AI Aircraft Editor - planned update

Essential flight simulator tools, by Martin Gossmann
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Re: AI Aircraft Editor - planned update

Post by Firebird »

Martin,
That seems to work quite nicely. i was going to mention that the formatting was a bit off, i.e. the first line of not used was further over than the rest and then I saw you pic. I then realised that it is just that I have my default font set to Roboto. When I set it to Lucinda Console everything was fine. So for best results use a fixed width font.
Steve
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Re: AI Aircraft Editor - planned update

Post by gsnde »

Steve,

What I am doing is generating a plain text file and open that with your default text editor. Which one that is and what default font is defined is beyond the program's capabilities.
Cheers,
Martin
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Re: AI Aircraft Editor - planned update

Post by gsnde »

Please re-download to see the changed reporting with one line below each other.
The unique check for titles and textures is working now as supposed to.

Any other feedback for this special function? Maybe somebody else wants to test and chime in as well?
Otherwise I will release that for a start. On AIG I have some more feedback which I will implement next.
Cheers,
Martin
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Re: AI Aircraft Editor - planned update

Post by Firebird »

gsnde wrote:Steve,

What I am doing is generating a plain text file and open that with your default text editor. Which one that is and what default font is defined is beyond the program's capabilities.
Appreciate that, it was a general tip rather than a perceived flaw with your proggy.
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Re: AI Aircraft Editor - planned update

Post by gsnde »

Firebird wrote:Appreciate that, it was a general tip rather than a perceived flaw with your proggy.
I know, Steve :smt001

I already thought about presenting the result in a internal editor window. It is on the consider-that list. For the moment I am more looking for thing that really add functionality to AIAE. I have some good suggestions at the AIG forum, too. Make the "delete keys" functionality dynamic and something about an atc check which I stupidly have failed to understand so far :oops:
Cheers,
Martin
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Re: AI Aircraft Editor - planned update

Post by Joecoastie »

I was using AIFP 2.02.3(d) trying to add or modify a flight plan's aircraft list.
I hate to admit it, but I didn't really understand what the function of the "AIRCRAFT" section could do even after reading the manual two or three times. It was really my fault I guess. Aw well, live and learn.
The flight planning section works fine (I understand it).
I will surely use your Aircraft Editor for said aircraft functions in the future.

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Re: AI Aircraft Editor - planned update

Post by delbydoo »

Hi Martin, sorry I'm a bit late but gave it a thorough thrashing with a medium sized aircraft folder and got a good result:

01/02/2013 09:13:00 - Report for "c:\program files\microsoft games\fs2004 retro\aircraft\#rmai_panavia tornado f3_25 sqn\"
***************************************************************************************************************************

[fltsim.x] sections: 14
[fltsim.x] title unique: failed
[fltsim.x] title not unique: "RMAI_Panavia_Tornado_RAF_25_ZE733_FH" --> fltsim.4
"RMAI_Panavia_Tornado_RAF_25_ZE733_FH" --> fltsim.5
[fltsim.x] sections numbering: passed
______________________________________________________________
Textures found in folder: 14
Textures unused in folder: ..\texture.25_ze156
..\texture.25_ze731
..\texture.25_ze791_ff
Textures missing in folder: fltsim.7 --> ..\texture.
Textures used not unique: "25_ze203_FI" --> fltsim.0
"25_ze203_FI" --> fltsim.1
______________________________________________________________
Models found in folder: 1
Models unused in folder: 0
Models missing in folder: fltsim.2 --> ..\Model.a
______________________________________________________________
Airfiles found in folder: 1
Airfiles unused in folder: 0
Airfiles missing in folder: fltsim.12 --> ..\.air

Loving this tool even more now. Loved it a lot before and is used on almost a daily basis - but now we can check very quickly any new aircraft we install and it will save a lot of time. Thanks matey :D
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Re: AI Aircraft Editor - planned update

Post by gsnde »

Thank you Daryl :smt001

I will continue to enhance AIAE during the coming months.
Cheers,
Martin
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Re: AI Aircraft Editor - planned update

Post by jimrodger »

In my "AI An-24 CIS" folder the model folders have Enhanced and Standard folders within.

Running a validation against this aircraft seems to cause the program a bit of confusion, as it reports against the top level model folders as being unused.

Similarly with folders within texture folders. eg texture.cccp with individual aircraft texture folders within.

Multiple layered folders seems to a little problem.

Hope this helps.

Jim
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Re: AI Aircraft Editor - planned update

Post by gsnde »

Well, it sends me back to the drawing board, Jim.

But I am more than happy that you have found out before the update get's released :smt001

Did I already mention that I am not fond of the idea of sub-folders below model and texture folders....?? :smt003
Cheers,
Martin
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Re: AI Aircraft Editor - planned update

Post by petebramley »

Oh dear, Have recently twigged to this idea and liked it (after the initial confusion). Now as I
install new paints to my ever expanding list I am slowly putting multiples into sub folders. It tidies
things up no-end. :) :)
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Re: AI Aircraft Editor - planned update

Post by gsnde »

Please check version 1.6.3 here.

Changes:
fixed: the crash if no [fltsim.x] section exists (found by AIG)
fixed: the airfile / texture.air confusion bug (found by AIG)
fixed: model folder below model folder bug
changed: "non-unique" has been renamed to "duplicate"
changed: "doublettes" has been renamed to "duplicates"

Still in work is the texture folder withing texture folder bug - now that I have the skeleton this should go faster. But I would appreciate the feedback for the changed part so that I know that I did not overlook something.
Cheers,
Martin
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Re: AI Aircraft Editor - planned update

Post by gsnde »

Please check version 1.6.4 here.

Changes:
fixed: should work now no matter if "/" or "\" is used as separator in model and texture path
fixed: texture folder below texture folder bug
Cheers,
Martin
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Re: AI Aircraft Editor - planned update

Post by gsnde »

Please check version 1.6.5 here.

Changes:
fixed: texture analysis works now for FSX/DDS as well
fixed: after having navigated away from an aircraft folder to another folder not containing any aircraft, the CFG-Editor did still open the last valid aircraft.cfg file
fixed: after having navigated away from an aircraft folder to another folder not containing any aircraft, the validation was still running against the last valid aircraft folder
Cheers,
Martin
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Re: AI Aircraft Editor - planned update

Post by gsnde »

Please check version 1.6.6 here.

Changes:
changed: menu handling depending on aircraft folder selected or not


Not sure if anybody is still following here, but I will release this version in case nobody reports a bug in the next 24 hours.
Cheers,
Martin
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Re: AI Aircraft Editor - planned update

Post by maverick69 »

Each time I open AIAE the "quick navigate" item is set for FSX (I have installed both FS9 and FSX, but I usually use FS9). Maybe it's more usefull if it remember the last version setted. It's a good work and usefull, anyway. Cheers, Maurizio
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Re: AI Aircraft Editor - planned update

Post by gsnde »

Thanks, Maurizio. Let me check this out - I haven't touched that part of the code for a long time...
Cheers,
Martin
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Re: AI Aircraft Editor - planned update

Post by gsnde »

Maurizio,

AIAE should remember the last aircraft folder it was used in and select it again automatically when you restart it. This way you will be either in your FS9\Aircraft folder structure, your FSX\SimObjects folder structure or your work-and-mess area somewhere else.

The quick navigate option buttons should bring you quickly "to the other sim". So if you are in FS9 most of the times, AIAE should bring you there automatically when you start it again. If you want to go into another aircraft folder there, you select it in the folder listbox. And if you want to go to FSX, you use the quick navigate.

This is how I designed it. But please tell me how to improve it - I just don't think I have understood where the program fails to support your work flow.

PS: Checking your question has already helped to get rid of another bug... :smt003
If your FS registry paths were not pointing to a valid FS installation the quick navigator crashed - so thanx
Cheers,
Martin
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Re: AI Aircraft Editor - planned update

Post by maverick69 »

Apologize me. I didn't fully understand how it worked the item :oops:
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Re: AI Aircraft Editor - planned update

Post by gsnde »

Don't apologize, Maurizio :smt001 Very often the program interface is not as self-explanatory as the programmer thought it to be. Can you please tells me how you "used it different as designed"? Maybe I can improve something.
Cheers,
Martin
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