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Author Topic: VRS TACPACK COMBAT SYSTEM  (Read 3867 times)

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Offline Reds

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Re: VRS TACPACK COMBAT SYSTEM
« Reply #15 on: February 22, 2019, 11:13:00 AM »
Awesome ! :big_band

Offline Asid

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Re: VRS TACPACK COMBAT SYSTEM
« Reply #16 on: May 31, 2019, 01:13:19 PM »
1.5.0.7 (5/30/19 - public beta release for all platforms)
30/05/19


Changelog Beta 1.5.0.7

    [NEW] Support for P3D v4.5 hotfix 1 (x64 versions).


Links


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Offline Asid

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Re: VRS TACPACK COMBAT SYSTEM
« Reply #17 on: August 27, 2019, 12:33:26 PM »
How to TMAP (Tacpack any plane in FS)
Mon Aug 26

By ChrisP

A video tutorial of how to use : TMAP, ModelConverterX 140, GMAX, for adding the Tacpack functionality to any plane of your choice. Video guides you from "ground zero" up to a full Tacpack integration (in terms of both TMAP code & visuals of weapons) of the default FSX F/A-18. Comes in 3 x parts of a total duration of 45mins (playlist).


How to Tacpack any plane in FS, Part 1





How to Tacpack any plane in FS, Part 2





How to Tacpack any plane in FS, Part 3




I know it will be usefull and interesting for many of you out there... All credits & thank's to Corrado for providing us with this mod,
as also VRS for Tacpack.

ChrisP


Reply by Corrado5834 Tue Aug 27, 2019

"Excellent work on this tutorial, Chris.
I'd like to add just one thing to all of that, a note of acknowledgement for Arno.
Without his tools none of the above would have been possible.
Meet him here:"
https://www.fsdeveloper.com/forum/

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Offline Asid

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Re: VRS TACPACK COMBAT SYSTEM
« Reply #18 on: November 05, 2019, 09:25:40 PM »
V1.5.1.1 (closed beta)
05/11/19


Changelog V1.5.1.1

   [NEW] Support for P3D v4.5 hotfix 2 (4.5.13.32097)
   [NEW] Support for more recent builds of the TacView exporter with additional support for radar lock-up events.
   [NEW] TacPack non-flyable Simobjects now use "IsSelectableVehicle=0" flag (P3D v4+) so that they're ignored by the UI by default. No more scrolling through unflyable objects!
   [NEW] Enable GDI Caching option now exposed in TPM preferences (previously a hidden option).
   [FIXED] General TPM cosmetic changes to help support non-standard (>100%) Windows font-scaling.


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Offline Asid

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Re: VRS TACPACK COMBAT SYSTEM
« Reply #19 on: November 07, 2019, 01:54:53 AM »
V1.5.1.1 (public release for all platforms)
07 Nov 2019

All installers updated to v1.5.1.1, which includes, among other things, support for P3D v4.5 hotfix 2 (4.5.13.32097).

Note that ALL flavors of the Superbug and TacPack have been updated except for 1.2.1.1 (legacy Superbug without TacPack). See previous post in this topic for a complete list of 1.5.1.1 specific changes/additions.

Links

Changelog V1.5.1.1

   [NEW] Support for P3D v4.5 hotfix 2 (4.5.13.32097)
   [NEW] Support for more recent builds of the TacView exporter with additional support for radar lock-up events.
   [NEW] TacPack non-flyable Simobjects now use "IsSelectableVehicle=0" flag (P3D v4+) so that they're ignored by the UI by default. No more scrolling through unflyable objects!
   [NEW] Enable GDI Caching option now exposed in TPM preferences (previously a hidden option).
   [FIXED] General TPM cosmetic changes to help support non-standard (>100%) Windows font-scaling.


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Offline Asid

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Re: VRS TACPACK COMBAT SYSTEM
« Reply #20 on: November 30, 2019, 10:57:14 PM »
V1.5.1.1 (initial release 11/6/19. Updated 11/28/19. Public release for all platforms) Updated
Sat Nov 30, 2019

All 1.5.1.1 Superbug and TacPack installers updated on 11/28/19 in order to address minor issues with Superbug avionics and ACM/TPM font scaling.

This update was a stealth build as no version numbers were updated, however you may want to grab them if your installer creation dates are prior to Nov 27th, 2019.


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Offline Asid

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Re: VRS TACPACK COMBAT SYSTEM
« Reply #21 on: Today at 12:42:02 AM »
Development Update
Mon Dec 09, 2019

VRS Varmint (Developer)

"[....]Tim is actively working on everything from enhanced networking (some of which is based on JoinFS source code itself, which we've licensed), to AI friendlies and enemies are all going to find their way into the TacPack. In addition, our friends Motus, Bovsam and others are pooling our resources to try to get a full-blown mission editor and campaign engine talking to the TacPack. It's going to take more time, but we're starting to see some great progress, particularly with AI. AI is especially difficult because you can't really leverage anything in the SDK to drive the flight models, much less tactics. It all has to be done from scratch.

It's coming, but it won't be tomorrow:) "


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