[Documentation Updated for 2.1] Weapon SimVars inconsistencies in documentation... are the docs true?

Any issues, problems or troubleshooting topics related to the additional features present in the Prepar3D Professional Plus client application.
minime
Posts: 1198
Joined: Mon Jun 10, 2013 4:33 pm

Postby minime » Sun Dec 01, 2013 6:55 am

While trying to use the Weapons system from SimConnect I am reading through the documentation and wondering whether its just wrong or what the sense behind the design is.

For one the upper part of the Weapon SimVars is there TWICE. (There are 2x WEAPON SYSTEM ON for example)



Then stuff I don't get:




WEAPON SYSTEM ARMED - NOT SETTABLE

COUNTERMEASURE SYSTEM ARMED - SETTABLE



Why can't we arm the weapon system?





WEAPON SYSTEM SAFETY ENGAGED - NOT SETTABLE



Why can't we get rid of the safety if it's engaged?





WEAPON SYSTEM ON - NOT SETTABLE

COUNTERMEASURE SYSTEM ON - NOT SETTABLE

GUN SYSTEM IS ACTIVE - SETTABLE



Why can we not turn on the two systems, but then the gun we can turn on?





WEAPON SYSTEM STATION SELECTED - SETTABLE

COUNTERMEASURE SYSTEM STATION SELECTED - NOT SETTABLE

GUN SYSTEM STATION GUN SELECTED - SETTABLE



Why can we not set the countermeasure stations?

Also, what does that mean: "Used with the station index."?



If its done like this: "WEAPON SYSTEM STATION SELECTED:0"

How do we supply a station index if we do not know how many stations there are at compile time?

Just create structs for 10 different stations in the blind and then hope there are never more than 10 stations?

And if there are less than 10 stations waste resources?





FCS_ADD_TARGET - No event

FCS_REMOVE_TARGET - No event

FCS_SELECT_TARGET - No event



Whats the idea behind that? Why cant I add/remove/select only from XML and not via the events?

How CAN I add targets from my SimConnect code?




Why the inconsistencies between SimVars and System Events?



Can someone in the know please explain the general design idea of those SimVars and why things are like that?

Some general coding samples would be nice as well, for example the target.dll source code.



Thx.


Adam Breed
Lockheed Martin
Posts: 1385
Joined: Mon Sep 20, 2010 6:17 pm

Postby Adam Breed » Thu Jan 09, 2014 2:41 pm

Hi,



These documentation issues will be corrected.



For your question about design, a large focus on the weapon system is a move to the ISimObject style of interaction. Many pieces were added to SimConnect, but the full suite of weapon interaction is done through the ISimObject interface.
Prepar3D® Engineering Project Manager


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