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.
[Documentation Updated for 2.1] Weapon SimVars inconsistencies in documentation... are the docs true?
-
- Lockheed Martin
- Posts: 1382
- Joined: Mon Sep 20, 2010 6:17 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.
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