed up.

It does however work great in low res VGA, so like you said, great for
recon shots :-). 

I'm thinking of using GRAFFX for screen shots in SVGA if I can't get your
function to work in the high res. mode.

Still, its a very neat trick... Thanks a lot :D.

Best Regards for happy FST Extruding.

Mic.   



Subj:  FST.PCX display in SVGA          Section: Other Flight Sims
From:  Joe Reilly               74511,3347     # 534102, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 10-Apr-95 00:18   

I would like to let you in on an undocumented feature of FST.

When you are in an FST simulation, press and hold the ALT key and tap
the G key.  You will notice your hard drive light flash for a split second.

Exit the simulation and look in your directory.  You will find a GRABx.PCX
file
in the same directory as your simulation (the x is a number).  If you use a
PCX viewer to look at it, you will find that it is a screen shot taken at
the moment you pressed the keys.  If you press the key combination several
times during
flight, the screens are saved in files that are numbered sequentially.

This can be used to give the player a chance to look at a recon "photo" of a
target prior to starting a mission, or to just make a mission that involves
photographing a target.  Give it a try!

Joe Reilly  



Subj:  Upgraded Engine?                 Section: Other Flight Sims
From:  Domark Software          73472,3113     # 535287, * No Replies * 
  To:  Gregg W. Ripley          74362,2061     Date: 11-Apr-95 23:31   

     The engine wave file is still dependent upon the frame rate of your
machine. 
If you're running in a high-load environment, it's definitely going to
putt-putt along.  Check your frame rate with the ALT-T command.  If the
first line doesn't read at least 12, then you might want to reduce the
detail levels by using the -NZ command, or run the sim in VGA.

     Bryan 



Subj:  FST makes FS4etc exit HD         Section: 
From:  Michael J Healey         75573,333      # 535778, * No Replies * 
  To:  ALL                                     Date: 12-Apr-95 20:44   

RE:  FST: Flight Sim Toolkit from DOMARK

O.K. ATPers,

I've been away from ATP in FST for a good month now, just got the step up
with WWII add on disk, now ready to start making some full blown sims.

Guys, I can honestly say, FST has caused FS4, with all its tons of add-ons,
scenery files, aircraft and adventure designer, etc. etc. etc. to get
booted off my HD, never to return.

Don't expect to see me building scenery files for ATP using FS4 & SEE.  So
primitive compared to FST both in final product and in creation.  Sorry.

For a serious flight sim, I think you just can't beat ATPver.D w/3DAGS, and
for all the other "fun stuff", like scenery and aircraft building, and a
general feeling of creation, and the joy of military air combat and target
destruction...

YOU CAN'T BEAT FST.

Even with its slew of odd ball problems, there is simply nothing better. I
think FST is bound to become a kind of cult program.  Its almost totally
engrossing, especially if you're a control nut or like changing everything
in a sim  (are you ATPer reading this?...and yes, theirs VOR and ILS flight
:-) ).

Now, FST will take to some time to get into but I can honestly say after a
month of being at it with about 100 hours in...

I'm not coming out.

Really, its that good if you can bear with the learning curve.  

Regards,

Mic.

Find me in Section 10.
Buy FST and join me :-)      



Subj:  FST makes FS4etc exit HD         Section: 
From:  Michael J Healey         75573,333      # 535777, * No Replies * 
  To:  ALL                                     Date: 12-Apr-95 20:44   

I posted a slightly altered form of this message in Sec. 3, Air Transport
(where I used to hang a lot), but wanted to share it with regulars in lib
10...

O.K. Guys,

I've been in FST for a good month now, just got the step up with WWII, now
ready to start making some full blown sims.

Now I can honestly say, FST has caused FS4, with all its tons of add-ons,
scenery files, aircraft and adventure designer, etc. etc. etc. to get booted
off my HD, never to return.

For a serious flight sim, I think you just can't beat ATPver.D w/3DAGS, and
for all the other "fun stuff", like scenery and aircraft building, and a
general feeling of creation, and the joy of military air combat and target
destruction...


YOU CAN'T BEAT FST.


Don't expect to see me building scenery files for ATP using FS4 & SEE.  So
primitive compared to FST both in final product and in creation.  Sorry.


Even with its slew of odd ball problems, there is simply nothing better. I
think FST is bound to become a kind of cult program.  Its almost totally
engrossing, especially if you're a control nut or like changing everything
in a sim  (are you ATPer reading this?...and yes, theirs VOR and ILS flight
:-))

Now, FST will take to some time to get into but I can honestly say after a
month of being at it with about 100 hours in, I'm not coming out.
Really, its that good if you can bear with the learning curve.  

Regards,

Mic

Posted in Secs 3 & 10. 
  



Subject: Cockpit PCXs
Date:    12-Apr-95 at 17:39   
From:    Christian Noetzli, 100317,2735

TO: Michael J Healey,75573,333
   

 >> P.S.  Thanks so much for everything you sent on FST WWII info and your
 >>     cockpits.   I think PANORAM.PCX could be used in FST with a little
 >>     work. :-)

Hi Mike!

I rather think it was up to me to thank YOU! You brought quite some movement
into the <FST scene> that, apart from that, seems rather quite at the moment
(though I must say that there IS A LOT in the library).
The Cessna dashboards look very good, indeed. FS still has the best dashs
around, especially when compared to the clumsy 240 x 320 resolution
dashboards of many WWI ord WW II sims.
I'm not surprised to hear that CS's upload policy does not allow you to
upload the Cessna files. However, I think that e-mailing them to me is not a
violence of any copyrights, as I am a registered owner of FS5 and therefore
also of the original Cessna graphics. But, alas, e-mail and upload is not
the same!!

Did you ever think of using Zy's new AW dashboard? At least it's NOT
copyrighted <g> and I think it could provide a good basis. It looks really
good and it's also limited to 16 colors! With the help of BREAK23 it should
be possible to "strip it down", that is get a version without the digits and
needles.

Are you familiar with AW and BREAK23? I could do that for you and send you
an 480x640 PCX of that dashboard. No big deal for me, since I started my
Venom art file project I am a <everyday user> of BREAK23 <g>. 
Btw, the graphics for my V.2 update are almost finished since this evening,
now I would like to incorporate the original engine sound of the Venom's
Ghost 48 (I will sample the sounds from some video excerpts). Hope I can
finish everything during Easter. Then there is my wife's birthday, but after
_that_ it might be the time for FST.... <g> 
Of course, the original pics of the Venom's dash (on Kodak Photo CD) are a
much better basis than <panoram>! 

Hope you got now WW II. (Rather guess it, since I haven't read any messages
of you in the last couple of days!<BG>

Thanks again, and have a good time.

Chris



 



Subj:  FST, level flight probs.         Section: 
From:  Michael J Healey         75573,333      # 536345, * No Replies * 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 13-Apr-95 21:30   

Hi Mark,

Nice to hear from you.

>>Right now I'm trying to get a hangar to generate an object at an altitude
of 5000 feet with not very good success. I have a series of path which
basically supply elevated hangars at the end points of other paths. I want
to achieve a a B-52 drop off of a hypersonic drone.

I'm afraid you're a little out of my league to help me on this one, but I
think the Mars Lander Sim in Lib 10, might have addressed your problem to a
certain extent.  You might want to download it and take a look.

  You could of course put the old tools in a different directory so you
could still mess with your pre-WWII upgrade sims.  Luckily, I waited for
WWII, before I started any serious projects. (Sorry about your problems)

On a related topic, I know you can eject from an aircraft using the
undocumented CTRL+E. Then your aircraft is replaced with the BOX.FSD.  I
don't know if you can give the ejection a shape but sure would like to.  In
my case, a pilot in a chute, in yours, the probe.

Well, sorry I'm not more help here, but in this case, you are the Master,
and I the mere student "Grasshopper".<g>

I hope you will continue to throw out comments and briefs as to what your up
to in FST as I know you have a lot of knowledge about the program, and I am
trying to get this section going with FST (as you have seen <vbg>).

Please help me keep FST alive, or even bring it back from near death.
Just look what Simon Hardecky did over in Sec. 3 with ATP.  I know we can do
the same here.  (I know, I'm starting to sound like Newt Rockney.)

Kind Regards,

Mic.  



Subj:  COLS.FCD & Terrain blks          Section: 
From:  Michael J Healey         75573,333      # 536336, * No Replies * 
  To:  ALL (FSTers)                            Date: 13-Apr-95 21:08   

A chat of how the Color Editor applies colors within each 50 x 50 km
block....


O.K.  I need an FST expert for this one....

Seems like the terrain spread of colors from lowest to highest is applied
across every 50x50 km terrain block.  This can be a problem it think.

Right, bear with me here while I clarify this with a description.

Let's say you build a world with 4 blocks.  That's a world 100 x 100 km.

In the upper left block you create an island whose highest point is 150
meters.

O.K. now you go to the lower right block and build another island, this one
with a max. height of 4000 meters.

Next you edit COLS.FSD so that the highest elevations will be colored white
for snow.  This will look good on the island in the lower right 50x50 km
block.

Still with me?

So you enter the sim and fly around the lower right block and love the
look... snowcaps, reindeer, Santa's village, big horn sheep...  well, at
least the tops of the mountains are white, like you want.

Then,,, you decide to go to the island in the upper left block.  You
remember that one, the one with a max elevation of 150 meters right.  O.K. 
after a zippy little flight you arrive at this relatively low lying island
to find:

A: The island is properly shaded in the lower colors of the colors         
editor.
B: The island has had a snow storm and is colored white,
   at least at its highest elevations (150 meters).

Slap yourself in the head if you picked A.

So I think what We've learned here is that the total color gradient for 
the COLS.FCD is applied over the entire elevation range within each 50 x 50
km grid, and not globally across the range of blocks.

Example:

Block 1:  Lowest: 0 meters              Lowest Color   (Sand)
	  Highest 300 meters            Highest Color  (Snow)

Block 2: Lowest: 0 meters              Lowest Color   (Sand)
	  Highest 5000 meters            Highest Color  (Snow)


So, here we have our quandry.  Block 2 looks right and Block 1 looks wrong. 
 The only work-a-round I can think of here is to take some small
out of the way grid square in Block 1 and boost its altitude to match
the max altitude in BLOCK 2.  Say, take the most upper left grid square and
raise to 5000m in Block 1.  I don't really want land there, but neither do I
want snow at 150 meters above sea level.   After all, its always summer in
my sim. :-)

I'd like to hear what others have to say about this.  I'd especially like to
hear from you FST experts on how you address this topic.

Regards,

Mic.  



Subj:  FST, level flight probs.         Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 536276, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 13-Apr-95 20:36   

My jetpack world runs completetly differntly  with the new fly.exe file.
Looks like the new exe is in real time while the old exe might not be. Right
now I'm trying to get a hangar to generate an object at an altitude of 5000
feet with not very good success. I have a series of path which basically
supply elevated hangars at the end points of other paths. I want to achieve
a a B-52 drop off of a hypersonic drone.( gee I wish they let us use the
rocket fmd it hauls butt!)

Also the enemy hangars and objects are defined as friendlies with the new
exe file. Since I havent yet been able to modify any pre-WW11 project files
with the new
editiors...my projects are in dissarray.

Mark


 



Subj:  FST, level flight probs.         Section: 
From:  Michael J Healey         75573,333      # 536245, * No Replies * 
  To:  ALL (FSTers)                            Date: 13-Apr-95 17:20   

Level Flight.

Yea, its a simple concept but not so easy for FST model program. 
Especially with the new FLY.EXE and MODEL.EXE.  You will find that if you
use some of the older flight models (for example the F16.FMD), that baby
just wants to keep going up!

If you decrease the throttle enough to not climb you usually deaccelerate
so much that you then drop like a stone.  Yes, I know the new programs with
WWII tweak the flight model as the manual states, but now (after upgrade) I
believe you must alter most if not all prior FMDs.

When using the F16.FMD at full throttle I noticed the new FLY.EXE was very
touchy with regard to screen dims, black-outs, red outs, even if the top
end speed is not so high.

I'd like the adjust the non-WWII models so that they can be used after
upgrade.  Does anyone have suggestions on what should be tweaked so these
models will work better?

Is there a hidden keystroke for trim?  I wish <g>

Your input greatly appreciated.

Regards,

Mic.   



Subj:  Don't be fooled by HVIEW         Section: 
From:  Michael J Healey         75573,333      # 536244, * No Replies * 
  To:  ALL (FSTers)                            Date: 13-Apr-95 17:20   

Hello FSTers,

Here another experience and helpful hint.
In library 10 is a neat little program called HVIEW.EXE which allows you to
view any FSD object thru a DOS command line.  Well, it a great little
program with one exception:

CAUTION:  The program does not always display you FSD correctly.

History:

I'd been busy designing my new jet (soon to be uploaded) called the H-DART.
Now the H-DART is a neat little sharpe with a rather odd engine
configuration.   You see, the power plant is located atop the tail fin.
Well, when designing this shape, which was essentially a modified octogon,
which is used to form the nacelle, I noticed its presentation
was O.K. in the viewer, in windows.  However, when viewed with HVIEW, the
nacelle was slightly malformed.  That is, the front of the nacelle, which
is a octongon poly would not display and appeared closed or something.

Now I like HVIEW.EXE, since its display ability is smoother and quicker
than the viewer in windows, however it really threw me a curve in trying to
design the nacelle properly.

Well, finally I got the idea that HVIEW may not be showing me true, and
sure enough, when I used the FSD in the sim, it displayed fine.

Moral of the story, HVIEW.EXE is a neat little program, but rely on what
you see in the viewer within the shape editor for what the object will
display like in the sim.  It took me 6 hours to learn this and a lot of
usless tinkering with an FSD shape that was fine... I hope it helps you.

Regards,

Mic.   



Subj:  Opening PCX good news...         Section: 
From:  Michael J Healey         75573,333      # 536243, * No Replies * 
  To:  ALL  (FSTers)                           Date: 13-Apr-95 17:20   

FST info. posting.

Well Guys,

The answer is a resounding "Yes" for the ability to use the 640x480 256
color picture for use with FST, that is AFTER you have the new version of
FLY.EXE (which of couse comes with WWII- although you'll have to hunt for
it).

O.K. Boys, dying to start out you sim with an interesting pic?  This is what
you do:
   
	The graphic needs to be a standard PCX in the format listed     
above, it must also be called SFST.PCX (bet ya' already figured out the S is
for Super VGA -actually, I always thought Super VGA meant 800 x 600,    but
no matter).

Initially, I thought the graphic had to be in the same color palette format
as the color palette of the sim, but was wrong here - happily <g>.

So what, big deal you say?  Well for me its the tons of little things in FST
that really make it; and, when my new sim starts with a scantily clad pcx of
Samatha Fox, stating "Have a good flight boys...", well, I just couldn't be
happier. <VBG>

Additionally, don't forget you can have a nice opening WAV file, which you
must name START.WAV.  For example, in my latest sim after you see the
delightful picture of Sam, you here about 15 secs. of the opening theme from
Dances with Wolves (hey, its a laid back sim so far <g>).

Regards,

Mic.   



Subj:  FST WWII Tools:files inc         Section: Other Flight Sims
From:  Christian Noetzli        100317,2735    # 536081, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 13-Apr-95 13:26   

 Hi Mike,

 >> Hey, I've got a couple of WWII CD questions for you, if you
 >> don't mind... 

Never ever...

 >> In my CD copy of WWII, I found just 3 files in the tools
 >> directory: MODEL.EXE VIEW.EXE WORLD.EXE

Like on mine! 

 >> I had to raid a copy of the new FLY.EXE from the Midway sim directory.

I took the one from DDAY <bg>

 >> Is that how your disk came?

It looks like. Well, it comes from the same stock (Pirate's FSC), thus it's
no wonder

 >> Well, there really wasn't much of any directions on
 >> upgrading, so this is what I did...

The <install> program (or batch) mentioned on page 4 of the manual was
apparantly only for the disk version.

 >> Is this what you did also?   Oh, can you additionally tell me
 >> if the bytes, dates,  and times on the following files are
 >> the same with yours?

100%, to the very byte and minute.

 >> Oh, if you've been following the thread on using a FST.PCX in
 >> SVGA, it seems the new FLY.EXE will allow this using a
 >> SFST.PCX file. 

I thought I was following that thread, but I don't know what an <SFST> file
is. Does that mean that more than 16 colors can be used?

All the best, 

Chris

PS. "Zy's Dash" is on its way. You'll see that true 3-dimensionality can
ONLY be achieved on the basis of digitized photos!



 



Subject: FST makes FS4etc exit HD
Date:    13-Apr-95 at 17:26   
From:    Michael J Healey, 75573,333

TO: Denny Brooks,76637,3261
   

Denny,

Hi, how have you been.  Sorry I didn't send you my Artic World file, but
have been so busy with FST.  The program is totally awsome and lets you
build you own sim, exactly the way you want it.

You do the following:

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

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

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

You need the following:

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

Denny, I wouldn't steer ya wrong.  GET IT.

Avail. from 800-477-7467
FLIGHT SIM CENTRAL
(great mail order house, asK for Paula, mention me <g>)

Join us in section 10 of the FS forum. 
Its a small group. Beginning FSTers most welcome.

Kind Regards,

Mic. 



Subject: FST makes FS4etc exit HD
Date:    13-Apr-95 at 17:26   
From:    Michael J Healey, 75573,333

TO: Denny Brooks,76637,3261
   

Denny,

Hi, how have you been.  Sorry I didn't send you my Artic World file, but
have been so busy with FST.  The program is totally awsome and lets you
build you own sim, exactly the way you want it.

You do the following:

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

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

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

You need the following:

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

Denny, I wouldn't steer ya wrong.  GET IT.

Avail. from 800-477-7467
FLIGHT SIM CENTRAL
(great mail order house, asK for Paula, mention me <g>)

Join us in section 10 of the FS forum. 
Its a small group. Beginning FSTers most welcome.

Kind Regards,

Mic. 



Subj:  FST, level flight probs.         Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 536593, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 14-Apr-95 13:35   

<<I'm afraid you're a little out of my league to help me on this one, but I
think the Mars Lander Sim in Lib 10, might have addressed your problem to a
certain extent.  You might want to download it and take a look.>>

Hehehe...I uploaded the Mars Lander program. The only way I could achieve
elevated hangars was to pull a chunk of mother earth (MARS) up to 20K and
pluck down a hangar. 

<<On a related topic, I know you can eject from an aircraft using the
undocumented CTRL+E. Then your aircraft is replaced with the BOX.FSD.  I
don't know if you can give the ejection a shape but sure would like to.  In
my case, a pilot in a chute, in yours, the probe.>>

I dunno...sounds interesting...try renaming a Chute or eject seat to box.fsd
and report back to us. In my case I would have to be flying the drop off
plane and then the aircraft would plummet after ejection and drone would
kinda hang there. I
think what I'll try next is to get the drop off plane and the drone to stack
up on
top each other with each object on a seperate path. That way the dropoff can
return to base and the drone can accelerate on its flight test.

-Mark 



Subj:  FST, level flight probs.         Section: 
From:  Michael J Healey         75573,333      # 536934, * No Replies * 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 15-Apr-95 02:11   

Hi Mark,

>>try renaming a Chute or eject seat to box.fsd and report back to us.

Yea, I'll give this a go.

>>I
think what I'll try next is to get the drop off plane and the drone to
stack up on
top each other with each object on a seperate path. That way the dropoff can
return to base and the drone can accelerate on its flight test.


>>Well, I'm afraid I have not yet received my APD (Advance Path Degree)
<g> to comment intelligently here, but would sure appreciate it if you would
carefully detail some of you advance path work approaches in a tutorial text
file for upload.  I know a few of us would certainly appreciate the lesson
(especially me :D).

My compliments on the MARS Lander, outstanding.

Kind Regards,

Mic.  



Subj:  COLS.FCD & Terrain blks          Section: 
From:  Michael J Healey         75573,333      # 536933, * No Replies * 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 15-Apr-95 02:11   

Hey Mark,

>>did you use the spread function or did you 
designate each gradient a specific color(without shading)

The COLS.FCD is set up as follows:

Lowest: Tan/brown beach color (like in DDAY's palette)

Level#2:       Darker Green
thru           spread to
LEVEL#13       Green/Brown/Tan Hue

Level#14       Green White
thru           Blue White
LEVEL#16       White

Elevation Spectrum is 0 to 5500 meters
4000 feet is about level 12 I think.

Kind Regards,

Mic.  



Subj:  Opening PCX good news...         Section: 
From:  Michael J Healey         75573,333      # 536932, * No Replies * 
  To:  Christian Noetzli        100317,2735    Date: 15-Apr-95 02:11   

Hi Buddy,

>>Can it be you don't know AirWarrior?

Right, I do know Air Warrior, just forgot about it.  Played on Genie right.

I never got into too many modem dog fights except with old Knights of the
Sky.  (But after I started calling my opponent "Target Drone", he ceased
wanting to connect up much.  Huh, I wonder why? <vbg>.

More info. quickly coming on FST.  Stay tuned...

Kind Regards,

Mic.  



Subj:  FST WWII Tools:files inc         Section: 
From:  Michael J Healey         75573,333      # 536931, * No Replies * 
  To:  Mark J. Potter           73623,3437     Date: 15-Apr-95 02:11   

Hi Mark,

>>Do you know where I can *get* a copy of FST WWII?

Yes, you can get it quick from the good people at:

Flight Sim Central, a great mail order company.

WWII FST CD $22.95, in stock a week ago.

800-477-7467  m-f 10a to 6pm CST
	      sat 10a to 3pm

Ask for Paula, tell her I told you to call for great service <g>.

Remember, Sec. 10 is your one stop shop for great FST tech support
and extruding assistance. :-)

Please keep in touch and contribute!

Kind Regards,

Mic.   



Subj:  Horizon Ball Fix                 Section: 
From:  Michael J Healey         75573,333      # 537833, * No Replies * 
  To:  ALL FSTers                              Date: 16-Apr-95 20:36   

Hi fellow FSTers,

ANOTHER IN MY SERIES OF FST HELPFUL HINTS:

The following is a short talk about the malfunctioning Horizon Ball cockpit
gauge and how to use another type of gauge to receive the same information.

Horizon Ball:

This is an instrument that shows the orientation of the aircraft relative to
the surface.  In FST, the horizon balls smooth functioning is beset by
several problems:

(1) It flickers; usually it changes from a ball to a square if it is 
    kept small (this happens very rapidly, about several times per          
second); making a big horizon ball creates new problems.
    The flickering is quite annoying to a comfortable instrument scan.
    Although the problem is lessened a bit if the dash pcx is light
    colored, its still there. This problem is present even after
    the WWII upgrade.  It can be observed in any sim.

(2) Big Ball Problems.  Making a big ball gives you a gauge that is not
    round.  Usually it become a diamond shape.  This diamond will
    roll around, creating a sphere, and sometimes changes back to the
    diamond shape again.  You'll hate this.
    
The solution here in not to use the Horizon ball at all.  Usually the ball
is only referenced for Roll information (most cockpits additionally include
a vertical climb/decent gauge for the other component of the horizion ball's
information anyway.  Here's an alternative approach to the Horizon Ball
delemma.

----------------------------------------------------------------------
Create a new Gauge as follows:

TYPE:          SIMPLE GAUGE
VARIABLE:      AIRCRAFT ROLL
START ANGLE:   270
STOP ANGLE:    90
MIN           -15000
MAX            15000

This gives you a nice needle gauge that performs in the below manner.

Level Flight:            Needle straight up
Bank to Right:           Needle moves right
Bank to Right 90 deg.:   Needle moves right to 90 degrees
(Banks to Left same as above but in opposite direction of course.)

So the needle mimics the position of the tail rudder in reference to the
surface.  Neat huh?

Additional info. on Max & Min Variable:  These fields are not described
in the manual (big surprise aye?) but it seems these numbers control
sensitivity of the gauge's movement.  Notice they are set quite high for the
gauge above.  Using lower numbers will make the needle move more and
zip 360 degrees around the dial in each direction as the aircraft is banked.

Hope you find this info. useful.

Regards,

Mic.  



Subj:  FST.PCX display in SVGA          Section: Other Flight Sims
From:  Michael J Healey         75573,333
  To:  Joe Reilly               74511,3347     Date: 29-May-95 19:40   

Hi Joe,


>>I would like to let you in on an undocumented feature of FST. 
  When you are in an FST simulation, press and hold the ALT key and tap
  the G key. 

Neat feature.... I first tried it in SVGA 640 x 480.  In this mode it does
not fuction properly.  That is, you get a screen shot but the image is all
messed up.

It does however work great in low res VGA, so like you said, great for
recon shots :-). 

I'm thinking of using GRAFFX for screen shots in SVGA if I can't get your
function to work in the high res. mode.

Still, its a very neat trick... Thanks a lot :D.

Best Regards for happy FST Extruding.

Mic.   



Subj:  FST WWII Tools:files inc         Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 539328, * No Replies * 
  To:  Domark Software          73472,3113     Date: 19-Apr-95 20:30   

Dear Bryan,

I have purchased WW11 and had have copied the new editing tools over to my
fst directory. I create a project add some objects and stuff and then go to
run the
program but the program will not run...somethin about error on load.

Want to take advantage of WWII team and bomber additions. Also since you
can now set begining paths at elevation (i.e Carrier ops) can you set the
begining
path point at say an altitude of 5000? 

MArk
 



Subj:  FST WWII Tools:files inc         Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 539812, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 20-Apr-95 20:06   

<<Did you know that the new FLY.EXE will not work with any of your existing
sims.  After WWII upgrade, you must start fresh.  Your past efforts and
world's (except for objects) are dead.  Sorry.>>  

Kind Regards,

Dear Michael,

Actually both exe will work...only the team and bomber classes will not
function in
a project which has been created pre WW11.

MArk
 



Subj:  Alt+K Mode in FST                Section: 
From:  Michael J Healey         75573,333      # 48750, * No Replies * 
  To:  Domark Software          73472,3113     Date: 20-Apr-95 00:47   

Dear Domark,

Could you please tell me what the ALT+K feature is for in FST.

With the old FLY.EXE, I would get a black box, sim would pause, and would
get white lettering which says, direct key input enabled, press enter when
done.

With the new FLY.EXE, all is the same except  the white lettering is now
very dark and unreadable (almost black).

What does this feature do besides pause the sim?   Additionally, the way it
pauses the sim is different from ALT+P, and allows me to use a resident
screen grab utility to take a pcx <g>.  Unfortunately, there's a big black
rectangle in the middle of the upper screen :-(.

Now, if I could get the kind of pause I'm getting with ALT+K, without the
black rectangle, I'd really be happy.  Do you know of any other key combos
that freeze the sim so additional routines can be called.

Regards,

Mic.  



Subj:  FST WWII Tools:files inc         Section: Other Flight Sims
From:  Domark Software          73472,3113     # 539425, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 20-Apr-95 00:17   

     Dooh!  He's right, Mark...  The additional variables from the FST: 
WWII disk aren't completely compatible.  Use the FORMATS.TXT file on the
WWII disk to see how to manually edit your old scenarios to fit the new
format.

     Bryan 



Subj:  FST WWII Tools:files inc         Section: Other Flight Sims
From:  Domark Software          73472,3113     # 540401, * No Replies * 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 21-Apr-95 23:48   

     Make sure that you're using the new FLY.EXE, as well.  You can edit the
old WORLD.FST files, manually changing the variables for the Bomber classes,
Tailguns, and Torpedos.  It's easier than it sounds.

     Bryan 



Subj:  FST WWII Tools:files inc         Section: Other Flight Sims
From:  Domark Software          73472,3113     # 539423, 1 Reply 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 20-Apr-95 00:14   

     An "Error on Load" message is usually a bad shape file.  Weed them out
one at a time and see what happens.  If it keeps giving you trouble, you
might want to ZIP up the scenario and Email it to me.  We'll check it out
for you.

     And yes, you can set the starting point for a Path at any altitude. 
Keep in mind with WWII that if you start over a designated Runway object,
you'll start at zero throttle!

     Bryan



Subj:  FST WWII Tools:files inc         Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 539815, * No Replies * 
  To:  Domark Software          73472,3113     Date: 20-Apr-95 20:12   

Re: Bad shape.

Well I think it's more serious. I create a new project add one generic box
shape to
a 1x1 world...I still get the error.

MArk





Subj:  FST new FLY.EXE & sounds         Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 540463, 3 Replies 
  To:  Domark Software          73472,3113     Date: 22-Apr-95 04:09   

Dear Bryan,

Thank you very much for uploading the super new upgrade to FST.  However, I
would like to report the following concerning the new sound driver.

First I ripped out my SB16 MCD ASP card and changed its jumper from the
default of IRQ5 to the old soundblaster IRQ of IRQ7.  Then ran the SB16
DIAGNOSE program and resetup the sound drivers, etc.

Next entered FST.

START.WAV played but now a a "rapid clicking or popping sound" in the
background.  START.WAV was cut off before completion.

When engine sound is turned on JET.WAV plays but sounds nothing like what
the WAV is.  

When any other sound is played, GEAR, LAND, CANNON, etc., these previously
clean playing WAV files are polluted, degraded by the clicking, rapid
popping sound also coming out the channel in the background.  Now this is
the case with engine sound ON or OFF.  ENGINE ON or OFF.

The clicking/rapid popping is much lower in the audio vol. level than the
WAV sound but very audible and a bad thing.

I ALSO OBSERVED THE EXACT SAME RESULT WHEN I RIPPED MY SB16 OUT OF MY
SUSTEM, DUMPED BACK IN MY OLD SOUNDBLASTER (standard) CARD, AND RERUN THE
SAME TESTS.

Actually, the sounds were less clear with the old standard Soundblaster,
than with the SB16.

Previously we had a bugged engine sound (made acceptable by my alternative
JET.WAV sound) and FLY.EXE that would play non-engine WAV files perfect, and
with great clarity.  Now we have an engine sound which sounds nothing like
what the WAV is and a definite, and serious degrade of the playing of all
the other great sounds...:-(

Additionally, having only IRQ7 supported is a pain for users to deal with. 
In essence they have to: pull the card, change the jumper, reset the driver
software, and change the sound configuration for most of their other
software.  It would be worth it if the new multi-wav sound driver worked
well, but in my humble opinion.... it does not.

On the up side, the new improved frame rate in FLY.EXE is totally awesome. 
WOW.  My experimental aircraft now has a top end of about 800 mph (which
previously could do only about 675.  Low altitude flight is breath-taking. 
:D

However, the new sound driver being as messed as it is I resorted to
installing the older WWII FLY.EXE again. :-(

Now with the above in mind I have the following request...

    Could you please, please, please, upload a new version of FLY.EXE with
all the improvements you have made to date, but with the sound routine as it
was in the WWII FLY.EXE.  That is, no improvement in sound over WWII
FLY.EXE.

     This would give us all the benifits of the new upgrades to FLY.EXE,
without the degrade to the playing of all the WAV files.  Even if the engine
sound is not fixed, I believe this is a far superior trade off.

Also, could you please tell me if there is any problem using the WWII
FLY.EXE with the new WORLD & COCKPIT files also included in the upgrade?

I want to thank you again very much for the FST upgrade and your continued
support to the product.  I am sure that if you can upload a new version of
FLY.EXE as mentioned above, you will be saving yourself a lot of typing;
answering questions from frustrated users... and the upgrade will also be
much better received.

I would like to underscore the point that all my observations concerning FST
come from the viewpoint of a positive user who is delighted with the product
and who wishes its audience to grow and grow.

Could you please respond to these questions Bryan?
Thanks.

Regards,

Mic.  



Subj:  FST new FLY.EXE & sounds         Section: Other Flight Sims
From:  Gunner/Ass't Sysop       72737,1636     # 540658, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 22-Apr-95 14:41   

Hi Mic,

 >> Thank you very much for uploading the super new upgrade to FST.  <<

If you are talking about FSTUPGRD.ZIP in Library 10 I'm constrained to point out that wasn't uploaded by Bryan but by another member
, Gregg Ripley. Bryan has already told me he may upload the files to ensure
that we have the most recent version.

Gunner





Subj:  Confirmed Kill                   Section: Historic Air Combat
From:  Domark Software          73472,3113     # 540791, * No Replies * 
  To:  Christian Noetzli        100317,2735    Date: 22-Apr-95 21:08   

     CK uses an all-new sound driver.  (The AIL driver, used in many other
games on the shelves.)  It's a really nice one, featuring stereo effects,
multi-channel digital sound, etc.  MUCH better than the old FST drivers.

     Bryan

     
 



Subject: SVGA Screen Grab Operational
Date:    22-Apr-95 at 16:31   
From:    Christian Noetzli, 100317,2735

TO: Michael J Healey,75573,333
   

 >> Here's a look at what's going on in my sim. Fixed the GIF
 >> capture prob.! 

Mike, it sure looks like you fixed it!??? Looks pretty nice, your mission.
I've installed the beta Win95 yesterday and am busy with that. 
Btw, if you want to nail Bryan (guess you know who I mean <g>) you must jump
on the CK thread in Historic Air Combat. He's almost omnipresent there,
answering questions as quick as in the best times of FST.....

Cheers, stay well,

Chris 



Subj:  FST new FLY.EXE & sounds         Section: 
From:  Michael J Healey         75573,333      # 540463, * No Replies * 
  To:  Domark Software          73472,3113     Date: 22-Apr-95 03:59   

Dear Bryan,

Thank you very much for uploading the super new upgrade to FST.  However, I
would like to report the following concerning the new sound driver.

First I ripped out my SB16 MCD ASP card and changed its jumper from the
default of IRQ5 to the old soundblaster IRQ of IRQ7.  Then ran the SB16
DIAGNOSE program and resetup the sound drivers, etc.

Next entered FST.

START.WAV played but now a a "rapid clicking or popping sound" in the
background.  START.WAV was cut off before completion.

When engine sound is turned on JET.WAV plays but sounds nothing like what
the WAV is.  

When any other sound is played, GEAR, LAND, CANNON, etc., these previously
clean playing WAV files are polluted, degraded by the clicking, rapid
popping sound also coming out the channel in the background.  Now this is
the case with engine sound ON or OFF.  ENGINE ON or OFF.

The clicking/rapid popping is much lower in the audio vol. level than the
WAV sound but very audible and a bad thing.

I ALSO OBSERVED THE EXACT SAME RESULT WHEN I RIPPED MY SB16 OUT OF MY
SUSTEM, DUMPED BACK IN MY OLD SOUNDBLASTER (standard) CARD, AND RERUN THE
SAME TESTS.

Actually, the sounds were less clear with the old standard Soundblaster,
than with the SB16.

Previously we had a bugged engine sound (made acceptable by my alternative
JET.WAV sound) and FLY.EXE that would play non-engine WAV files perfect, and
with great clarity.  Now we have an engine sound which sounds nothing like
what the WAV is and a definite, and serious degrade of the playing of all
the other great sounds...:-(

Additionally, having only IRQ7 supported is a pain for users to deal with. 
In essence they have to: pull the card, change the jumper, reset the driver
software, and change the sound configuration for most of their other
software.  It would be worth it if the new multi-wav sound driver worked
well, but in my humble opinion.... it does not.

On the up side, the new improved frame rate in FLY.EXE is totally awesome. 
WOW.  My experimental aircraft now has a top end of about 800 mph (which
previously could do only about 675.  Low altitude flight is breath-taking. 
:D

However, the new sound driver being as messed as it is I resorted to
installing the older WWII FLY.EXE again. :-(

Now with the above in mind I have the following request...

    Could you please, please, please, upload a new version of FLY.EXE with
all the improvements you have made to date, but with the sound routine as it
was in the WWII FLY.EXE.  That is, no improvement in sound over WWII
FLY.EXE.

     This would give us all the benifits of the new upgrades to FLY.EXE,
without the degrade to the playing of all the WAV files.  Even if the engine
sound is not fixed, I believe this is a far superior trade off.

Also, could you please tell me if there is any problem using the WWII
FLY.EXE with the new WORLD & COCKPIT files also included in the upgrade?

I want to thank you again very much for the FST upgrade and your continued
support to the product.  I am sure that if you can upload a new version of
FLY.EXE as mentioned above, you will be saving yourself a lot of typing;
answering questions from frustrated users... and the upgrade will also be
much better received.

I would like to underscore the point that all my observations concerning FST
come from the viewpoint of a positive user who is delighted with the product
and who wishes its audience to grow and grow.

Could you please respond to these questions Bryan?
Thanks.

Regards,

Mic.  



Subj:  Alt+K Mode in FST                Section: Domark Software
From:  Bryan Walker             73472,3113     # 48953, * No Replies * 
  To:  Michael J. Healey        75573,333      Date: 22-Apr-95 00:03   

     Err...  Never tried ALT-K!  That's a new one on me!  Sounds like a
cheat code!  ;)

     If you'd like, I'll check with one of the SIMIS guys and see what it
does.

     Bryan 



Subj:  NEW IN OTHER SIMS LIB!           Section: Other Flight Sims
From:  Gunner/Ass't Sysop       72737,1636     # 540888, * No Replies * 
  To:  ALL                                     Date: 23-Apr-95 01:26   

The following new file is now available in our Library 10 (Other Flight
Sims):

[75573,333]  Michael J. Healey
HDART1.GIF
GIF,  Bytes:    15900,  22-Apr-95

  Title   : FST: SVGA Screen Shot of H-Dart Aircraft (GIF)
  Keywords: DOMARK FST FLIGHT SIM TOOLKIT SCREEN SHOT PHOTO H-DART GIF

  Take a look at this great looking SVGA screen shot from FST. Includes
  notation on a new aircraft coming soon to FSFORUM LIBrary 10. GIF
  is of the H-Dart experimental aircraft over Block Island, RI. uploaded by
  Mic. Healey.

 



Subj:  FST new FLY.EXE & sounds         Section: 
From:  Michael J Healey         75573,333      # 540881, * No Replies * 
  To:  Gunner/Ass't Sysop       72737,1636     Date: 23-Apr-95 01:03   

Hi Gunner,

How have you been?  Well I hope.

>>If you are talking about FSTUPGRD.ZIP in Library 10 I'm constrained to
point out that wasn't uploaded by Bryan but by another member, Gregg
Ripley.<<

Ahhh, yes your right here (sorry Gregg).  However, the upload is very
confusing as it has a big readme file from Bryan.   Actually Gunner, this is
no little upgrade to FST.  Its a BIG BIG upgrade.   Aside from how all the
sounds are degraded (or interference and noise added) when played, the other
upgrades to FST in this ZIP are well worth paying for.   The improvement of
the graphics display is simply soooooo good it'd make FS5ers have to
purchase drool buckets in the five gallon size!

Flying at high speed over great looking fractal terrain is totally
fantastic.

The files that Gregg uploaded are dated from December 1994, and I am
perplexed why they ended up on a FTP site and not here or in Domark's
section of GAMEPUBC first.

The readme file is confusing to users as well as it sounds like FST is alive
and well with improvements and add-ons coming from DOMARK, which I believe,
from everything I have read from Bryan, is no longer true.  For example
there is talk in the readme of the FST Helicopters Add-On.  I think this
project has been shelved.  I hope I am wrong but don't think so.   Also my
most recent info. states that FST is no longer shipping, and WWII FST add-on
has been recently pulled too. 

>>Bryan has already told me he may upload the files to ensure that we have
the most recent version.<<

I cannot tell you how much I hope this is true!  Additionally, he could
change the readme file so that it does not appear that more FST products are
in the pipeline.  In the readme, there is also a request for feedback on
this Beta version and I'm not sure if he still wants this either.

For me and I'm sure all the other dedicated FSTers, FSTUPGRD.ZIP comes down
to being a terrible taunt.   This is because there has been such a great
advance in the graphics display engine of FLY.EXE, but to utilize it you
must give up the clean playing of all previously perfectly played wav files
(with the exclusion of the engine sound).  Additionally, to get any
soundcard sound, you have to configure your card and system for the ancient
IRQ7 setting or put up with IBM Speaker sound (which reminds me of old
Battlehawks, circa 1988 :( .

Thus, I think most users will elect to use version 2 of FLY.EXE, which came
with the WWII FST program.   However, going back to this version is a real
bummer, once you've experienced the frame rate and improved flight dynamics
in version 3. Its very very frustrating. I so hope Bryan can get us a new
version of FLY.EXE, with all the version 3 goodies, but with version 2 sound
support.

Oh, FYI...

FLY.EXE   (basic flight engine for all FST sims)
Version 1 with FST                late '93
Version 2 with FST WWII           mid  '94
Version 3 with FSTUPGRD.ZIP       Dec  '94

Version 4 (Coming from Bryan soon...I hope I hope I hope <g>.  Apr '95??

I can't believe how many people are missing the boat (or perhaps the plane)
by not getting into FST.   Really, I've lost all interest in FS4 or FS5.

On another topic, I uploaded a GIF a couple of days ago to LIB10.  It was a
FST GIF, yet it never showed up.  Can you tell me why?  Thanks.

Best Wishes,

Mic.  



Subj:  FST upgrade WARNING!!!           Section: 
From:  Michael J Healey         75573,333      # 541907, * No Replies * 
  To:  Christian Noetzli        100317,2735    Date: 24-Apr-95 23:42   

Hi Chris,

Hope all's going well with'ya.

>>Why not using the FLY.EXE? It can't harm anything, can it, and you were
praising it a lot for its speed!!? Is it because of the sound driver?<<

Yes, Chris, your right, the new FLY.EXE is O.K. to use I you think the
smoother frame rate is worth having either PC sound or messed up blaster
sound after you rip out your card and reconfigure your system and all you
other programs for IRQ7.  Of course you don't have to do the latter if you
can live with the PC sound but who really can put up with this?

For me, as you know, its just too much of a trade off.  Additionally, the
new FLY.EXE changes the flight models (FMDs) so dramatically, you would have
to rewrite each one of these to recreate the accurate modeling in the WWII
aircraft set (and for all the other models are well). 

An example of the above is the take off sequence in the H-DART.  Well, I'm
still tinkering with the flight model but the one I am using has a
relatively high take-off speed without flaps, and usually, by the time I'm 1
or 2 klicks from the tarmac I'm doing between 180 to 220 knots.
With version 3 of FLY.EXE at the same reference point my speed is somewhere
between 280 and 330 knots!  Although neat, its not how I had designed the
model to initially handle.

Another reason I do not reccommend using the new FLY.EXE is simply that it
is such a terrible taunt to users, in effect showing us what FST could have
been or rather could be but falling short on fully implimentating all the
fixes into one final, stable, and operational patch on all the topics we
have discussed over the previous weeks.

>>Btw, Bryan told me that CK features an all new <AIL> driver, so maybe FST
can get some of it...?<<  

Yes, I read that thread, when I last visited that section on your
suggestion.  I would be very surprised (although deeply delighted) to see a
AIL driver for FST, simply because it was not developed by SIMIS.  I hope I
am wrong.

Now if Bryan could manage to get AIL driver for FST combined and working
with ver.3 FLY.EXE, well I think we'd all be willing to send him some cash! 
I do so hope he will upload a new version of FSTUPGRD.ZIP.  At least from
the stand point of toning down the readme file.  I think it gives a lot of
hope for continued company support to a product it seems they have
dismissed. 

Kind Regards,

Mic.
 



Subj:  FST upgrade WARNING!!!           Section: Other Flight Sims
From:  Christian Noetzli        100317,2735    # 541620, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 24-Apr-95 15:35   

 >> AT THIS TIME I DO NOT RECCOMEND AT ALL USING THE NEW
 >> WORLD.EXE OR THE  FLY.EXE 

Why not using the FLY.EXE? It can't harm anything, can it, and you were
praising it a lot for its speed!!? Is it because of the sound driver?
Btw, Bryan told me that CK features an all new <AIL> driver, so maybe FST
can get some of it...?


Chris"madman"Noetzli
 



Subj:  Please contribute...             Section: 
From:  Michael J Healey         75573,333      # 542407, * No Replies * 
  To:  ALL FSTers                              Date: 25-Apr-95 23:06   

Hi FSTer or soon to be FSTer,

If your a regular reader to the FST corner of the FS Forum wouldn't you
please think about contributing what you've been up to lately in FST?  After
all, this is called a forum... 

Perhaps it could be a technical report, or you might just want to reflect on
how you feel when you first see those beautiful mountains  you made.

How about some additional reports about the new FLY or WORLD?  Now I know
the good weather is coming and we're all going to be on our systems less,
but would a message or so a week from ya be prob.?

Lastly, I'm thinking of calling a FST Conference soon.  No big topic, just a
chance to get together and type.  I would like it early enough so that U.K.
& EURO users as well as US East & West coasters- (Bryan this means you <g>)
could all chat a bit.

I'm thing of a SUNDAY, @ 22:00 GMT   What do you think?   Suggestions?

Thanks & Best Wishes,

Mic. 



Its up to us to keep this section alive and certainly there is much to talk
about with FST.  Don't be afraid to send a letter to ALL (most people read
personal non-private forum mail anyway).

  



Subj:  Stunt Island Sound               Section: 
From:  Michael J Healey         75573,333      # 542406, * No Replies * 
  To:  George Watson            71360,2455     Date: 25-Apr-95 23:06   

>>Must I have Fly.exe to run some the stand alones that are on the forum?

Yes, and you must have the version of FLY.EXE that the particular sim was
created in for correct performance as designed (although other versions
MIGHT work.  Currently there are three versions of FLY.EXE that I know of. 
Two came with FST and one version is in the forum within FSTUPGRD.ZIP.  

>>...dominated by Microsoft Flight Sim...

FST lacks a good manual (although some great tutorials have been uploaded),
this hurt the products mass appeal.  Additionally, it takes about a month to
get into... you will be essentially learning 6 programs: 5 windows editors
and the sim itself.

However, the reward is great as you can build or replicate your world, or
any other place you like.  You can do real world navigation by putting in
VORs and NDBs.  Here's a little sample as to what I have been up to lately.

In the summer I do a lot of sailing, and when I go sailing I like to go to a
beautiful place called Block Island, located off the southern coast of New
England.  So I made Block Island in one corner of my current sim world.  A
week a go I spent six hours creating the National Hotel, an actual hotel on
Block Island, with FST's shape editor.  Now, the historic National Hotel is
in my sim!

Even more fun, FST aircraft can be either civilian or military.  If military
you can carry ordinance.  With this ordinance you can destroy what you have
created.  This sounds strange but is quite satisfying (as you can always
restart the sim to bring it back!  Setting the hit points on the beautiful
old National Hotel to 2 it only takes a couple of shots from the cannon
aboard my military experimental jet to obliterate the National.

One of the things FST does best are explosions.  Where other sims simply
remove the object and give you a bit-mapped fire ball, in FST the actual
object, made of many polygons blows aparted into its individual polys and
falls to the ground, it looks awsome.

You should be able to run FLY -V if you have a vesa 1.2 compatible video
card, preferably the card would have a Tseng ET4000 chipset. This should
give you 640 x 480 mode.  The error you spoke of is because the sim you were
trying to run has a low res dash, try to run fly with out a switch
(yea, I know, the low res mode blows).  Download my recent GIF to see what
FST looks like in High Res.

O.K. I'm not sure I answered all you questions but this should help.

Regards,

Mic. 
 



Subj:  FST shapes fly for real          Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 542569, 1 Reply 
  To:  all                                     Date: 26-Apr-95 12:51   

HI,

Just wanted to let everyone know that you can actually make FST objects fly
in the real world. Here is how:

After working on a center of pressure problem for a Rocket boosted glider..I
decided the best way to determine the location was to cut out a template of
the full size model and make my calulations by tossing it in my
backyard....but wait a minute I've got FST and a color printer...
Check it out:
		1. Get a screen capture program like screen thief that will
work            under windows and output pcx files.
		
		2.Go to you shape editor in FST and pull up a airplane of
your            liking
		
		3. Go to the FST veiwer and move the object into a top down     
	view. Capture the sceen. RotateMove the object to the side              
 view and capture the screen. You can also do bottom view               and
the other side veiw if you like.

		4. Go to the paintbrush program and pullup the pcx files you
		just captured. Using the scaling in the print option to
scale up                the object to 200% and print the top/bottom and left
and right               view.

		5. Use a spray adhesive and attach the color pages to a
cover           stock.(for strength)

		6. cut out all parts.

		7. Glue top and bottom together along with left and right
side

		8. Make a cut out slot in the profile pieces to slide wing
in.
		(might have to a slot in the wing section as well)

		9. tweak up wings a hair for roll controll...add 2 paperclip
to
		nose and you have a very hot paper airplane that really
flies!

So far I made the Blackjack fly pretty good and I'm gonna try the B2...gonna
be
tough on a flying wing though..

-Mark
		 



Subj:  What's new in User Group         Section: 
From:  Michael J Healey         75573,333      # 543302, * No Replies * 
  To:  Steve Harding            100112,2341    Date: 27-Apr-95 23:57   

Hi Steve,

Hope you are fine. How about a report on what's happening lately in your FST
user's group?  I'm sure we'd all be interested.  How many folks are in the
group?

Kind Regards,

Mic.   



Subj:  Template Directory               Section: 
From:  Michael J Healey         75573,333      # 543301, * No Replies * 
  To:  ALL FSTers                              Date: 27-Apr-95 23:57   

Hi,

Here's a short yak yak about FST's TEMPLATE directory which is located below
the Tools subdirectory.  


You might have noticed that if you add some of your favorite custom wavs or
files into the TEMPLATE directory, they do not seem to get copied over into
a new project when it is created.  This is because you must alter a file
called INDEX.DAT which is also located in the TEMPLATE subdirectory.  Use
any editor to include any file names which are in the TEMPLATE directory
which you would like in future sims.  Then they will be copied in... :-)

And Remember...

"Where ever you go, there you are." (Beyond Thunderdome, Mad Max III)

Regards,
Mic.  



Subj:  FST shapes fly for real          Section: 
From:  Michael J Healey         75573,333      # 543300, * No Replies * 
  To:  Joe Reilly               74511,3347     Date: 27-Apr-95 23:57   

Hi Joe,

I know you were really on the search for WWII FST.  Did you ever find it?

Regards,

Mic.  



Subj:  FST shapes fly for real          Section: 
From:  Michael J Healey         75573,333      # 543299, * No Replies * 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 27-Apr-95 23:57   

Hey Mark,

Thanks so much for the great idea on how to make something tangible from
FST.  I can't wait to make a hard copy of the H-DART.  I think there is a
real need in most sims to have something real or tangible to help anchor the
sim into "our reality".   Your idea is super... a simple and elegant way to
bring our FST shape creations out of the tube into our world!!!

Kind Regards,

Mic.  



Subj:  FST shapes fly for real          Section: 
From:  Michael J Healey         75573,333      # 543299, * No Replies * 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 27-Apr-95 23:57   

Hey Mark,

Thanks so much for the great idea on how to make something tangible from
FST.  I can't wait to make a hard copy of the H-DART.  I think there is a
real need in most sims to have something real or tangible to help anchor the
sim into "our reality".   Your idea is super... a simple and elegant way to
bring our FST shape creations out of the tube into our world!!!

Kind Regards,

Mic.  



Subj:  FST new FLY.EXE & sounds         Section: 
From:  Michael J Healey         75573,333      # 543298, * No Replies * 
  To:  Domark Software          73472,3113     Date: 27-Apr-95 23:57   

Bryan,

What are you planning to do about the outdated upgrade for FST currently in
LIB10?  Also, have been waiting for a response from you concerning the
message I sent to you last Saturday....copy below:


Subj:  FST new FLY.EXE & sounds         Section: 
From:  Michael J Healey         75573,333      # 540463, * No Replies * 
  To:  Domark Software          73472,3113     Date: 22-Apr-95 03:59   

Dear Bryan,

Thank you very much for uploading the super new upgrade to FST.  However, I
would like to report the following concerning the new sound driver.

First I ripped out my SB16 MCD ASP card and changed its jumper from the
default of IRQ5 to the old soundblaster IRQ of IRQ7.  Then ran the SB16
DIAGNOSE program and resetup the sound drivers, etc.

Next entered FST.

START.WAV played but now a a "rapid clicking or popping sound" in the
background.  START.WAV was cut off before completion.

When engine sound is turned on JET.WAV plays but sounds nothing like what
the WAV is.  

When any other sound is played, GEAR, LAND, CANNON, etc., these previously
clean playing WAV files are polluted, degraded by the clicking, rapid
popping sound also coming out the channel in the background.  Now this is
the case with engine sound ON or OFF.  ENGINE ON or OFF.

The clicking/rapid popping is much lower in the audio vol. level than the
WAV sound but very audible and a bad thing.

I ALSO OBSERVED THE EXACT SAME RESULT WHEN I RIPPED MY SB16 OUT OF MY
SUSTEM, DUMPED BACK IN MY OLD SOUNDBLASTER (standard) CARD, AND RERUN THE
SAME TESTS.

Actually, the sounds were less clear with the old standard Soundblaster,
than with the SB16.

Previously we had a bugged engine sound (made acceptable by my alternative
JET.WAV sound) and FLY.EXE that would play non-engine WAV files perfect, and
with great clarity.  Now we have an engine sound which sounds nothing like
what the WAV is and a definite, and serious degrade of the playing of all
the other great sounds...:-(

Additionally, having only IRQ7 supported is a pain for users to deal with.
In essence they have to: pull the card, change the jumper, reset the driver
software, and change the sound configuration for most of their other
software.  It would be worth it if the new multi-wav sound driver worked
well, but in my humble opinion.... it does not.

On the up side, the new improved frame rate in FLY.EXE is totally awesome.
WOW.  My experimental aircraft now has a top end of about 800 mph (which
previously could do only about 675.  Low altitude flight is breath-taking.
:D

However, the new sound driver being as messed as it is I resorted to
installing the older WWII FLY.EXE again. :-(

Now with the above in mind I have the following request...

    Could you please, please, please, upload a new version of FLY.EXE with
all the improvements you have made to date, but with the sound routine as it
was in the WWII FLY.EXE.  That is, no improvement in sound over WWII
FLY.EXE.

     This would give us all the benifits of the new upgrades to FLY.EXE,
without the degrade to the playing of all the WAV files.  Even if the engine
sound is not fixed, I believe this is a far superior trade off.

Also, could you please tell me if there is any problem using the WWII
FLY.EXE with the new WORLD & COCKPIT files also included in the upgrade?

I want to thank you again very much for the FST upgrade and your continued
support to the product.  I am sure that if you can upload a new version of
FLY.EXE as mentioned above, you will be saving yourself a lot of typing;
answering questions from frustrated users... and the upgrade will also be
much better received.

I would like to underscore the point that all my observations concerning FST
come from the viewpoint of a positive user who is delighted with the product
and who wishes its audience to grow and grow.

Could you please respond to these questions Bryan?
Thanks.

Regards,

Mic.  


  



Subj:  FST new FLY.EXE & sounds         Section: 
From:  Michael J Healey         75573,333      # 543298, * No Replies * 
  To:  Domark Software          73472,3113     Date: 27-Apr-95 23:57   

Bryan,

What are you planning to do about the outdated upgrade for FST currently in
LIB10?  Also, have been waiting for a response from you concerning the
message I sent to you last Saturday....copy below:


Subj:  FST new FLY.EXE & sounds         Section: 
From:  Michael J Healey         75573,333      # 540463, * No Replies * 
  To:  Domark Software          73472,3113     Date: 22-Apr-95 03:59   

Dear Bryan,

Thank you very much for uploading the super new upgrade to FST.  However, I
would like to report the following concerning the new sound driver.

First I ripped out my SB16 MCD ASP card and changed its jumper from the
default of IRQ5 to the old soundblaster IRQ of IRQ7.  Then ran the SB16
DIAGNOSE program and resetup the sound drivers, etc.

Next entered FST.

START.WAV played but now a a "rapid clicking or popping sound" in the
background.  START.WAV was cut off before completion.

When engine sound is turned on JET.WAV plays but sounds nothing like what
the WAV is.  

When any other sound is played, GEAR, LAND, CANNON, etc., these previously
clean playing WAV files are polluted, degraded by the clicking, rapid
popping sound also coming out the channel in the background.  Now this is
the case with engine sound ON or OFF.  ENGINE ON or OFF.

The clicking/rapid popping is much lower in the audio vol. level than the
WAV sound but very audible and a bad thing.

I ALSO OBSERVED THE EXACT SAME RESULT WHEN I RIPPED MY SB16 OUT OF MY
SUSTEM, DUMPED BACK IN MY OLD SOUNDBLASTER (standard) CARD, AND RERUN THE
SAME TESTS.

Actually, the sounds were less clear with the old standard Soundblaster,
than with the SB16.

Previously we had a bugged engine sound (made acceptable by my alternative
JET.WAV sound) and FLY.EXE that would play non-engine WAV files perfect, and
with great clarity.  Now we have an engine sound which sounds nothing like
what the WAV is and a definite, and serious degrade of the playing of all
the other great sounds...:-(

Additionally, having only IRQ7 supported is a pain for users to deal with.
In essence they have to: pull the card, change the jumper, reset the driver
software, and change the sound configuration for most of their other
software.  It would be worth it if the new multi-wav sound driver worked
well, but in my humble opinion.... it does not.

On the up side, the new improved frame rate in FLY.EXE is totally awesome.
WOW.  My experimental aircraft now has a top end of about 800 mph (which
previously could do only about 675.  Low altitude flight is breath-taking.
:D

However, the new sound driver being as messed as it is I resorted to
installing the older WWII FLY.EXE again. :-(

Now with the above in mind I have the following request...

    Could you please, please, please, upload a new version of FLY.EXE with
all the improvements you have made to date, but with the sound routine as it
was in the WWII FLY.EXE.  That is, no improvement in sound over WWII
FLY.EXE.

     This would give us all the benifits of the new upgrades to FLY.EXE,
without the degrade to the playing of all the WAV files.  Even if the engine
sound is not fixed, I believe this is a far superior trade off.

Also, could you please tell me if there is any problem using the WWII
FLY.EXE with the new WORLD & COCKPIT files also included in the upgrade?

I want to thank you again very much for the FST upgrade and your continued
support to the product.  I am sure that if you can upload a new version of
FLY.EXE as mentioned above, you will be saving yourself a lot of typing;
answering questions from frustrated users... and the upgrade will also be
much better received.

I would like to underscore the point that all my observations concerning FST
come from the viewpoint of a positive user who is delighted with the product
and who wishes its audience to grow and grow.

Could you please respond to these questions Bryan?
Thanks.

Regards,

Mic.  


  



Subj:  FST new FLY.EXE & sounds         Section: Other Flight Sims
From:  Domark Software          73472,3113     # 543328, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 28-Apr-95 02:19   

     >>Could you please, please, please, upload a new version of FLY.EXE
with
all the improvements you have made to date, but with the sound routine as it
was in the WWII FLY.EXE.  That is, no improvement in sound over WWII
FLY.EXE.<<

     The programmers at SIMIS are aware of the situation, and will try to
rectify the situation with the sound drivers as soon as they can.  However,
they're currently working 18 hours a day trying to get their latest projects
in order.

     I uploaded the BETA upgrade with the sound driver disclaimer because we
knew there was a problem.  We'll try to fix it when we can, but please don't
get upset when we can't immediately dedicate time to addressing a problem on
a "freebie" upgrade for a discontinued product.

     Bryan Walker 



Subj:  Stunt Island Sound               Section: Other Flight Sims
From:  George Watson            71360,2455     # 543308, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 28-Apr-95 00:25   

 >>
 Yes, and you must have the version of FLY.EXE that the particular sim was
created in for correct performance as designed (although other versions
MIGHT work.  Currently there are three versions of FLY.EXE that I know of.
Two came with FST and one version is in the forum within FSTUPGRD.ZIP.<<

 Yes and I think the first is in that FUN with FST file.

 >>o... you will be essentially learning 6 programs: 5 windows editors and
the sim itself.<<
 I was playing with the new world exe and cockpit exe in the upgrade package
which you can run from windows with out the rest of the FST. Cool.

 One thing is that there seems to be no way for the stand alone dos sim end
user to switch between planes that the designer of the sim puts in. Maybe I
can do it with the world.exe in the upgrade. There should be some utility
for that  besides the world.exe. Also I have been able to load the low res
cockpits into paint shop pro and resize them to make it work for 1024*640. I
can probably use the cockpit.exe in the upgrade running direct from windows
to move anything that doesn't line up. One of the sims one the board here
really freaked when I did that but another did fine.

 >>However, the reward is great as you can build or replicate your world, or
any other place you like. You can do real world navigation by putting in
VORs and NDBs.  Here's a little sample as to what I have been up to
lately.<< Ireally like the haze and the rolling scenery. Much better than
FS5 if it only had texture mapping!  That would make FST the killer app IF
more people knew about it and understood it. I have been on this forum for
over a year now and just learned that there are at least four free flight
sims that you can download from the forum: the fun with FST one, the WWI ,
The lander( which I can never make do anything except free fall, and the
canyon.

 Yuo should post some messages in the scenry design section and under the
FS5.1 upgrade thread and say that all those people waiting for FS5.1 and its
haze feature can experience haze RIGHT NOW in the fun with FST file and
others. That would get the interest up.

 Right  now I just wish some one would make just a hilly obsticle course
laden sim with a nice smooth fast flying jet for just hauling @#$? over the
low hills and such. Also a Dirigle only sim would be cool where you had to
ram the other dirigles to take them out ( is there a way to do that without
killing your own ship without turning it into a brick? (I read the tutor
doc). All Airships nothing else. Or maybe allow only bombs which would need
to be dropped on the other airships. It would become a race for altitude and
aim.

 >>In the summer I do a lot of sailing, and when I go sailing I like to go
to a beautiful place called Block Island, located off the southern coast of
New England.  So I made Block Island in one corner of my current sim world. 
A week a go I spent six hours creating the National Hotel, an actual hotel
on Block Island, with FST's shape editor.  Now, the historic National Hotel
is in my sim!<<

 I wish the world editor would allow you to load a bitmap as a background in
the world editor window and then you could design your world over it. Then
you could load a space or aerial shot of a city and do a good out line. (
Then if only FST would texture map the photo over the rolling terrian. That
would be awesome! )THe frame rate I get is consistently 25 only even I res
so there is plenty of room for a frame rate hit with texture mapping. It
would wipe out FS5.1 overnite. You know over there everyone has been making
excuses for why those guys  haven't been able to come out with a plane
designer or scenery designer and frankly I don't understand it cause FS has
consistently been a top selling program so its not like they don't have the
money to hire more programmers. Especially since it only runs in 640*480.
FST will run in 1024*640!

 SOME BODY ADD TEXTURE MAPPING to FST . PLEASE!

 >>One of the things FST does best are explosions.  Where other sims simply
remove the object and give you a bit-mapped fire ball, in FST the actual
object, made of many polygons blows aparted into its individual polys and
falls to the ground, it looks awsome.<<
 Yes this is great in the sims I have downloaded . I only wish when you wipe
out that if you are in chase plane view the view would let you enjoy your
explosion a little longer before putting you back in a new plane on the
runway. Although having pieces of your old plane rain down on the runway in
front of you is kinda cool<G>.

 >>You should be able to run FLY -V if you have a vesa 1.2 compatible video
card,<<
 Been running -s2 with the new fly.exe in the upgrade . cool. I have a S#
card (#9 GXEPRO64) but for some reason now the AA missles no longer lock on
in the Fun with FST sim.

 >> The error you spoke of is because the sim you were trying to run has a
low res dash<<
 Yep, the fly exe should be able to choose an appropriate dash based on the
mode you select. Resized the dash in a graphics program.

 Gonna try flying the CANYON sim someone made now. Just downloaded it.
Someone make an airship battle sim!

 Later,

 George 



Subj:  FST shapes fly for real          Section: Other Flight Sims
From:  MARK "ENDO" ESTEPHANIAN  73607,3565     # 543304, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 28-Apr-95 00:16   

Yep and fun too! I heard somewhere that a hi-res hape viewer is availible as
a add on program somebody wrote. This would really make the airplanes stand
out.

Make sure to add plently of nose weight! Blackjack seems to fly the best so
far...F16 is unstable...guess I have to add a fly by wire system :-)

Mark 



Subj:  FST new FLY.EXE & sounds         Section: 
From:  Michael J Healey         75573,333      # 544262, * No Replies * 
  To:  Domark Software          73472,3113     Date: 29-Apr-95 23:25   

Hi Bryan,

>>We'll try to fix it when we can, but please don't get upset when we can't
immediately dedicate time to addressing a problem on a "freebie" upgrade for
a discontinued product.<<

Right. I understand completely.  But don't be surpised if you observe a
reverse ground swell of interest concerning FST.  As you can see from recent
posts, many users are just now finding out about how great FST is!  Perhaps
DOMARK should reconsider a brighter future for FST as it is undoubtly the
greatest program of its type ever created (even with its shortcoming) and I
think it will remain untouchable for a very long.

Again... thanks for your help Bryan, although I may be a bit of a pain, I do
appreciate everything DOMARK and yourself have done for FST, just wish the
wheel of software production and attention spun a little bit slower if you
know what I mean.

Kind Regards,

Mic. 
 



Subj:  What's new in User Group         Section: Other Flight Sims
From:  Steve Harding            100112,2341    # 545133, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 01-May-95 18:36   

Hi Mic,
	User groups still chugging along regardless of no support for know
bugs :(  We are still sharing sims/objects etc amongst one another. Rob (the
guy who helps me run the group) and myself are just finishing a sim for a PC
mag over here, some other long term projects by members are nearly finished.
The membership level has dropped somewhat due mainly to the fact that the
programme is now classed as "old hat" and the fact the bugs have never been
ironed out, but in saying that there seems to be a bit of a revival with FST
over here (UK). The amount of registration cards over the last month seems
to be growing and growing. The group has been actively spreading the word on
how good the programme is, and its suprising how many FS people have never
heard of FST!!

I just wish that Domark/Smis would fix the Long/Lat bug (amongst others) as
this is stopping me from knockiing up some decent "real" terrain. I've had
lots of requests from FS4/5 users to show them a decent civil simulation
with "real" terrain, they say that until they can fly over "real" terrain
they will not bother with the package, even though they admit that FST could
have been the best thing since sliced bread (providing the bugs were fixed).
I feel that Domark/Smis has missed a very big pay packet by not fixing the
bugs and selling "real" terrain. Hopefully they will see the error of their
ways and bring out FST 2.0. 

I've seen the beating you've been giving Bryan over FST, you'll have to give
him a break once in a while, he's only a small cog in a big machine :)


Steve

ps 

the "real" terrain repeated through the message is hint to Bryan! :-)) 



Subj:  Fst woes                         Section: 
From:  Michael J Healey         75573,333      # 548525, * No Replies * 
  To:  MARK "ENDO" ESTEPHANIAN  73607,3565     Date: 08-May-95 00:46   

Hi Mark:

DO NOT USE THE TOOLS IN THE PATCH ON ANYTHING YOU HAVE BEEN WORKING ON.  The
new world.exe will wreck your sim.  Additionally, new world files only run
with ver. 3.   See some messages I have already posted listed below:

ATTENTION ALL FSTers.

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

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

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

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

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

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

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

Regards,

Mic.    



Subj:  FST upgrade WARNING!!!           Section: Other Flight Sims
From:  Michael J Healey         75573,333
  To:  ALL FSTers                              Date: 10-May-95 00:16   

ATTENTION ALL FSTers.

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

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

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

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

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

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

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

Regards,

Mic.    



Subject: FST Help
Date:    14-Jun-95 at 01:40   
From:    Urs Wildermuth, 100040,307

TO: Michael J Healey,75573,333
   

Michael,

sorry, do not know about user group in UK as I am sitting in Switzerland.
The california data was done by a friend of mine, Mike Woodley, and used to
be in the FS Forum. If it is no longer there, contact him.73060,207...

Many thanks, I'll keep trying.....


Urs


  



Subj:  Fst                              Section: Other Flight Sims
From:  Donald E. Warren         74147,306      # 579489, * No Replies * 
  To:  anyone                                  Date: 23-Jun-95 18:29   

Hi all, I have a problem.  In FST, I can't get my cockpit to work.  Well,
the question i guess is what files do I need to have( copy in my plane) for
the cockpit. Bitmaps and all.  Thanks 



Subj:  FST Help                         Section: 
From:  Michael J Healey         75573,333      # 580414, * No Replies * 
  To:  Donald E. Warren         74147,306      Date: 24-Jun-95 21:45   

Hi Donald,

And welcome to the exclusive club of FST users.  To make your cockpit work
you must first have designed one in the cockpit editor.  The background PCX
must be in the same resolution as the sim you are running in.  For example,
if you are running is 640 x 480 you will need a 640 x 480 gif.  Several are
supplied with the FST CD, or you can make your own.

You will also need the following files.

a *.FMD file which is for the flight model.
a *.FGD file which is the cockpit gauge file overlay created in the
	cockpit editor.

The cockpit file must be tied to the aircraft in the World Editor.
Select the aircraft, which should be defined as the player.  Go up to the
Object Properties Menu and access it.  From there click on the properties
button.  This is where you will tie the cockpit and flight model you created
on chose to use in the sim to your aircraft you wish to fly.

See page 20 of your manual for additional details.

Remember to download the tutorials in Libary 10 and do them before you start
any serious sim in FST.  The one by Ruth Mackie, FSTTUT01.ZIP is excellent
and a must for any beginner.

I hope my info. is of help to you and I hope you will continue to be active
in FST, as well as this section of the FS Forum.  It takes about two months
to get a good handle on and years to truely master.  I know you'll have lots
of fun if you are a creative type and we here in quiet little SEC. 10 (the
FST hot spot) are always willing to help.

FST, THE BEST KEPT SECRET IN THE FLIGHT SIMING COMMUNITY
   -UNFORTUNATELY-    :(

Regards,

Mic.  



Subj:  New FST Gifs in Lib 10.          Section: 
From:  Michael J Healey         75573,333      # 580394, * No Replies * 
  To:  All MS5 FSers                           Date: 24-Jun-95 21:14   

Hello all Flight Simulator Fans,

You may wish to take a peek at the following new GIFs to be posted in a day
or so to Library 10.  There are four, they are as follows:

BIAIRB.GIF:   Shows an airbase on Block Island, RI.  Notice the crisp
	      clean graphics and detailed polygon objects.  All created
	      in a user friendly, relatively "easy" graphical interface
	      far superior and easier to use than the laborious code toad
	      scenery designers currently available for MS5.

BIHARB.GIF:   Shows Block Island old harbor area done in FST, not yet
	      complete but with some nice objects including a ferry boat,
	      historic existing old New England style hotel, dock, and
	      several other objects.  Flying over detailed scenery
	      like this in FST still give 14 FPS on a 486DX2-66!

FS5FST.GIF:   Of high interest to MS FLight Simulator fans... Show how
	      a Cessna Dash from MS5 can be modified to be used in FST
	      giving the best of both worlds.  Even includes a dash
	      photo head shot of beautiful Dana Delaney.  Now that's 
	      fly'in <g>.

MONTHA.GIF:   Demonstates the beautiful haze ability of FST.  Shot is
	      of an experimental aircraft at angels 12 over some rugged
	      mountains with a valley floor far below.  Looks good and
	      frame rate in scenery like this is above 20 frames per
	      second, again on a 486-66.


Check back if you don't find these right away as I am uploading them
directly after writing this and and may take a day or two before they appear
in the library.

Hope you find these of intest.  Especially uploaded for those frustrated by
MS FS5 bad frame rate.

Also uploaded for you hard working MS scenery designers.  For all the effort
you put into your scenery... what you could have accomplished in FST would
be totally mind boggling   (its not to late <g>).

Regards,

Mic.     



Subj:  FST WON'T RUN!                   Section: Other Flight Sims
From:  Domark Software          73472,3113     # 581553, * No Replies * 
  To:  HUGO                     102435,1350    Date: 26-Jun-95 16:13   

     Unfortunately, Diamond packaged that version of FST with the 1mb
Stealth 64 without checking with us.  The TOPGUN and Midway scenarios are
set up with 1024x768 cockpit bitmaps.  You'll need a 2mb Stealth 64, or
modify the scenario with a 640x480 cockpit using the FST World Editor.  (The
Stealth 64 driver needs 2MB to run the 800x600 and 1024x768 resolutions.)  

     (To run FST using the Stealth 64 drivers in 640x480, type FLY -S0.)

     I'm sorry about the mix-up.  Please feel free to let me know if you
have any other questions.

     Bryan   



Subj:  FST WON'T RUN!                   Section: Other Flight Sims
From:  Domark Software          73472,3113     # 581553, * No Replies * 
  To:  HUGO                     102435,1350    Date: 26-Jun-95 16:13   

     Unfortunately, Diamond packaged that version of FST with the 1mb
Stealth 64 without checking with us.  The TOPGUN and Midway scenarios are
set up with 1024x768 cockpit bitmaps.  You'll need a 2mb Stealth 64, or
modify the scenario with a 640x480 cockpit using the FST World Editor.  (The
Stealth 64 driver needs 2MB to run the 800x600 and 1024x768 resolutions.)  

     (To run FST using the Stealth 64 drivers in 640x480, type FLY -S0.)

     I'm sorry about the mix-up.  Please feel free to let me know if you
have any other questions.

     Bryan   



Subj:  NEW IN OTHER SIMS LIB!           Section: Other Flight Sims
From:  Gunner/Ass't Sysop       72737,1636     # 581145, * No Replies * 
  To:  ALL                                     Date: 26-Jun-95 01:09   

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

[75573,333] MONTHA.GIF GIF,  Bytes:    18720,  25-Jun-95 

  Title   : FST: Screen Shot Showing Haze Effect (GIF) 
  Keywords: FST FLIGHT SIM TOOLKIT SIMULATOR HAZE MOUNTAINS GIF 

  Beautiful GIF shows an experimental jet aircraft built in FST at angels 12
  over some rugged mountain terrain. In the distance is a valley covered by 
  thin haze. Those who have seen the haze in FS5.1 will be interested in 
  comparing how the two engines have handed this. A GIF viewer is required. 
  Uploaded by Michael J. Healey. 

[75573,333] FS5FST.GIF GIF,  Bytes:    57741, 25-Jun-95 

  Title   : FST: A Modified FS5 Cessna Panel (GIF) 
  Keywords: FST FLIGHT SIM TOOLKIT SCENERY FS5 PANEL GIF 

  Very interesting GIF shows a FS5 Cessna panel modified and used in a
Flight 
  Sim Toolkit Sim. See the best of both worlds using MS's panel and FST's 
  beautiful and fast frame rate graphic engine. Also in the panel is a snap-
  shot of beautiful Dana Delaney. A GIF viewer is required. Download and 
  enjoy. Uploaded by Michael J. Healey. 

[75573,333] BIHARB.GIF GIF,  Bytes:    13531,  25-Jun-95 

  Title   : FST: Shows Block Island Old Harbor (GIF) 
  Keywords: FST FLIGHT SIM TOOLKIT SCENERY GIF 

  Beautiful GIF shows Old Harbor on beautiful Block Island. Includes a view 
  of the National Hotel, along with ferry, and other FST creations. A GIF 
  viewer is required. Uploaded by Michael J. Healey. 

[75573,333] BIAIRB.GIF GIF,  Bytes:    11404, 25-Jun-95 

  Title   : FST: Imaginary Airbase on Block Island, RI (GIF) 
  Keywords: FST FLIGHT SIM TOOLKIT SCENERY GIF 

  Interesting GIF shows a FST airbase along with experimental jet aircraft. 
  Illustrates how nice FST scenery looks. Download and take a peek. A GIF 
  viewer is required. Uploaded by Michael J. Healey. 

 



Subj:  New FST                          Section: Other Flight Sims
From:  Domark Software          73472,3113     # 581112, * No Replies * 
  To:  Chuck  Dome              72723,734      Date: 26-Jun-95 00:21   

     FST has, alas, reached the end of its product run with the 1.1 update
we released a few months ago.  Though there may be an FST 2.0 some down down
the road, it's rather unlikely at this point.  It was a fairly successful
product for Domark, but we've decided to focus more on standalone products
than constructions sets with a limited market.  This depresses me
personally, because I really like the product and felt that it didn't reach
its potential market.

     Bryan 



Subj:  NEW IN OTHER SIMS LIB!           Section: Other Flight Sims
From:  Gunner/Ass't Sysop       72737,1636     # 581145, * No Replies * 
  To:  ALL                                     Date: 26-Jun-95 01:09   

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

[75573,333] MONTHA.GIF GIF,  Bytes:    18720,  25-Jun-95 

  Title   : FST: Screen Shot Showing Haze Effect (GIF) 
  Keywords: FST FLIGHT SIM TOOLKIT SIMULATOR HAZE MOUNTAINS GIF 

  Beautiful GIF shows an experimental jet aircraft built in FST at angels 12
  over some rugged mountain terrain. In the distance is a valley covered by 
  thin haze. Those who have seen the haze in FS5.1 will be interested in 
  comparing how the two engines have handed this. A GIF viewer is required. 
  Uploaded by Michael J. Healey. 

[75573,333] FS5FST.GIF GIF,  Bytes:    57741, 25-Jun-95 

  Title   : FST: A Modified FS5 Cessna Panel (GIF) 
  Keywords: FST FLIGHT SIM TOOLKIT SCENERY FS5 PANEL GIF 

  Very interesting GIF shows a FS5 Cessna panel modified and used in a
Flight 
  Sim Toolkit Sim. See the best of both worlds using MS's panel and FST's 
  beautiful and fast frame rate graphic engine. Also in the panel is a snap-
  shot of beautiful Dana Delaney. A GIF viewer is required. Download and 
  enjoy. Uploaded by Michael J. Healey. 

[75573,333] BIHARB.GIF GIF,  Bytes:    13531,  25-Jun-95 

  Title   : FST: Shows Block Island Old Harbor (GIF) 
  Keywords: FST FLIGHT SIM TOOLKIT SCENERY GIF 

  Beautiful GIF shows Old Harbor on beautiful Block Island. Includes a view 
  of the National Hotel, along with ferry, and other FST creations. A GIF 
  viewer is required. Uploaded by Michael J. Healey. 

[75573,333] BIAIRB.GIF GIF,  Bytes:    11404, 25-Jun-95 

  Title   : FST: Imaginary Airbase on Block Island, RI (GIF) 
  Keywords: FST FLIGHT SIM TOOLKIT SCENERY GIF 

  Interesting GIF shows a FST airbase along with experimental jet aircraft. 
  Illustrates how nice FST scenery looks. Download and take a peek. A GIF 
  viewer is required. Uploaded by Michael J. Healey. 

 



Subj:  New FST                          Section: Other Flight Sims
From:  Domark Software          73472,3113     # 581112, * No Replies * 
  To:  Chuck  Dome              72723,734      Date: 26-Jun-95 00:21   

     FST has, alas, reached the end of its product run with the 1.1 update
we released a few months ago.  Though there may be an FST 2.0 some down down
the road, it's rather unlikely at this point.  It was a fairly successful
product for Domark, but we've decided to focus more on standalone products
than constructions sets with a limited market.  This depresses me
personally, because I really like the product and felt that it didn't reach
its potential market.

     Bryan 



Subject: FST
Date:    10-Jul-95 at 17:21   
From:    Michael  L. Brummitt, 102422,3034

TO: MICHAEL J HEALEY,75573,333
   

Michael,

I saw your postings of the GIF files in The Flight Simulation Forum. I just
recently purchased FST and have not had the chance to do much designing with
it thus far. 

Do you know of any sources for Flight models for FST?

I am interested in trying out some new planes.

Mike Brummitt 



Subject: FST upgrade WARNING!!!
Date:    22-Jul-95 at 07:47   
From:    George Watson, 71360,2455

TO: Michael J Healey,75573,333
   

The following message has scrolled from Flight Simulation Forum.

 #: 597194 S10/Other Flight Sims
    17-Jul-95 20:23:23
Sb: FST upgrade WARNING!!!
Fm: George Watson [71360,2455]
To: Michael J Healey [75573,333]

 - Reply to message #541907 (already scrolled)

Micheal,
 some time ago you suggested that people not use the World.exe and new
Fly.exe posted on this board because of problems.

 I just bought FST and was thinking of using these upgrades.

 Have the problems been corrected?

 Should I use the new versions?
 thanks,
 George 



Subject: FST
Date:    23-Jul-95 at 22:15   
From:    Michael J Healey, 75573,333

TO: Michael  L. Brummitt,102422,3034
   

Hi Mike,

Many are in LIB 10 in the FS forum.  You should get all that good stuff that
Bryan Walker from Domark uploaded.  Additionally, the WWII FST add on disk
is a must have, since it upgrades the important EXE files.  It also has some
additional flight models.

I will be uploading some new models to LIB 10 in the fall but this time of
year spend more time sailing than typing <g>.

Sorry so late on your reply but have been off line, at sea for a couple of
weeks.

Hope this helps.

Mic.  



Subj:  FST Help Avail. for YOU.         Section: 
From:  Michael J Healey         75573,333      # 602661, * No Replies * 
  To:  ALL FSTers                              Date: 24-Jul-95 19:04   

Well Hello,

Perhaps you are a new FSTers and have some questions, or perhaps you've
downloaded some of our great GIFs. and PCXs in LIB10 and have a comment or
two.

Sec. 10 is the internationally CIS recognized hang out spot for the FST
faithful.  To date, NO PROGRAM has given us such power and control to create
you own world or sim as FST.   Additionally, one of the nicest things about
FST and CIS is you can easily share you work.  Its a great way to contribute
to the forum and keep FST going.  Additionally its just plain fun to see how
many folks have downloaded your creation <g>.

So if your a Newbee or a Pro, your most welcome here so please contribute. 
Drop a line here in SEC 10 and let us know what ya' up to.  

FST: THE BEST AND MOST POWERFUL PROGRAM AVAILABLE TO CREATE YOUR WORLD.


All the Best.  Hope your having a really great summer.

Mic.  



Subject: PCX to FTD file converter for FST
Date:    24-Jul-95 at 18:38   
From:    Michael J Healey, 75573,333

TO: Domark Software,73472,3113
   

Hi Bryan,

How've ya been? Fine I hope.     As you can guess I'm still trying to keep
FST alive in LIB 10 of the FS forum.  I hope you can help...

Several members and myself would just kill to have that PCX to FTD (terrain
Data file) converter that Domark has and used for some of the terrain files
in several of the FST sims.

Is there any way we can get a copy?  I would certainly be willing to buy a
copy from you.   I promise not to bug you with any tech questions about it. 
Really, I promise <g>.

In return I will be uploading some of my file conversions to the FS forum.
This I hope will have two benifits.  (1): Keep the FST cadre alive and well.
(2): Attract some interest from those real world flying enthuiast in Sec. 2
of the FS forum and bring them over to try FST.

Now I know FST is not a hot item for you guys right now, but wouldn't a
primed and waiting core market be worth having in the hole if you ever go
ahead with FST II.   

Hope you can help us out here Bryan.  Also hope you are having a great
summer.

Kind Regards,

Mic.  



Subject: Reply to: FST upgrade WARNING!!!
Date:    24-Jul-95 at 20:03   
From:    GEORGE F WATSON, 71360,2455

TO: Michael J Healey,75573,333
   

Thank you for the reply RE FST.

 I may ask you to send me the 3 new EXE's for WWII if you can as I have not
been able to find WWII. I have been looking at all the local clearance bins
with no luck.

 You know it is ironic that at the time that the biggest market group (MS FS)
is looking to simulation creation tools (FS scenery designer and aircraft
designer)to sell because the buyers want them , the best simulation tool yet
made is going off the market.


 thanks,
 george




Subject: PCX to FTD file converter for FST
Date:    24-Jul-95 at 20:40   
From:    Bryan Walker, 73472,3113

TO: Michael J Healey,75573,333
   


     >>Is there any way we can get a copy?  I would certainly be willing to 
buy
a copy from you.   I promise not to bug you with any tech questions about
it.  Really, I promise <g>.<<

     Umm, no. 

     The PCX to FST is difficult enough to use in-house, and would be 
virtually impossible to use outside.  (Much like our texture-mapping tools 
we use on the newer versions of the Shape Editor.)  Plus, I've been around 
enough to know that no matter how impassioned the promise, programs like 
this ALWAYS get out to the public at large, and our Tech Support guys 
ALWAYS get swamped with calls for utilities they know nothing about.  

     I'm certain that you'll feel inclined to ask again, but I have to say 
that we won't be releasing any of our current development tools to the 
public.  (For reasons that you'll find out in a few months...)  
Unfortunately, that has to be my final word.

     Hope this doesn't piss you off too bad...  If there's anything ELSE I 
can do for you, please lemme know!

     Bryan




Subject: PCX to FTD file converter for FST
Date:    25-Jul-95 at 01:12   
From:    Michael J Healey, 75573,333

TO: Bryan Walker,73472,3113
   

Hi Bryan,

Thanks for the response. I understand where you're at with the development
tools and all, but thought it would be worth a try...

((For reasons that you'll find out in a few months...) 
I hope this means what I think it does.:)

All the Best.

Mic.

P.S. If your ever in New England feel free to give me a call at
401-232-5529, I'll buy ya'dinner or take you out for a sail on my boat (if
she's in the water when your here).  See, I'm not even pissed <VBG> 



Subj:  FST Help Avail. for YOU.         Section: 
From:  Michael J Healey         75573,333      # 604192, * No Replies * 
  To:  Joe Reilly               74511,3347     Date: 26-Jul-95 19:03   

Hi Joe,

Very nice to here from you.   

>>I keep coming back to it.<<
Ah yes,  I find this also very very true.  Even though I had quite a bit of
fun with the new FS5.1CD, when all was said and done there's not much to do
but fly, instument or visual.  Once you've seen the FS world, a flat
bitmapped place with poly mountains bolted onto it, well its really not all
that interesting where-ever you go.

In contrast in FST there's always Sooooooooooooooooooooooooo much to do.
Whether you want to spend your time building a new terrain to fly over,
design a new jet, build some neat shapes, or mess with a new cockpit as I
have been doing lately....

I often get quite the kick at how closely every new code-toad type project
for FS gets attention; like some new panel for the Lear or a little blob of
scenery someone has hacked.  Yet, if they were using FST pretty much anyone
who wanted to give it a little effort could make a panel.  Ditto with
scenery which is awfully darn complicated to create for FS5; even with the
newest creation tools (like AIRPORT - not to mention its in French!)

Well I tended to babble on a bit here, but are glad you have FST and are
part of the loyal cadre.

I'm currently working on a new dash for FST:

Wing Commander - Privateer Cockpit - for use in FST.  This is created from a
nice promotional gif located in the Origin section - Thanks Origin <VBG>.  I
have reworked the art, reducing it to 16 colors and boosted the res. to 640
x 480. I will be uploading a screen shot of it soon followed by the dash
itself.  

Even Seen my MS Cessna Dash for FST?

Stay tuned.

Kind Regards,

Mic.  



Subj:  FST Help Avail. for YOU.         Section: Other Flight Sims
From:  Joe Reilly               74511,3347     # 603832, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 26-Jul-95 10:29   

	Yes...though FST is still bug-ridden, I keep coming back to it. 
I'll be sure to throw in my two cents on any questions, though.  Also, be it
known that I am boycotting Confirmed Kill until they patch FST !   



Subj:  Elite Cobra MkIV for FST         Section: 
From:  Michael J Healey         75573,333      # 605168, * No Replies * 
  To:  All FSTers                              Date: 27-Jul-95 23:26   

If your a fan of Elite space games like Elite, Elite Plus, Frontier, and
Frontier First Encounters you'll love this.

Coming Soon to Lib10:

Elite style design Cobra Mark IV...shape (similar to Mk III but bigger). 
Made for FST.  Upload will include shape for spacecraft and spacecraft with
undercarriage in two FSD files.  Look for promotional gif to uploaded in a
few days.

Regards,
Mic.  



Subj:  PVDASH.GIF                       Section: 
From:  Gunner/Ass't Sysop       72737,1636     # 606021, * No Replies * 
  To:  Michael J. Healey        75573,333      Date: 29-Jul-95 03:22   

Hi Michael,

I guess I'm not sure about the subject file. Your description says it was
created from a promotional PCX by Origin. Did they give you permission to
modify and upload the panel? While I feel sure they wouldn't object to the
screen shot being uploaded here or anywhere else, I'm wondering if we don't
need their permission prior to placing it in the public library after being
modified?

I'll keep the file in the holding area for a few days until I hear back from
you.

Thanks for the upload!

Gunner  



Subj:  FST questions                    Section: Other Flight Sims
From:  Scott e. Peckham         102560,1527    # 607188, * No Replies * 
  To:  Bryan Walker                            Date: 30-Jul-95 23:04   

Bryan,
	      I have a couple of questions about FST upgrade
	      First, I have a DX2-66 with a cirrus 542x video card,  the  -v
	      switch causes my machine to lock up, but the VGA mode works
	      fine, any ideas
	      second, is the cockpit in the FST manual on page 67 available
	       also is the F117 on the back of the box available
	      third, could you explain Select Parent,child etc.

									
Thanks    Scott 



Subj:  FST                              Section: 
From:  Michael J Healey         75573,333      # 608546, * No Replies * 
  To:  Steve Harding            100112,2341    Date: 01-Aug-95 18:03   

Hi Steve,

How have you been. Well I hope.  I am located in Rhode Island in the U.S. 
From your CIS# I bet your in England somewhere.  England is big with me
since I have an English Westerly sailboat, somewhat of an oddity in the U.S.
and love it.

>>Keep spreading the word on FST!! 

Yes, at times I feel like I'm a small voice in the wilderness, but I keep at
it.  By the time you read this you'll probably have received the big engine
sound news...  I've been trying to solve that prob. for a long long time as
ya'know.

Lately have been trying to get the following sounds to work but have had
little luck.  Perhaps you or your FST Users Group has some insight into the
following:

*DIE.WAV:  I have never hear this since when you crash EXPLO3.WAV plays

*PING.WAV: When does this play?

CLUNK.WAV: This plays when a bomb or torp is dropped.

*KLAX.WAV: Never hear it...Suppose to be general warning?

*SWITCH.WAV:  I really wanted this one to work.  Manual says
	      "Played when an in - cockpit switch is moved (i.e. brakes     
	  on/off)"
	       ....No it doesn't.

*STALL.WAV: Should be played when aircraft stalls...never hear it, even     
       when stall light on.

LOWWARN.WAV:  Played when within 200' of msl. and gear is up.

EJECT.WAV: Plays fine with CTRL+E.

*I'm really looking for info. on these.  Perhaps I'll ask Bryan if he 
doesn't read this and respond.

>>Any news from Bryan on a version 2????<<
Good Question :)

All the Best.

Mic.
  



Subj:  FST ENG. SND. FIXED!!!           Section: 
From:  Michael J Healey         75573,333      # 608525, * No Replies * 
  To:  ALL                                     Date: 01-Aug-95 17:28   

Hello all you FSTers.....

I have big news for you.

The playing of JET.WAV for engine sound in FST has been completely fixed for
SB16 ASP board owners.  This was achieved by CREATIVE LABS in the latest
version of the Soundblaster 16 upgrade patches.

The file is called SB16UP.EXE and is dated late July '95.  In this upgrade
to Soundblaster 16 software, the problems with the playing of the engine
sound in FST GO AWAY.  Low throttle settings as well as high throttle
setting play 99.99 percent perfect (not 100 as there is an almost inaudible
micro pause at some higher throttle settings between the wav recycle - but
believe me you can live with it.  Lower throttle settings which were soo
bugged now play super perfect!!!!!!!!!!!!!!!!!

This means you can now raid Lib4 for all those great alternate engine sounds
which are used in MSFS5. :)

NOTE: THE FIX APPLIES ONLY THE VER. 2 OF FLY.EXE, DATED JULY '94.  This is
Ver. 1.45 as seen by pressing Alt-T in the sim.  This is the FLY.EXE that
came as an upgrade in the FST WWII CD.  The fix does not happen for version
one and if you do not have version 1.45 you are still better using my
alterate jet.wav file located in this library.  Additionally, the beta
version 3 in this Library is totally messed and I do not reccommend you use
it, the sound patch does not work here either.  Just version 2.

SB16UP.EXE is located in the Creative Labs forum and is freeware.  So if you
love FST but hated the gaffed engine sound, and if you have a SB16 ASP card
(like me) your in luck and ya' problem is solved.
Thanks SoundBlaster!

   



Subj:  PVDASH.GIF                       Section: 
From:  Gunner/Ass't Sysop       72737,1636     # 608473, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 01-Aug-95 16:38   

Hi Michael,

 >> So whatever happens to that artwork  after its given to the public... as
long as its not used for profit in a  commerical piece of new software...
should be in the realm of "yeah, there's  no copywrite inf
ringement  <<

I'm afraid I can't agree with that statement. When you upload a file you
certify at the "Agree" prompt that you have the necessary rights from all
copyright holders involved to distribute the files in the upload.

I can't contact Origin on your behalf, this is purely between you and them.
I'll go ahead and cancel the upload and when/if you get permission from
them, please reupload it along with the necessary details.

Summer is going well, Andi is here with the twins and working on her ATP
(she's taking the checkride as I type this) and FE written. I rode with them
this a.m. on her final prep, first time since March of '87 I've had a
general aviation a/c strapped on. Lotta fun, expecially seeing what an
excellent pilot she has become.

Thanks again for your effort.

Gunner  



Subj:  FST questions                    Section: 
From:  Michael J Healey         75573,333      # 608304, * No Replies * 
  To:  Scott e. Peckham         102560,1527    Date: 01-Aug-95 12:34   

Hi Scott,

Thought I'd try to help ya' out here.

>>is the cockpit in the FST manual on page 67 available
	       also is the F117 on the back of the box available<<

Yes, it is located in the LIBRARY subdirectory of the FST-CD and is called
VGAF4.PCX.  Unfortunately this cockpit is only available in 320 x 200 VGA. 
There is not another version for  SVGA 640x480 so you'll have to scale it in
a paint program and resave it as a 16 color PCX if you wish to utilize it a
SVGA sim.  Also, the artwork will be a bit jaggy when its enlarge and so
will require some refinement if your handy with a paint program.  I can see
why you'd want to use that dash though as it is really nice... Perhaps Bryan
could throw us a little bone by uploading any additional dash panels he's
got still floating around the shop for FST :).

>>could you explain Select Parent,child etc.<<

Ho'Kay...

Us'in your shape editor aren't ya....

Each object can be viewed in several forms if you wish.  As a detailed
object up to any range you set (beyond that it will disappear), or as a
series of objects that change in detail the further away you get.

For example, lets say you make a house, complete with windows, trim, doors,
even window boxes.    This would be the "Parent Object".  You can set its
distance to whatever you like.  I usually choose a standard viewing distance
of 5000 meters or 5km.  Some really large objects like ships I set to 15km. 
However, by selecting "create new child" you can make a duplicate of the
object, within the same FSD file, then that object can be modified to a
simplier form by deleting polygons of detail which you will not be able to
see from a large distance.  For example you could get rid of the window
boxes and the windows and then have a structure that looks something like
this:

Parent:  House with full detail visible to 3km
Child1:  House with little detail visible to 5km

So you will see the parent to 3km and the child to 5km.  Got it.  Actually,
I seldom use children in my FSD objects but they can speed up your sim if
you world is super packed with stuff.  Additionally I have found that many
of the FSDs that come with FST are set to too low a visible distance, making
them invisible until you get almost on top of them.  For example this is
true with the Trawler.FSD  Here I have deleted all the children (which you
can do through the menu option "delete child" and boost the parent's visible
range to 10K lets say.  As I have mentioned this may, -may- slow down your
sim a bit if you have tons of objects being displayed in a particular area,
but I have not yet run into this problem.  Also, I believe once you are out
of the visual range of the object the sim is no longer slowed down by it as
it is not being displayed beyond its range.  So stay away from really huge
ranges... and keep the haze up a little.

>>I have a couple of questions about FST upgrade
First, I have a DX2-66 with a cirrus 542x video card,  the  -v          
switch causes my machine to lock up, but the VGA mode<<

I do not reccomend the ver3 upgrade in the lib.  This is a beta version and
has many problems.  You are far better with the version II upgrade released
with WWII FST.  The version3 beta in the library was NOT uploaded by Bryan,
even though there is a data doc. in it from him, and actually came from a
net site.  The doc also states many things about the current state of FST
which is not, as far as I know, true.
The technical stuff on your card is Bryan's turf for sure so can't help ya
out too much there.  You many wish to try using a vesa driver like Univbe5.1
avail. on CIS in shareware form. Search the forum after "GO VESA"

Hope this helps ya'out.

Regards,

Mic.
 



Subj:  PVDASH.GIF                       Section: 
From:  Michael J Healey         75573,333      # 608303, * No Replies * 
  To:  Gunner/Ass't Sysop       72737,1636     Date: 01-Aug-95 12:34   

Hi Gunner,

How have'ya been, well I hope.

>>Your description says it was created from a promotional PCX by Origin. Did
they give you permission to modify and upload the panel<<

Nope.  I figure since they uploaded it as a free download - it becomes a
piece of freeware artwork essentially.   So whatever happens to that artwork
after its given to the public... as long as its not used for profit in a
commerical piece of new software... should be in the realm of "yeah, there's
no copywrite infringement, but it sure pisses our designers off to see their
artwork being utilized in another product."  Thus, I am of the opinion that
if you do not ask you will not be denied.

So if you or the legal guys at CIS think I'm wrong feel free to contact
Origin, but I believe, like most companies they will deny its utilization
not on any legal copyright infringement grounds, but simply from the
standpoint that they get miffed to see their promo stuff at work in FST.

I know this is a gray area so whatever you and CIS decide is fine with me
with no hard feeling of course.  Hope you are having a pleasant summer
season and that your R.A. is not bugging ya too much.

All the Best.

Mic.   



Subj:  FST ENG. SND. FIXED!!!           Section: Other Flight Sims
From:  Joe Reilly               74511,3347     # 609042, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 02-Aug-95 11:18   

>>>The playing of JET.WAV for engine sound in FST has been completely
>>>fixed for SB16 ASP board owners.  This was achieved by CREATIVE >>>LABS
in the latest version of the Soundblaster 16 upgrade patches.

While you are on this topic, I would like to add (for Pro Audio Spectrum
card owners) that you can use your volume control TSR program  by pressing
ALT+K, and then adjusting the volume with CTRL+ALT+U or CTRL+ALT+D.  Press
ENTER  to resume the simulator.  



Subj:  FST UPGRADE PARTIAL FIX          Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 655962, * No Replies * 
  To:  ALL                                     Date: 04-Oct-95 20:45   

If anyone has downloaded the FST UPGRADE to FLY.EXE V1.52 and has noticed
the compass bug (turning through 90 degress the compass does a full 360)
here is a partial fix (I'm working on a full one but can't go into FLY.EXE
for copyright reasons)

NB: This does not fix the HUD heading tape, or a digital readout compass :(

The partial fix is done with the cockpit editor!
Select the compass dial and under the properties heading change the value
marked MAX to 1440

If you now takeoff heading North, turning right (starboard) the compass will
work right round to just past the South mark and give a correct heading.
when you turn further the compass then shoots past west and points North,
then East, and returns to North when you fly a true North heading. If you
take off and turn Left (port) the compass still acts strangely untill you've
turned past the South mark.

Hardly a brillaint fix, but it proves that the FLY.EXE isn't reading the
cockpit FGD file correctly. The above partial fix when used with a liberal
sprinkling of ADF's does allow correct navigation. (ADF's are NOT effected
by the bug)

If I can't come up with a cockpit FGD fix then we are as they say 'stuffed'.
Any feedback or alternative fixes will be welcomed with an electronic beer
:^/* HIC

Take it easy people.

Ray.
 



Subj:  FST Newstuff                     Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 664451, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 15-Oct-95 19:35   

Hi Michael,

>> I was told that doing this thing utilizing Domarks filed was a big
copyright infringement.  For a long time in the past FLY.EXE could not be
included in an uploaded sim I believe per DOMARK.<<

That is partly correct, you cannot sell FLY.EXE but as long as you point out
that the shareware charges are for the ORIGINAL stuff by the author you are
OK. This info came to me via Steve Harding who runs the FST USER GROUP in
the UK, and was from a message posted on the FSFORUM by Brian Walker of
Simis which stated simulations written with FST could be sold as shareware
as long as it was made clear they were written with FST.
The FLY.EXE updates are now available on MOST BBS's I've logged onto, so it
looks like as you say, they don't care anymore.

>>Well, perhaps they just don't care anymore.<<

They never did care. They won't fix bugs, they made promises about East West
plus a helicopter Sim then nothing happened. I have this in black and white
from Brian Walker himself. So even if push came to shove and they got
stroppy about the shareware it would be a double law suite. Breach of
contract is a lot more severe than copyright infringement, so I guess I
would be OK. Domark only marketed the product, and boy did they screw up in
a BIG way. Simis got miffed and took over and the rest is history. It's a
damned shame, if they had got it right and developed it like MS has with FS4
& 5 it would have been excellent. I still love it as it has the best
graphics engine I've ever seen.

It's shareware authors who promote products like FST and FS5 etc. Look at
all the great add ons that have come out. MS don't get all huffed when
authors distribute panel files etc as they know it broadens the products
useage. I even uploaded a free CAREWARE sim were all people have to do is
give a few bucks to a charity, and drop me a message on E-Mail giving
feedback on the Sim. Downloads 100+ messages 0 says it all. I'm seriously
thinking of pulling the plug on shareware, it stinks.

Anyway registration is 1.8% which only pays the phone bill and CIS charges.
Money it does not make, unlike DOOM, now there's a success story if ever
there was one! All I am trying to do is keep FST alive in the hope that
further development will take place. As editor of the News Letter, I am
damned if I'm going to promote Domark/Simis products and make a loss!
Break even fine, loss NO WAY!

Ah well, sorry to borrow your ears for so long!

Take Care, Best Regards, Ray Purvis.

PS I've posted private for obvious reasons :-) 



Subj:  FST Newstuff                     Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 665295, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 16-Oct-95 22:48   

Hi Michael,

>> did not get on CIS until  six months ago?  <<

Yip July this year, Love it, friends World Wide. (excluding BW at
Domark<GGG>)

>> Yup, it fixes the messed up engine, really<<

Thanks for that, must give it a try, like in about ten minutes!

>>     I myself have gone many many rounds with dear Brian Walker<<

The thing is he jumps out of the ring after round two! Answers first message
like yesterday, then it goes dead, the whole of Domark/Simis is a classic
SNAFU <GGG>
If you check your FST manual for the very first release you will not find
any copyright of any description anywhere in that book, license to print
money???

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

Spot on, and for me that's the whole point. I flew nearly every sim out, and
always ended up loving bits of this and bits of that and likewise hating
bits of sims as well. Beauty of FST is given enough effort a sim can be all
you want it to be. My pride and joy are some of the cockpits scanned and
touched up right out of a GE sales brochure for the F-16! Another book with
no copyright notices! Perhaps Domark own General Electric! <GGG>

>>if you don't mind I'd like to post to you a file which contains most of
the FST traffic for the past eight months or so<<

Please do. I'm sure it will make very interesting reading, and possibly add
wait to thumping D/S about the noddle with a paper weight, or a Windows
manual <g>

>>Actually, I'd like to know more about your FST User Group as I think I may
like to join<<
Steve Harding is the guy you want to post on that. He's currently off line
(something about a phone bill<g>) but will be back on shortly, I'll pass on
your details and ask him to drop you a message when he gets back on CIS.

>>
At present and for the past month or so I've been totally obsessed with
playing a delightful game called NOMAD.<<

Sound a wee bit like Elite. God I played that non stop on my C64, loved it
to bits. Have you seen Velocity! It's Awesome!! and I mean Awesome, so fast
I can't believe it!

>>A Dash from MS FS5 with insert of Dana Delany to keep you company
flying,<<

I've seen the file listing for that in the long lib cat, who's Dana Delany I
thought, bet it's some saucy US chick?

>>if you would like to have a running dialogue on anything, I'd be
delighted.<<

Yeh, I like a good thread that just keeps going. The shareware thing has got
me totaly PO at the moment. In fact I've asked BW to confirm that HE posted
a message stating it was oK. I got the info from Steve Harding, so my buts
covered <g>. If he says "I never said that" I would quite happily get the
Forum Sysops to pull every file of mine off the Forum that has FLY.EXE in
it. The download rate is in excess of 2,000 now! with about ten
registrations!!!
I put extra missions on for al the sims, it just sucks! Bet the phone bill
is going to be a Mig29 on my Six! <GGG>

You tried USNF? if so what did you think. I bough it shortly after I got
this latest box a P5 66 back in Feb (The P100 was  L1,000 dearer!!!!!!) It
was OK but USNF was a bit choppy, untill I slapped a Diamond Stealth into
it's little ol' PCI slot. WOW, I thought the Cirrus Logic 54xx on mobo video
was OK, The SE gave me a 26% performance hit! well chuffed. Everything is
running a dream now. FS5.0a USNF and FST is 25fps in 640*480 90% of the
flight! Smoooooooth <VBG>

Rigt better go and grab that SB fix for FST, thanks for that. Speak again
soon.
All the best Partner,
Ray.



 



Subj:  FST Sound Fix                    Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 665367, * No Replies * 
  To:  Michael J Healey         72737,0        Date: 17-Oct-95 00:10   

Hi Michael,

I originaly posted this message to myself!!! Well it's late and I'm all in.

I downloaded SB16UP.EXE and installed it, no joy I still get the wierd
engine sound when changing throttle settings in FST. Are we talking about
the same bug here?

If you have any further info I'd be very chuffed :-)

Thanks,
Regards,
Ray. 



Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 666564, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 18-Oct-95 20:07   

Hi Mic,

Looks like another of my messages has gotten lost on CIS, or was it E-mail?
never can get those two squared away ;-)

>>So what'da ya think of the stuff I sent ya?<<

Brilliant! I see you have been very busy with FST and in the ring with Simis
quite a few times., good on Ya :-) <GGG> Those posts about bugs and other
feedback was great, like going back in time one year!

Really liked the cockpits (hard work isn't it!!!) You might get this again,
as I replied (I think!) on E-Mail to your post with the goodies attached.

A University student pal of mine, developed an in house DLL for cockpits,
that allows more than the 16 colors from the FST pallette to be used! It
gest rid of all that color shift crap when you use screen grabs from things
like FS5 etc. It also lets you choose any color from anywhere in the FST
pallette for use in the cockpit, then uses a special dithering to shift
those colors to the nearest thing in the first 16 colors that have to be
used. I don't know how it works exactly, but this guy sure knows his stuff.
I'd post you a copy, BUT a; I promised him it wouldn't leave this PC and b;
he buried it in another DLL for one of my paint packages (crafty sod!) and I
can't figure out which DLL. It only works with Photopaint (Corel Draw
bundle) and Photomagic.

Did you spot the fly backwards enemy jets bug? If you give them a jet engine
they fly backwards or hover when they get a lock on!!! It's in the WWII
upgrade and the freebie beta 1.52 but not FLY.EXE V1.0 I reckon it's
something to do with the improved enemy A.I.
The workround for that is to give enemy jets (and wingmen) very powerful
prop engines.
That of course removes air to air missiles from the sim, but as I prefer the
days of early jets like Korea and Vietnam, that's no great loss for me. It
would however be great if FST was patched to fix these things. But the
purple one eyed flying pig will pass my window before that happens.

I see what you mean about the Danna pic, not many of them to the pound er
sorry Kilo. Just the ticket for these Northern cold winter evenings. The
temps taken a nose dive today, once again it feels like Scotland! <g>

I noticed you did extensive work on the bleed through problem. This is a
wierd one and I have noticed the following.

1: If you use lines in a shape file, they will always show through a double
sided polygon. This is handy for doing things like tail art, as it keeps the
polygon count down!

2: Enemy aircraft sometimes vanish visibly from view in padlock mode. This
varies with time of day setting! as does bleed through. Giving a wing
thickness solves the problem, but of course sends the polygon count way up!
:-(

I noticed Bryan Walkers post to you on this, but it really is a matter of
pot luck how a shape turns out. I 'think' the way groups are arranged also
has a slight effect on this? The shape files are merely a list of polygon
sizes and co-ordinates in text form, so this one has me a bit lost for
fixes. Steve Harding and another member of the FST User Group wrote a
BRILLIANT sim called Berties Office. It's a guy trapped in a HUGE office
full of photo copiers, faxes, desks phones the works! He sits on a paper
plane amd has to fight his was out of the office and into other rooms. The
sim ran into problems due to the size of the polygon shapes being used, the
ceiling was transparant due to this 'bleed' thing, shame...

I reckon some of the bugs in FST actually work to its' advantage for some
sims! The more major ones however are a pain. These are IMO

1: Sound of engine (The SB16UP didn't cure mine as the SB16 I have doesn't
have the ASP chip Boooooo!)

2: Jet engine/missile enemy jets go backwards bug

3: Bleed through

4: Compass bug in the V1.52 freebie 

Surely a patch for the first three (all present in the WWII upgrade) would
be possible!
Domark/Simis are looking at #2 for me right now. Bryan said he'd see what
the programmers can do as it's in the WWII FLY.EXE Bottom line though is the
inside back cover of the manual. 'This software is sold as is etc etc' If
they don't want to fix it they ain't got to!
Time is money and business is business. At the end of the day it's all down
to the image you project to your customers.

Well there might be more in the E-mail reply (if you get it!) I got my
anti-Flu jab today and as usual it's wiped me out! (Diabetic got to have the
jab!) One poor soul collapsed a few minutes after getting theirs and I admit
my heart rate jumped into overdrive ;-) They make you wait for ten minutes
before you leave the docs office, probably incase you have a reaction as
that poor soul did.

I'll post you a copy of the next FST UG news letter on E-Mail, you might
find a few hints in there! However judging by the way you ran section 10 for
so long, most of it will be old hat <GGG> Nice work partner, now all we
gotta do is start a business! <VBG>

Catch you at Angels 10
Viper down and clear
Regards, Ray
 



Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  Ray Purvis               100735,3430    # 666269, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 18-Oct-95 13:00   

Hi Mic,

Been reading your topic from the docs you sent me about the horizon ball in
FST.
Liked the workround with the needle, clever.

The ball will work correctly if the cockpit panel is designed as listed
below.

1: Bottom of Horizon ball must be placed at least 25 pixels above the first
black pixel in the cockpit panel.

2: It will only work in a panel that has sloped sides, e.g. it will always
be above 1st black pixel in heads up or heads down mode.

3: Horizon ball ,must be placed on a background color no more than
R12,G12,B12 in intensity.

The F4 cockpit I use in Vietnam has a large Horizon Ball top left of panel.
It works fine, except for a tiny bit of black crushing during loops. 

Also watch out for pallette conflicts between background and gauges. If you
place a gauge near the heads up heads down crossover point, it will flicker
some, or update out of sync.

Half the fun of FST is finding these workrounds <GGG>

See YA ,
Best Regards, Ray ;-)

 



Subj:  FST Newstuff                     Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 666018, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 17-Oct-95 23:07   

Hi Ray,

Guess I'm always answering your posts when your sleeping as I see you have a
U.K. address and I am "over the pond" in N.A.

>>My pride and joy are some of the cockpits scanned and touched up right out
of a GE sales brochure for the F-16! Another book with no copyright notices!
Perhaps Domark own General Electric! <GGG><<

Yes, a good cockpit takes a long time to create.  With the text file I'll
send you a couple of my best works:

The Dana Delaney MS5 Cockpit and the
Origin Privateer Cockpit (not totally complete)

These ran me about 60 hours of creation time in various paint programs
The origin Privateer cockpit had to be enhanced from a 320 x 200 res gif to
a 640 x 480.  Had to remove all those Jaggies.  Ahhhhhhhhhhhhh



RE. NOMAD:
>>Sound a wee bit like Elite. God I played that non stop on my C64, loved it
to bits.<< 
Then you'd love FRONTIER ELITE II but not Frontier First Encounters.

Nomad is a lot like StarFlight II but with superior graphics and sound as
well as a fully working dynamic universe.
There is a 1.4 working demo of it in the FS FORUM.  Its definitely worth
downloading...  Search under NOMAD

>>Have you seen Velocity! It's Awesome!! and I mean Awesome, so fast I can't
believe it!<<  

Yeah, looks good but just a shoot'em up really don't you think?

>>who's Dana Delany I thought, bet it's some saucy US chick?
I'll send you the GIF the shot came out of too.  If your not gay it 
should get your heart pounding. 

>>The download rate is in excess of 2,000 now! with about ten
registrations!!!<<  

Yup, Shareware only seems to be successful if the program is initally
crippled in some way, but what they get they really love and thus want more;
has to be kind of addictive too.  I'm sure we're all guilty of having fully
working non-registered copies of SW programs on our hard drives.

>>You tried USNF? if so what did you think<<
Nope, my system is  DX2-66 VLB, 2 Meg Video STB Lightspeed ET4000 Video, so
not really all that fast.  Gives a 3dBench reading of 47.6 frames per sec.
or a MS5.1 of about 6fps with scenery on dense and all texturing on in 640 x
480.
So have not got USNF as I hate Kchunk Kchunk Kchunk.  Soon replacing MoBo
with DX4100 or prehaps P100.
The problem here is that I don't want to get so fast as 90 percent of my
library will not function.  I have over 150 game titles in my lib!.
This system (which I built myself from mail order components), is very
custom, has a 4 meg caching controller and some really neat goodies.  If I
want to slow it down, I can flip the turbo and be down to 25 FPS on 3dbench.
 For slower I can boot up in low with the turbo off and replicate something
like a 386-16 for older titles like StarFlight II.

I'll be sending you the compiled Traffic log tonight.   

Kind Regards,

Mic.  


Subj:  FST Sound Fix                    Section: Other Flight Sims
From:  Michael J Healey         75573,333      # 666016, * No Replies * 
  To:  Ray Purvis               100735,3430    Date: 17-Oct-95 23:07   

Yes we are.  I came away with a complete fix for the wierd engine throttle
up sounds after I installed the patch.  I have a SB16 Card.  DMA set to 1,
Int.5  Low channel 1 and high channel also 1.  Search the text file I'm
sending you for more info. on this.

Regards,

Mic.  



Subj:  FST Horizon Ball                 Section: Other Flight Sims
From:  Derek Smart              71334,2207     # 667239, * No Replies * 
  To:  Michael J Healey         75573,333      Date: 19-Oct-95 21:01   

Hi Mike

>>Are all the objects black that you are placing in the sim world or is it
the polygon >>mesh ground that is black?

It's the objects that are black. The world itself seems ok.

..and yes, I am the Battlecruiser:3000AD guy. Gee, I didn't know I I was
_this_  famous <g>

- Derek


 



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

Hi Mic,

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

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

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

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

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

Well catch you later buddy,
Regards, Ray. 



