Dogs Of War Vu

Network of Friends => Tornado => Topic started by: Frankie on August 03, 2017, 03:30:17 AM

Title: Modding Tornado
Post by: Frankie on August 03, 2017, 03:30:17 AM
(http://www.moodurian.com/tornado/images/light-paint-933160_1920.jpg)
129 mods as of 16th June 2019.
Click >>>here<<< (http://dogsofwarvu.com/forum/index.php?action=dlattach;topic=5046.0;attach=1625) for the latest modded FLIGHT.EXE file.

This sticky topic is to present and discuss the latest Tornado modding work by AH...and the odd one or two by me. Disclaimer: these mods only work on the NON-Operation Desert Storm of Tornado.

List of mods done so far.

I have now surpassed the "100th mod" goal! Note: Maroon coloured text indicates a landmark gameply mod. It signifies a mod which is a new feature that significantly enhances the gameplay of the original game

#ModderDateDescription

#129.Frankie16/06/19Restored the LookUp View (Pilot's Cockpit) with improvements (http://dogsofwarvu.com/forum/index.php/topic,5046.msg37080.html#msg37080)
#128.Frankie14/06/19Added the fuel weight numeric counter back to the Pilot Panel (Cockpit) (http://dogsofwarvu.com/forum/index.php?topic=5046.msg37068#msg37068)
#127.Frankie08/06/19Muzzle Flash and Firing Effects Of Soviet Anti-Aircraft Weapons (http://dogsofwarvu.com/forum/index.php/topic,5046.msg36967.html#msg36967)

#126.Frankie24/05/19New JP233 Explosion and Crater Effects (http://dogsofwarvu.com/forum/index.php/topic,5046.msg36673.html#msg36673)
#125.Frankie12/05/19Early Warning Radar sub-status bar (http://dogsofwarvu.com/forum/index.php/topic,5046.msg36428.html#msg36428)
#122-124.Frankie11/05/19Three 'Useless' views enhanced (http://dogsofwarvu.com/forum/index.php?topic=5046.msg36406#msg36406)

#114-121.Frankie24/04/19Tornado Easter SuperMod (http://dogsofwarvu.com/forum/index.php/topic,5046.msg36071.html#msg36071)

#113.Frankie04/02/19Multifunctional Power Status Bar (http://dogsofwarvu.com/forum/index.php/topic,5046.msg34628.html#msg34628)
#112.Frankie03/02/19Enhanced status bar with Autopilot data for external views (http://dogsofwarvu.com/forum/index.php/topic,5046.msg34584.html#msg34584)
#111.Frankie01/02/19Improved status bar with informative autopilot code. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg34552.html#msg34552)

#110.Frankie21/01/19Pryotechnics - adding fire effects. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg34366.html#msg34366)
#109.Frankie19/01/19Lower Terrain Following Radar Ride Heights. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg34344.html#msg34344)
#108.Frankie07/01/19TAB Flight Plan Display (FPD) now shows wingmen location with respect to waypoints. (http://dogsofwarvu.com/forum/index.php?topic=5046.msg34083#msg34083)
#107.Frankie01/01/19Tornado death improved#1. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg34016.html#msg34016)

#106.Frankie17/12/18No more "rotation of death" when player's Tornado is destroyed. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg33780.html#msg33780)

#105.Frankie26/11/18Tracer colour variety to distinguish Tornado Mauser cannon rounds and enemy AAA rounds. (http://dogsofwarvu.com/forum/index.php?topic=5046.msg33463#msg33463)
#104.Frankie17/11/18Swapping 3D models - fly the Tornado as an A10 for fun. (http://dogsofwarvu.com/forum/index.php?topic=5046.msg33289#msg33289)

#103.Frankie16/10/18Enhanced flyby for tornado with just F3. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg32244.html#msg32244)

#102.Frankie17/09/18Fancier flyby for tornado with F1 and F3. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg32244.html#msg32244)
#101.Frankie10/09/18Indirect ALARM plume when diving, is recreated in Tornado1.0a source code!. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg32103.html#msg32103)
#100.Frankie09/09/18Solved bug of Waypoint Countdown at last!. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg32094.html#msg32094)
#99.Frankie02/09/18Restored Credits screen with Polygon count meter. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31965.html#msg31965)
#99.Frankie01/09/18Big Shadow below Tornado (pseudo-mod!). (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31950.html#msg31950)

#98. Frankie31/08/18Big Map's Explore mode is now improved. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31940.html#msg31940)
#97. Frankie31/08/18Big Map now works in 3 roles - as the original Big Map ('M' key), Split-Screen half-screen and in Explore mode. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31939.html#msg31939)
#96.Frankie26/08/18Big Map now works in Split Screen as half a Big Map - use with TV-Tab and half-screen FLIR . (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31859.html#msg31859)
#95.Frankie24/08/18Added ADV Tornado F3's HUD to split-screen view. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31801.html#msg31801)
#94.Frankie23/08/18ADV Tornado F3's HUD now works in full-screen view. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31800.html#msg31800)
#93.Frankie18/08/18Increased initial zoom level of the Big Map, Moving Map and Reference Map to Level 2 Zoom. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31726.html#msg31726)
#92.Frankie18/08/18Split-screen TV-Tabs and MFDs will be damaged if the Pilot's and Navigator's TV-Tabs and MFDs fail. More realistic. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31720.html#msg31720)
#91.Frankie19/08/18Trees are now shown in three colours, giving the landscape some visual diversity. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31719.html#msg31719)
#90.Frankie15/08/18Split-screen top-half-screen FLIR's HUD now has a superimposed RWR symbology. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31661.html#msg31661)
#89.Frankie11/08/18Zero-fuel immunity against Infra-red seeking SAMs. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31610.html#msg31610)
#88.Frankie05/08/18Split-screen FLIR display with overlaid TV-Tab display and MFD (assembly language multi-tasking). (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31508.html#msg31508)
#87.Frankie05/08/18Weapon View ('v' key) horizon can be now be adjusted up or down. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31507.html#msg31507)
#86.Frankie04/08/18Split-screen FLIR display with working HUD in top-half of screen. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31468.html#msg31468)
#85.Frankie01/08/18Split-screen FLIR display. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31437.html#msg31437)

#84.Frankie30/07/18TV-Tab FLIR and TIALD views in External Views. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31408.html#msg31408)
#83.Frankie26/07/18When in an external view, mini-displays can be cycled through forwards and backwards with 3 and Shift+3. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31361.html#msg31361)
#82.Frankie24/07/18When in an external view, mini-displays can be toggled on/off in sequence by pressing the 3 key. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31318.html#msg31318)
#81.Frankie23/07/18When in an external view, the E-Scope Terrain-Following display can now be toggled on/off with the 3 key. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31294.html#msg31294)
#80.Frankie23/07/18Weapons view can be roll angled by hitting Alt+P. Makes for nice angles of ordnances falling. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31284.html#msg31284)
#79.Frankie22/07/18Horizon pitch can now be adjusted up or down in Spectator mode. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31268.html#msg31268)
#78.Frankie19/07/18Changed AAA sounds from Explosions2 to SoundCannon. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31196.html#msg31196)
#77.Frankie09/07/18Standard TIALD view in TV-Tab is more 3D-ish now. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31036.html#msg31036)
#76.Frankie08/07/18Shift+D in Navigator's Cockpit will activate the full-screen FLIR and TIALD. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31035.html#msg31035)

#75.Frankie28/06/18Functional Pause/Unpause key with a subtle hint of screen darkening. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30848.html#msg30848)
#74.Frankie25/06/18Enhanced Explore mode . (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30778.html#msg30778)
#73.Frankie22/06/18Improved stars and Tornado colors for Night Vision mode (more natural and better contrasting colors). (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30726.html#msg30726)
#72.Frankie17/06/18Roll Indicator Value shows the value of between 000 to 511 in the External Panel's bottom status bar. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30640.html#msg30640)
#71.Frankie15/06/18Toggle shake effects, due to Tornado damaged components of the Tornado, on and off. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30588.html#msg30588)
#70.Frankie15/06/18Raising and lowering the horizon now also shifts the Tornado's vertical perspective (via the "1" and "0" keys). (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30587.html#msg30587)
#69.Frankie15/06/18Proper Shake and sound effects of exploding ordnances for external views raises the realism and fun factor. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30586.html#msg30586)
#68.Frankie05/06/18The horizon in the F3 Flyby view and F2 Checksix! views can now be raised/lowered with the keys "1" and "0". (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30423.html#msg30423)

#67.Frankie29/05/18Made smoke circles smaller and with shorter expiry times. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30275.html#msg30275)
#66.Frankie29/05/18Added two new views: AAA (ZSU-23-4-Shilka2) and ZRK Romb (Gecko) external views. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30273.html#msg30273)
#65.Frankie28/05/18Added a AAA (ZSU-23-4-Shilka2) to Tornado view with the F12 key. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30226.html#msg30226)
#64.Frankie27/05/18Enabled slewing left-right of Tornado and Drones with the "2" and "9" keys. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30203.html#msg30203)
#63.Frankie26/05/18Added F11 key to activate SAM Launcher to Tornado viewpoint. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30201.html#msg30201)
#62.Frankie25/05/18Vertical height of Drone views (F5/Shift+F5/Alt+F5) can now be adjusted with the 1 and 0 keys. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30141.html#msg30141)
#61.Frankie21/05/18TIALD view has a 3D perspective to it, bombs hit dead-on the lowered crosshairs. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30080.html#msg30080)
#60.Frankie18/05/18Waypoint countdown timer in external views are now colour-coded. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30009.html#msg30009)
#59.atariby18/05/18Analogue joystick mod (Tornado now works with Saitek and other HOTAS analgue joysticks!). (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29987.html#msg29987)
#58.Frankie17/05/18External views now show the current waypoint letter on the bottom status bar. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29944.html#msg29944)
#57.Frankie15/05/18You can toggle the game's theme music (Soundblaster) on (F5) and off (F4) now. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29911.html#msg29911)
#56.Frankie05/05/18Enemy airfield lights are now blacked-out during low-light times (i.e., night, twilight and dawn). (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29728.html#msg29728)
#55.Frankie04/05/18.User can pan the Checksix view on the horizontal axis with Z and X keys. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29706.html#msg29706)
#54.Frankie01/05/18Redesigned bomb impact view and now more External views vibrate/shudder when ordnance explode. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29630.html#msg29630)

#53.Frankie25/04/18Fluid horizon in Tracking View. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29529.html#msg29529)
#52.Frankie23/04/18Adjustable viewing height of the Tornado in the Tracking View. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29464.html#msg29464)
#51.Frankie22/04/18User can toggle the responsive horizon, in the Tracking View, on and off. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29454.html#msg29454)
#50.Frankie10/04/18Instant activation of Full-screen FLIR view. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29199.html#msg29199)
#49.Frankie09/04/18Full-screen FLIR view now allows HUD to be toggled on/off. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29190.html#msg29190)
#48.Frankie09/04/18No more tree cluster in Warzone2's Mission 3. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29189.html#msg29189)
#47.Frankie07/04/18More clouds for Tornado when run via GUI-based game. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29155.html#msg29155)
#46.Frankie01/04/18Cloud Mod (more clouds than the stock game). (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29041.html#msg29041)

#45.Frankie31/03/18Stable Tree Mod (more trees than the stock game). (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29012.html#msg29012)
#45.Frankie24/03/18Auto-generates 300% more random trees on the Tornado landscape as compared to the original game. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg28873.html#msg28873)
#44.Frankie21/03/18Added 5,000 more trees to the Tornado ground landscape. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg28805.html#msg28805)
#43.Frankie18/03/18Full FLIR/TIALD view to Navigator's Panel. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg28756.html#msg28756)
#42.Frankie18/03/18Improved the "Check-Six!" view with F2. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg28748.html#msg28748)

#41.Frankie19/02/18Toggle NVG/normal night colours on-the-fly. Adjust HUD colour intensity on-the-fly. Better gameplay now. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg28262.html#msg28262)
#40.Frankie16/02/18Made SAM hits more lethal. On the average it takes 3 to 5 SAM strikes before you're toast. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg28234.html#msg28234)
#39.Frankie13/02/18Code detects if Tornado mission is for IDS, ADV or ECS and auto-adjusts the sky-to-ground height ratio;. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg28233.html#msg28233)
#38.Frankie11/02/18Added flare and chaff counts in full-screen FLIR and TIALD modes. Added MFD in TV-Tab2 full-screen mode. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg28231.html#msg28231)
#37.Frankie04/02/18Secondary Control Surfaces Indicator (SCSI) functioning needles added  to  full-screen FLIR and TIALD. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27997.html#msg27997)

#36.Frankie25/01/18Added full set of command line parameters on demand. E.g., FIGHT /e1 /gr /to /tt /nm. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27996.html#msg27996)
#35.Frankie18/01/18Added /sh (shake effect) /fs (full screen FLIR & TIALD views) parameters on demand. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27643.html#msg27643)
#34.Frankie17/01/18Added red attention getters and warning light board to full-screen FLIR & TIALD views (TV-Tab1/left only). (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27642.html#msg27642)
#33.Frankie15/01/18F2 rear view is fixed - no more confusing rolling horizon when banking the plane. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27641.html#msg27641)
#32.Frankie01/01/18Store Management Display text colours follow the current HUD color - dynamic now. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27518.html#msg27518)
#31.Frankie07/01/18Store Management Display now appears at the upper-left corner of the screen in full-screen FLIR/TIALD mode!. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27437.html#msg27437)
#30.Frankie02/01/18Pilot's and Navigator's cockpit panels shake effect (once in a while and very subtle). (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27336.html#msg27336)
#29.Frankie01/01/18A SAM hit against the player's Tornado no longer results in instant death. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27328.html#msg27328)

#28.Frankie30/12/17Added the SAM proximity warning sound effect - a life-saver in many situations where swarms of SAM exist!. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27302.html#msg27302)
#27.Frankie29/12/17Tornado cockpit shakes when the plane is damaged or in distress. Enhanced gameplay IMHO. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27246.html#msg27246)
#26.Frankie26/12/17Added a Community names screen. The Boxing Day 2017 Version of Tornado. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27171.html#msg27171)
#25.Frankie23/12/17Added a Credits screen. The Christmas 2017 Version of Tornado. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27101.html#msg27101)
#24.Frankie20/12/17Gamer can now choose between the original FLIR/TIALD TV-Tab displays or the full-screen FLIR/TIALD displays. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg27030.html#msg27030)
#23.Frankie12/12/17NVG (Night Vision Goggles) toggle. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg26817.html#msg26817)
#22.Frankie11/12/17HUD information is now accurately shown in full-screen FLIR display view!. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg26802.html#msg26802)
#21.Frankie05/12/17Radar-Warning-Receiver added to fullscreen views. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg26716.html#msg26716)
#20.Frankie05/12/17Minor Hack. Repositioning of Air Radar. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg26715.html#msg26715)

#19. Frankie30/11/17FLIR view is ALSO now in full-screen. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg26561.html#msg26561)
#18.Frankie25/11/17Laser Guided Bomb view is now in full-screen. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg26558.html#msg26558)
#17.Frankie13/11/17Shilka AAA burst time duration is now randomised to 3..8 seconds. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg26556.html#msg26556)
#16.Frankie07/11/17A better Lookup view. Shows ground detail instead of high sky. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg25873.html#msg25873)

#15.Frankie26/10/17Functional Pause/Unpause key. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg25535.html#msg25535)
#14.Frankie22/10/17Flyby view. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg25355.html#msg25355)
#13.Frankie21/10/17Wump-Crump-Shake the Tornado. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg25337.html#msg25337)
#12.Frankie19/10/17Night Vision Goggle effect. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg25278.html#msg25278)
#11.Frankie17/10/17Checksix view. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg25214.html#msg25214)
#11.Frankie14/10/17Rotate the Spectator View to catch the action (correction: this feature is already in the stock game!). (http://dogsofwarvu.com/forum/index.php/topic,5046.msg25162.html#msg25162)
#10.Frankie14/10/17Rotate the craters after hitting (or missing) the target with a custom height. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg25155.html#msg25155)
#09.Frankie14/10/17Flip the flipping sky and let's give the ground more coverage. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg25153.html#msg25153)
#08.Frankie13/10/17Set your own terrain following heights. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg25126.html#msg25126)
#07.Frankie10/10/17Changed the default initial viewing position of wingmen (drone) aircraft. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg25056.html#msg25056)
#06.Frankie10/10/17Tracking View made more realistic and immersive with responsive horizon. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg25055.html#msg25055)

#05.Frankie26/09/17Weapons View is now sound-enabled. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg24637.html#msg24637)
#04.Frankie19/09/17Changing the default Tracking mode initial position of the Tornado. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg24441.html#msg24441)

#03.AH      14/08/17Whole lotta shakin' going on. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg23553.html#msg23553)
#02.AH      03/08/17Gear up with shudder; Good Landing tire/rumble sound on good landings. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg23263.html#msg23263)
#01.AH      03/08/17Tornado Hello World!. (http://dogsofwarvu.com/forum/index.php/topic,5046.msg23262.html#msg23262)

If you want to be involved with the coding work of Tornado, or if you are curious to see the behind-the-scenes and detailed discussion regarding Tornado, I would like to invite you to join the Tornado Discord Server. (https://discord.gg/3XdsY2y).
Title: Re: Modding Tornado
Post by: Frankie on August 03, 2017, 03:35:09 AM
1. Tornado Hello World!

Mod: Hello World
By AH
Link: https://www.dropbox.com/s/zbqp5g6hpvdy09x/FLIGHT.EXE?dl=0
Instructions: Make a backup of your tornado folder and then replace the original FLIGHT.exe in the /FLIGHT/ folder with the modded FLIGHT.exe. Then go to game, start a flight and press F2....and check if you see anything new... ;)
Screenshot:
(http://www.moodurian.com/tornado/images/tornado_mod1_aki.png)

Notes: See bottom-right corner of the screen. Now that's different!
          A very minor and trivial change to Tornado, but nevertheless, a very good start.
Title: Re: Modding Tornado
Post by: Frankie on August 03, 2017, 03:37:48 AM
2. Gear up with shudder; Good Landing tire/rumble sound on good landings

Mod: Hello World
By AH
Link: https://www.dropbox.com/s/ox1yonguqzeaxbf/Flight_08_02_2017.zip?dl=0
Instructions: Make a backup of your tornado folder and then replace the original FLIGHT.exe in the /FLIGHT/ folder with the modded FLIGHT.exe.

Notes:
08.02.2017 Added a small cockpit shake when lowering or rising landing gear. A nice touch!
08.02.2017 Added tire touchdown/rumble sound (placeholder) when pilot makes a good landing.
Title: Re: Modding Tornado
Post by: Frankie on August 14, 2017, 09:39:02 AM
3. Whole lotta shakin' going on

Mod: Pilot and Navigator screens shake throughout flight
By AH
Link: https://cdn.discordapp.com/attachments/342700290493120512/345991172122083334/FLIGHT_12_08_2017.zip
Instructions: Make a backup of your tornado folder and then replace the original FLIGHT.exe in the /FLIGHT/ folder with the modded FLIGHT.exe.

Note: prolonged usage of mod will induce headaches and eye-fatigue. This is again proof-of-concept and exists as work in progress.

https://www.youtube.com/watch?v=SJKbvkqQq4k

New features:
(model.asm)
08.02.2017 Added a small shake when lowering or rising landing gear
02.08.2017 Added tire touchdown sound when pilot makes a good landing
12.08.2017 Added cockpit shake effect for normal flight

Significance and future enhancements:
Shaking of the cockpit at the right time and circumstances will make the simulator more immersive and realistic.
Title: Re: Modding Tornado
Post by: Speedwagon on August 15, 2017, 05:13:47 AM
Hi Frankie,

In the right dose I think this effect would increase the realism, especially for missions flown when visibility is restricted such as night, fog and flying in clouds.  :thumbsup

And using a "horizontal shake" for turbulence helps differentiate the effect from the "vertical shake" DI used for airframe buffet.

Speedwagon

Title: Re: Modding Tornado
Post by: Frankie on September 19, 2017, 01:04:41 AM
4. Changing the default Tracking mode initial position of the Tornado (i.e., camera view-point)

Mod: Camera shift for F1 Tracking mode
By Frankie
Link: coming soon
Instructions: Hit F1 and instead of the Tornado being dead-centre in the external view of the Tracking mode, it is slightly skewed to the right ... for IMHO, a slight more dramatic effect.
Screenshot:
(http://www.moodurian.com/tornado/images/F1-tracking-mode.jpg)

VIEWS.ASM code to modify.
(https://cdn.discordapp.com/attachments/342700290493120512/361062132122648577/tracking-code-1.JPG)

Significance and future enhancements:
The above hack is simple and trivial. What is interesting is that it is possible to implement a cinematic view in Tornado. Similar to the various cinematic views found in Razorback's "Apache Vs Havoc" and "Comanche Vs Hokum". The effort to do this is not trivial, but this minor hack alludes to the real possibility of implementing such complex views in Tornado. Never mind the outdated 3D model graphics - if new and innovative views could be implemented in Tornado (using 16-bit assembly language, mind you!), that would take the Tornado experience to a whole new level.
Title: Re: Modding Tornado
Post by: Frankie on September 26, 2017, 05:26:08 AM
5. Weapons View is now sound-enabled

Mod: Enabled sound in Weapons View
By Frankie
Link: coming soon
Description:
I managed to enable the sounds in the Weapons View. So when the target hits home, you will NOW hear an explosion! This sound effect is missing in the default code because the moment of impact is considered to be out of earshot range of the Tornado that is traveling at, like what, 600knots, which is a pity really. Imagine working so hard to survive all the way to the target, actually hitting it, only to be greeted by complete .... silence. With my minor hack however, you will now be rewarded with a satisfying explosion sound effect. This will make your blood, tears and sweat all worth it. Here is the simple hack. Just change VIEW_WEAPON from 0 to 1 inside VIEW.ASM!

(https://media.discordapp.net/attachments/342700290493120512/361932870496944129/boom.JPG)

The drawback of the hack is that you will also hear the Tornado's twin-engine sounds every time you toggle to the Weapons View. I am currently unable to turn off the engine sounds when in Weapons View mode. If I could do this, then the drawback would be eliminated.

(https://media.discordapp.net/attachments/342700290493120512/361933400182882315/ExplosionInWeaponViewStrikingTarget.JPG)


With the hack activated, an ALARM hitting a target (AAA) will result in a digitized bang. Something that the stock game would always show in silence.

(https://media.discordapp.net/attachments/342700290493120512/362280729662586884/alarm3.jpg)

End
Title: Re: Modding Tornado
Post by: Frankie on October 10, 2017, 11:37:21 PM
6. Tracking View made more realistic and immersive with responsive horizon

Mod: Responsive horizon
By Frankie
Link: None. Just follow the code hack shown.
Description:
This hack will make the horizon responsive when you turn or bank the jet in F1 (tracking) or F5 (drone) views. Just comment off lines that contain the code "VP_ROLL,0".

(https://media.discordapp.net/attachments/342700290493120512/366991181319503872/donotkeephorizonlevel.JPG)
Just comment these lines in assembly language with a semicolon ;

The simulation views will be more dramatic, especially when the jet turns left or right. You have to try this. It gives a cinematic feel to the external view when the plane turns to the next waypoints. You feel as though you are a wingman the the Tonka that is being tracked in the Tracking (external) view. You feel right there in the thick of the action.

(https://media.discordapp.net/attachments/342700290493120512/366996628374028289/tracking.JPG)
Here I am in F1 view mode. When I bank the plane, the horizon turns at an angle.
Works the same when in Drone mode (F5). Give it a try and see the dramatic difference.
Hack #6 gives the tracking and drone views  a 3D-effect make-over.


Remember the aerial scenes in Top Gun? Remember Flanker 1.0-1.5 external views where you had that beautiful angled view with the jet at the corner and the horizon tilts but the jet remains relatively still? Same effect here. If you hit Esc to cancel the autopilot, and then use the right or left arrow keys to turn the plane, PLUS the zoom/unzoom "<", "Shift+<", "Shift+>" and ">" keys. You will see a dramatic effect when in F1 or F5 view mode. Trust me on this!
Title: Re: Modding Tornado
Post by: Frankie on October 10, 2017, 11:46:35 PM
7. Changed the default initial viewing position of wingmen (drone) aircraft

Mod: Wingmen aircraft initial view improvement
By Frankie
Link: just follow the code
(https://media.discordapp.net/attachments/342700290493120512/366997202012209152/Drn.png)
Change the angle values to 260. That's all!
Instructions: Open VIEWS.ASM and use the value 260 for DrnCamBrg and DrnCamBrgFine. This hack of changing the zero values to 260 will make all drone aircraft to face AWAY from you. In the default game, the drones always initially face towards you (boring!). Now they will initially be seen from the rear. when the F5 key is hit. During a multi-aircraft coordinated strike mission, it makes more sense to view the wingmen or drone aircraft seen from the back, flying towards the target. This way you don't have to reposition the view with the "z" (pan left) or "x" (pan right) keys. Get it?
Screenshot:
(https://media.discordapp.net/attachments/342700290493120512/366998544697262091/drone-from-theback.JPG)
What's so special about this Gov? Well you're in F5 (Drone) view and the drone is in that initial position
Title: Re: Modding Tornado
Post by: Frankie on October 13, 2017, 06:28:07 PM
8. Set your own terrain following heights

Mod: Terrain Following Altitudes
By Frankie
Link: None. Open the AVIONICS.ASM file. Then follow the code hack shown.
Description: With this hack, you can now change any or ALL of the seven default altititudes. It's very simple. Just change the default altitude vaules to anything you desire. Not necessarily in ascending order. For example, my set of altitudes are 100, 200, 300, 400, 550, 7000 and 1000!
(https://media.discordapp.net/attachments/342700290493120512/368447931260469249/100-1.PNG)
(https://media.discordapp.net/attachments/342700290493120512/368448171971444736/100-2.PNG)
Title: Re: Modding Tornado
Post by: Frankie on October 14, 2017, 04:32:26 AM
9. Flip the flipping sky and let's give the ground more coverage

Mod: More Ground Than Sky
By Frankie
Link: None. Open the VIEWS.ASM file. Then follow the code hack shown. The magic value of -45 seems to work wonders.
Description: The views now show more of the ground than the sky. That's all it does. The results can be ... dramatic if you're into air-to-ground attacks and all that stuff. Like cratering a runaway and mowing down soft targets with your plane's Mauser cannon.

(https://media.discordapp.net/attachments/342700290493120512/368595204036362240/more-ground-view.PNG)
VIEWS.ASM code to modify


(https://cdn.discordapp.com/attachments/342700290493120512/368595690634346496/flight_019.png)
BEFORE the hack. The ratio of sky:ground height is 1:1. The default game's symmetrical proportion.
But this game's strength is on the ground pounding and mud-moving action, no?


(https://cdn.discordapp.com/attachments/342700290493120512/368596200989130753/flight_018.png)
AFTER the hack. See the difference now? The hack gives the view an asymmetrical treatment.
The ratio of sky:ground height is now a staggering 1:6! More interesting, perhaps Sparky? Or is it too much?


(https://cdn.discordapp.com/attachments/342700290493120512/368596394425974784/flight_026.png)
Now there is more ground view for your eye to absorb the details. What about SAMs?
Well in Tornado you will hear SAMs on your RWR more than see them, so less sky doesn't really matter.


(https://cdn.discordapp.com/attachments/342700290493120512/368596527234416641/flight_024.png)
The (in)famous JP-233 run on a runaway. You get more stuff to look around as you whizz by.


(https://cdn.discordapp.com/attachments/342700290493120512/368596788912979969/flight_021.png)
Hit F2 (Satellite View) and you get this interesting view as a side-effect of the hack.


(https://cdn.discordapp.com/attachments/342700290493120512/368597086457036801/flight_029.png)
Hack combines well with the Responsive Horizon Hack (i.e., hack #6) to
give an interesting new perspective when the airplane banks.


https://www.youtube.com/watch?v=cEhIGdseqqY
This video will give you an idea what is possible with the hacks.

Hopefully this hack will open up new possibilities and experiences when playing a ground strike mission. Cheers.
Title: Re: Modding Tornado
Post by: Frankie on October 14, 2017, 08:39:32 AM
10. Rotate the craters after hitting (or missing) the target - with a custom height

Mod: Rotate the craters and view them from a custom height
By Frankie
Link: None. Open the VIEWS.ASM file. Then follow the code hack shown.
Description:

I've managed to adjust the height of the weapon overhead view and to make the overhead view pan left and right. Which view you say? You know after your bomb hits the target, resulting in crater or a series of craters?  That View! Well, now you can pan left and right slowly or fast. Plus slight zoom-in and zoom-out.Now I share the secret of my latest Tornado hack. The Rotatable Overhead View. See the image below! In the standard Tornado game, once your bombs hit home, you were looking straight down at some craters. The view was static.

Now with my hack, I can swivel (rotate) left or right around the centre of smoking craters of what used to be the target. I can also zoom in and out but the zooming actions are very limited. I am also higher up compared to the standard game's Overhead View height, and I am looking not straight down at the craters, but rather at an angle.

It would be very useful to zoom out MORE so that I can see the rest of the enemy airfield, especially if the mission was a multi-plane coordinated attack and various targets were damaged or hit

(https://media.discordapp.net/attachments/342700290493120512/365802303875317770/swivel.PNG)

The default Overhead View height was 500. I changed it to 600. No reason why you can't edit the value and make it 800! That would give you a better bird's eye view of how well the Squadron's strike of the airfield was.

(https://media.discordapp.net/attachments/342700290493120512/365803225821216778/swivel2.PNG?width=839&height=481)


In the screenshot below, I changed the VP_PITCH 384 value to -110. This accounts for the angled look down in my modified Overhead View. Makes this a bit more dramatic, eh Sparky?

(https://media.discordapp.net/attachments/342700290493120512/365803295421497344/swivel3.PNG?width=623&height=481)

See line 2657's "call AdjustWpnTrack"? Ah, that my friend, is the key that allows me to rotate left or right once I am in Overhead View! This is a true Frankie Tornado innovation. So the view of what's left of my target is no longer static, I can rotate the view and enjoy the results of my handiwork.

Next, see that lie 2656 "call AdjustWpnZoom"? That's the zoom-in and zoom-out controlds. Or Shift-key and zoom-in and zoom-out faster. However the zooming is very limited - almost useless. I am trying to find a way to ZOOM OUT MORE! That would be more useful.(edited)

With my hacks so far, when you go to the Overhead Weapons View (key v), you will head the bomb explode as it strikes home. Then you can rotate around the craters and from a higher up height so that you can survey the damage done by your Squadron. Tally ho! I hope you enjoyed this as much as I enjoyed discovering it.
Title: Re: Modding Tornado
Post by: Asid on October 14, 2017, 05:27:03 PM
Great stuff Frankie. You are very passionate and committed. Your hard work and determination has started to give results like the above.  :sifone

Keep it up  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on October 14, 2017, 05:44:29 PM
Hi Asid

Many thanks for the encouragement. It wouldn't have been possible without your generous and selfless support, and the Dogs Of War Virtual Unit website and forums.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on October 14, 2017, 06:09:18 PM
11. Rotate the Spectator View to catch the action

Mod: Spectator View Rotate for cinematic effect
By Frankie
Link: None. Open the VIEWS.ASM file. Then follow the code hack shown.
Description:

With this hack, the Spectator View comes to life. In the default game, when you hit the F4 key, all you have is a view of the rear of your Tornado, rapidly retreating away from you until it becomes an indistinguisable pixel. You can't do anything else. NOW HOWEVER, with this hack, after hitting the F4 key, you can rotate the view along the horizontal axis (using the z, x, Shift-z and Shift-x keys)!

How can this View become useful? Most probably in a multi-plane mission where after bombing a target, you can continue to view your wingman hitting their assigned targets over the same area. So for example,  hit the F4 key. As your jet flies out of view into infinity, you rotate the view left or right to catch the action of the wingmen bombing their targets. So this hack makes the Spectator View more useful.

How does it work? At around line 1716 of VIEWS.ASM, add "call AdjustTrack" at the end of the UpdateGameView procedure. Like so:

(https://media.discordapp.net/attachments/342700290493120512/368797106380472331/SpectatorView_AdjustTrack.PNG)
Just add the line "call AdjustTrack" to the end of the UpdateGameView procedure


Here's the hack in action on Youtube for you to see the difference it now makes to the Tornado experience.

https://youtu.be/BLw82a1qozg
The last 20 seconds of this video show you how useful the hack is.

Here's my  take on this. Suppose a flight of six tornado, led, ahem, by me, were to strike a target with mine being the first to ingress. A few seconds later the others hit various installations of the vicinity. So after I pass over the target and release my ordinance, I hit the F4 key and then hold down Shift-z to rotate the camera counter-clockwise. The target ground area rotates into view, just in time to catch the rest of the squadron lay waste the target area.

Now can you imagine the cinematic possibilities?
Title: Re: Modding Tornado
Post by: Frankie on October 15, 2017, 02:30:54 AM
Haha! Apparently in the default Tornado game, the Spectator View (F4) already has the pan left and pan right feature. So Hack #11 is a no-Hack. Guess I confused the Remote and Spectator views.
Title: Re: Modding Tornado
Post by: Frankie on October 15, 2017, 06:46:21 PM
For those with the original Digital Integration (or Spectrum Holobyte) Tornado combat/flight simulator installed on your computer, or if you fancy digging up that old CD-ROM (or diskettes!?) to install the simulator, I am making the latest multiple-views-modded FLIGHT.EXE available to you. Below is the link:
https://www.dropbox.com/s/n5appd9ysehp1d2/FLIGHT-at-end-of-Sunday-15th-October-2017.zip?dl=0

Instruction:
This will only work with the Non-Operation Desert Storm version of Tornado.
Simply make a backup of the original TORNADO\FLIGHT\FLIGHT.EXE and then extract the Zip file. Then copy my FLIGHT.EXE into TORNADO\FLIGHT subfolder.
Title: Re: Modding Tornado
Post by: Frankie on October 17, 2017, 12:19:47 AM
11. Checksix view

Mod: Fullscreen rear view with F2 (Modded Satellite View) - allows you to Checksix!
By Frankie
Link: None. Open the VIEWS.ASM file. Then follow the code hack shown.
Description:

I managed to mod the Satellite View inside VIEWS.ASM so that when you hit F2 you get a front-facing almost full-screen view, and if you hit F2 again, you get a full-screen BACK VIEW. Both views can be further adjusted by pressing and holding down < or Shift< or > or Shift>.

(https://media.discordapp.net/attachments/342700290493120512/369159668469071883/updateSatellite-2.PNG?width=623&height=481)

What I did was to change line 1542 from
mov    TMP_VIEW.VP_PITCH, ax
to
mov    TMP_VIEW.VP_PITCH, -45
-and-
I commented off line 1253 by adding a semicolon in front. Like so:
;mov    TMP_VIEW.VP_ROLL,0

(https://media.discordapp.net/attachments/342700290493120512/369164936863154177/flight_033.png)
This angle is new to Tornado. Here you can see the rest of the Squadron queued
up behind your Tornado. The white line is a runaway line marker.


(https://media.discordapp.net/attachments/342700290493120512/369166297319342080/yourown-jp233.PNG)
Another unique angle. See those droplets falling down behind our Tornado?
They are from YOUR Tornado, not your Squadron mates'. You have overflown the runaway and
the bomblets are raining down BEHIND you.


(https://media.discordapp.net/attachments/342700290493120512/369167277641302017/yourown-jp233-and-others.PNG)
Your JP-233 bombs are going off behind you. Seconds later, your own Squadron mates hit the other targets surrounding the runaway.

See those bigger flashes of orange and white at the bottom-right corner of the last screenshot image above? That would be drone Squadron flights doing what they've been programmed to do best - hit the target on time, every time. The angle is unique. The visual damage done to runaway thanks to the cumulative efforts of the Squadron is unique to Tornado. The story this image tells is powerful.

This proves that there is almost no limit to what the 24-year old assembly language source code can do . All it takes is TIME, TIME and creativity, curiosity and lots of luck.  Perhaps even Providence. I am sure that there are many other tricks the code can do if coaxed properly and patiently.



Watch the video below to see the new Satellite View (F2) in action.
 https://www.youtube.com/watch?v=1gWkpchYD-4


Below is video showing more action using the modded Satellite View (F2). This time it's a 6-plane mission.11-IDS Airfield Dawn Attack. When the video is ready, check out the last 5 seconds of the video. Those seconds is what Tornado was/is all about. Start of the take-off has some green clipping on the runaway. Not sure what is causing that. Never mind. It's minor to me.

 https://www.youtube.com/watch?v=Jm2AAOG5Wds

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on October 18, 2017, 09:20:20 PM
12. Use the Right or Left TV Tab Display to activate glorious night vision effect

Mod: An improved Night Vision Goggles view
By Frankie
Link: None. Open the TAB.ASM file. Then follow the code hack shown.
Description: All you need to do is to comment off one line. ONE LINE. NVG has been done before. Heinz-Bernd Eggenstein of Germany wrote the original NVG mod (http://www.moodurian.com/tornado/tor/mods/tmf106.zip) back in 1996. That mod made the entire screen show up in night vision green. My hack allows just the windshield to be in night vision green. Plus, compared to Heinz's mod of 1996, my hack makes it extremely easy to implement and to activate/deactivate during the game.

(https://cdn.discordapp.com/attachments/342700290493120512/370287138299707394/nvg-easy.PNG)
A single semicolon (remark command) to rule them all!


(https://cdn.discordapp.com/attachments/342700290493120512/370291365491245067/NVG-4.PNG)
Change the Right TV Tab Display to the TIALD view


(https://cdn.discordapp.com/attachments/342700290493120512/370292002824126465/NVG-5.PNG)
Glorious green


(https://cdn.discordapp.com/attachments/342700290493120512/370292723183386626/NVG-6.PNG)
To deactivate the NVG effect, simple select the FLIR view inside the pilot's central MFD. See above.


(https://cdn.discordapp.com/attachments/342700290493120512/370295335853228032/NVG-11.PNG)
All external views will show in the NVG effect when activated.


Application of the mod? I think this version of NVG, compared to Heinz's brilliant NVG mod of yesteryear, is easier on the eyes. It is easy to implement the 'hack' of commenting that one line, and easy to activate and deactivate during the game. It will also allow you to better target ground targets in the darkest of nights. Mauser strafing and night shooting sprees in the making!

I have a feeling that Tornado 2 of 2018 is simply going to be the same 16-bit assembly language Tornado FLIGHT.EXE, albeit with at least 10 to 20 minor improvements. What matters in the end is the cumulative effect of the mods, no matter how small they may be, will enhance the overall gameplay of this classic flight simulator. We may not have the DESERT.EXE source code, nor the source code to Robin Heydon's brilliant Advanced Mission Planner (AMP.EXE), but what we have is a God-send. Kevin Bezant's full source code of the 3D simulation part of Tornado. FLIGHT.EXE is simply going to get better over time.

So here's to more mods over the next 6 months or so!
Title: Re: Modding Tornado
Post by: Frankie on October 21, 2017, 10:19:22 AM
13. Wump-Crump-Shake the Tornado

Mod: Shake Tornado at moment of ordinance target explosion even when Tornado is outside of weapon's damage hemisphere
By Frankie
Link: None. Open the WEAPONS.ASM file. Then follow the code hack shown.
Description: In the default game, all weapons have damage hemisphere values. For example from the second screenshot below, the 1,000lbs GPB will damage the Tornado if the Tornado is within 750 feet from the blast. So if the Tornado is, let's say, 1,000 feet away from the blast, then there is no visible tremor or shaking of either the pilot's or navigator's cockpits. That's why it pays to make a bomb run from a safe height.

(https://cdn.discordapp.com/attachments/342700290493120512/371231379897319426/HowToBlowYourselfUp.PNG)
How to blow yourself up with your own bombs - from the Tornado game manual

One of Tornado's notable strengths is also one of its greatest weaknesses. The simulation is accurate down to the plane physics, aerodynamics, ballistics and explosion data. However this results in a less fun experience. For example, imagine you as the gamer after having fought your way through AAA and SAM defenses, manage to bomb the target, only to be greeted by a less than impressive sound effect, and with no visible cue of the explosion. In the achievement of high fidelity physics data, the fun factor has been sacrificed in some parts of the simulation.

(https://cdn.discordapp.com/attachments/342700290493120512/371183059393052693/weapons_damage_hemisphere.PNG)
Existing code in WEAPONS.ASM

The purpose of this "Wump-Crump-Shake the Tornado" hack is to put the fun factor into the bombing experience by shaking the cockpit screens even if and when the Tornado is OUTSIDE of the damage hemispheres of any weapon. This is a tad unrealistic, as at certain heights and speeds the Tornado may well be unaffected by the shock waves of the blast behind and below it. However this hack ramps up the fun and immersion factor. It gives the gamer a visual cue as to the moment of impact by shaking the screen slightly. This visual cue, combined with the auditory feedback of the explosion sound is my way of enhancing the combat experience of this 24-year old flght simulator.

Here is the hack. Put the code SHAKE    SHAKE_BRAKE,HSHAKE_OFF,VSHAKE_LO,65535 right after the NextMobile: label. See image below.

(https://media.discordapp.net/attachments/342700290493120512/371189441735294987/shakeNextMobile.PNG)
This code gives the cockpit a brief, small but unmistakable shake/tremor/jolt

This code will cause a slight shake of the cockpits when a bomb detonates. If this is too small an effect for you to notice, then you can try replacing the code with SHAKE    SHAKE_COLLIDE,HSHAKE_HI,VSHAKE_HI,50 which is a much stronger shaking of the cockpit or tremor.

Here is a video showing the effect. You can see this effect at 00:23 and 01:13.

https://youtu.be/7BC2kA6gGRA
Don't blink at 00:23 and 01:13 or you will miss the effect!

So now with my hack, when the bomb hits home, there's gonna be a whole lotta shakin' goin' on! Inside or outside of the Damage Hemisphere.  This puts the F-U-N factor back where it belongs. Inside the simulator. Adjust and stir to taste.

Title: Re: Modding Tornado
Post by: Frankie on October 21, 2017, 07:24:57 PM
14. Flyby view

Mod: After 24 years Tornado finally gets a true flyby view
By Frankie
Link: None. Open the VIEWS.ASM file. Then follow the code hack shown.
        The magic value of -10 for ".VP_PITCH" seems to work wonders this time.
Description: The Remote View (F3) always showed a flyby view from directly behind the Tornado. This very simple hack will finally give your Tornado simulation the flyby view it always needed. Oh well, like they say, "better late (by 24 years) than never!".

https://www.youtube.com/watch?v=R7z-VERR-Yc
The flyby view at last for Tornado.
This video contains scenes never before possible with Tornado. Until now.

Flyby view with F3 (hacked Remote View). After 24 years, Tornado finally gets a true flyby view!

I had been looking at the Remote View and was thinking how to hack the anchor location of the camera. The Remote View was always looking directly  at the rear of the plane as it flew away from the camera. The Remote View, though unique, was quite limited in its uses. Not eveyone will get exciting by seeing the Tornado disappear into a speck within 2 seconds.

What was needed was a true flyby view. You know, the type of view similar to Jane's F15. And other countless flight simulators since 1993. Like TFX, IL2, DCS and Falcon BMS. Somehow throughout all these years, Tornado fliers and gamers played the simulation without this standard flyby view - and were quite contented.

Until now.

By a stroke of luck and Providence, I managed to chance upon the right code to get a nice fly-by view. I also needed to edit the -35 values (or -45 values) of Hack #9. In Hack #9, I changed  ".VP_PITCH,0" to ".VP_PITCH,-35" (or ".VP_PITCH,-45" depending on your taste).

So here are the before and after modifications of VIEWS.ASM:

First change is to modify the anchor position. I changed M_VIEW to V_VIEW. Also, to make sure that the horizon does not reset to level, I comment it off.
Before:
(https://cdn.discordapp.com/attachments/342700290493120512/371346863065923584/flyby-before-1.PNG)
After:
(https://cdn.discordapp.com/attachments/342700290493120512/371346917743001601/flyby-after-1.PNG)

Second change is to modify the SetRemotePitch label. Specifically, I changed the "ax" register to -10.  In this way, REM_VIEW.VP_PITCH will store the value -10 instead of what was previously in "ax" register.
Before:
(https://cdn.discordapp.com/attachments/342700290493120512/371347100769845248/flyby-before-2.PNG)
After:
(https://cdn.discordapp.com/attachments/342700290493120512/371347153622138883/flyby-after-2.PNG)

Third change to the code. I edit the values of Hack#6 to -10. As mentioned above,  in Hack #9 ("9. Flip the flipping sky and let's give the ground more coverage"), I changed  ".VP_PITCH,0" to ".VP_PITCH,-35" (or ".VP_PITCH,-45" depending on your taste). So here I changed that -35 or -45 value into -10. What is the meaning of -10. Well a "VP_PITCH,0" dives the screen into two halves evenly between the sky and the earth. "VP_PITCH,-10"  will give make the bottom (earth) half of the screen slightlu taller than the top (sky) part of the screen. I found that the value -10 gives a nice balance between flybys that scream overhead in the sky and that dive down onto the earth.
(https://cdn.discordapp.com/attachments/342700290493120512/371348478963482624/flyby-after-3.PNG)

One more video. I couldn't resist showing off my new Flyby View of my favorite DOS flight simulator. Whee!!!
https://www.youtube.com/watch?v=ArXZ48658KI
The spectacular 1993 DOS flight simulator is NOW even MORE SPECTACULAR!

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on October 26, 2017, 08:25:04 PM
15. Functional Pause/Unpause key

Mod: A better Pause!
By Frankie
Link: None. Open the  \LIB8086\VGA_DRVR.ASM and the CONTROL.ASM files. Then follow the code hack shown.
Description:The Pause key no now longer fades to black.  This allows you to pause the game at the right moment to take in the sights.

I managed to remove the "fade down to black" effect when the Pause (P) key is hit/pressed, and the "fade up from black" effect when the unPause (P again) key is hit. Previously when the user paused the screen, a darker palette was displayed. Now when you pause the screen or the action, the details shown are the original colours. Now you can see the detail put into the game by the Digital Integration development team.

Here are three screenshots that I was able to take by pausing the game at the critical moment. All screenshots were taken while in Weapons View (V key). The missile travels so fast that the final moments is all but a blur, and you have as good a chance of getting a good close-up view of the target, as spotting the elusive clouded leopard in the wild. The chance is practically nil. Unless you use a screen recording software and then later play back the footage frame-by-frame. And unless you use my hack with lots of luck getting the pause at just the right moment. Even with my pause hack, getting the scene paused at just the right moment was one heck, pun intended, of a job. I did over 20 takes before landing the right 5 screenshots. Well, now you know.

(https://cdn.discordapp.com/attachments/342700290493120512/373177770789961730/Chance_In_A_Million.PNG)
My ALARM missile is about to turn a Russian-made ZSU-23-4 Shilka into toast.
Have you ever seen a Shilka this up close in Tornado?
For early 1990s graphics, I'd say the devs got the 3D model done just right

(https://cdn.discordapp.com/attachments/342700290493120512/373178083202564118/Chance_In_A_Million2.PNG)
What looks like a ZRK ROMB (SA-8) amphibious mobile SAM system to me, is a split second away from disaster.
Seeing one close enough to identify it, is a rare moment indeed in this game.

(https://cdn.discordapp.com/attachments/342700290493120512/373178255915745291/Chance_In_A_Million3.PNG)
Another Shilka on the receiving end of my ALARM missile. Remember this was 1990-1993 era graphics.

Again, these screenshot are something you probably have never seen before in all the years of playing Tornado. Made possible ... curtesy of this hack and Frankie Kam

Usually in the standard game, what you see is just a split-second glimpse of the target vehicle before it is reduced to a smoking earth-coloured crater. This is probably the first time you are looking at such screenshots of the game. The process of capturing the above three screenshots above was ONLY made possible by this hack.

The hack consists firstly of editing the FadeDown procedure of \LIB8086\ VGA_DRVR.ASM.  Just add a ret command to exit the procedure at around line 4085

(https://cdn.discordapp.com/attachments/342700290493120512/373179871976882177/FadeDown.PNG)
Edit the FadeDown procedure of VGA_DRVR.ASM


Secondly, edit the FadeUp procedure of the CONTROL.ASM source file. Make the changes shown in yellow highlight below. Basically, I changed 3 values and commented off 4 lines of code. This took me hours to find and to test

(https://cdn.discordapp.com/attachments/342700290493120512/373180605560651777/FadeUp.PNG)
Edit the FadeUp procedure of the CONTROL.ASM

So that's it for Hack #15. The Pause key in Tornado is now much more functional compared to the original. It won't hide your screen from the Boss when he or she walks into your cubicle, but then again, should you be playing Tornado at work in 2017? I think not. :sweat_smile:

Two more screenshots from the game. Pause is KING!

(https://cdn.discordapp.com/attachments/342700290493120512/373185476594761738/An-LGB-Strike1.PNG)
Here's Laser-Guided-Bomb on its way towards the target.
Ever seen this up-close before? What? Still not close enough for you?


(https://cdn.discordapp.com/attachments/342700290493120512/373185677749387264/An-LGB-Strike2.PNG)
Okay! How about this now? Close enough for you NOW? It sure is for me!
Made possible because of the Functional Pause hack. Enjoy!

In closing, this hack allows you to pause the game at critical moments. With a dose of luck and sheer timing of your keypresses to pause and/or unpause, you should be able to capture moments never before viewed in the history of Digital Integration's Tornado. Enjoy!

Retro-Man Frankie, out.

(https://cdn.discordapp.com/attachments/342700290493120512/377443856352018433/Kaboomb.PNG)
Kaboom at dawn! This is an extremely rare screenshot of an ALARM hitting a enemy vehicle.
I hit the P(ause) key at just the right millisecond.

Postscript.
I have tested this on my iDOS2 beta build running on my iPad Air. The pause button works perfectly because if I press and hold down the P key, the screen pauses. Unpausing on the iPad is a bit more tricky. A press and hold won't unpause the screen. I have to quick light tap the P key with my finger tip to get the unpause to work. Still work in progress to achieve the right tatactile feeling.

(https://cdn.discordapp.com/attachments/342700290493120512/380404267867045898/rare-angle.PNG)
An indirect ALARM cuts off its parachute and bears
down almost vertically onto a helpless SA-8 Gecko

For future enhancement, it would be nice to be able to rotate, Matrix Keanu Reeves style, the Tornado while in pause mode.
Title: Re: Modding Tornado
Post by: Frankie on November 07, 2017, 01:23:40 PM
16. A better Lookup view

Mod: Lookup view reinvented
By Frankie
Link: None. Open the VIEWS.ASM. Then follow the code hack shown.
Description:I changed the angle of the default Lookup view. Previously, it would show a view of the sky 12 o'clock high from the pilot's seat. Like so.

(http://www.moodurian.com/tornado/images/StandardLookup.PNG)
Just blue sky. Getting a neck ache searching the sky in vain for bogies. Can I change this view? Why not?

I think only ADV pilots will benefit from the default view. As for me, I play the IDS version of Tornado 99.99% of the time. I thought "Wouldn't it be nice to show the ground detail instead of meaningless blue sky?". So here's my fresh take on the Lookup "Home" key.

(https://cdn.discordapp.com/attachments/342700290493120512/377155224315494401/lookup1.PNG)
The screenshot below is after hitting Home. The familiar ironworks/HUD brackets, but this time, minus the blue sky!
Instead you get a generous slice of the ground view.


(https://cdn.discordapp.com/attachments/342700290493120512/377155525055479808/lookup2.PNG)
The same view minus the Ironworks. Right after I hit the "6" key to make the partial cockpit disappear.
So this is my way of making the Lookup View more practical and useful. What do you think?


(https://media.discordapp.net/attachments/342700290493120512/377155659373740032/Code-Lookup-1.png)
[size=8]Here's how I did it. VIEWS.ASM file. See the yellow-shaded code.[/size]

(https://media.discordapp.net/attachments/342700290493120512/377155739686404097/Code-Lookup-2.png)
More code that I added. Shown in yellow-shaded code again.
Lines 1672 and 1673 enable the bottom-row info bar with useful text data against a black strip.


Backup of my VIEWS.ASM at this point of time. Includes this hack.
Title: Re: Modding Tornado
Post by: Frankie on November 30, 2017, 09:56:53 PM
17. Shilka AAA burst time duration is now randomised to between 3 and 8 seconds

Mod: Random AAA burst duration
By Frankie
Description:By default, the AAA (e.g., Shilka) burst length is 2 seconds. We know this because of line  70 inside the AAA.ASM source file.
The code reads as "AAA_BURST_LEN   EQU 2*100".
(https://cdn.discordapp.com/attachments/342700290493120512/381865276284731402/aaa_burst_length.PNG)
That is a 2-seconds duration. Let's say we make the simulation a little bit edgier by introducing some variety, eh old chap? How does a random duration for each AAA burst of tracers sound to you?


The critical code are lines 311 ...
[img ]https://cdn.discordapp.com/attachments/342700290493120512/381866135605346314/aaa_time1.PNG[/img]
...and lines 465.
(https://cdn.discordapp.com/attachments/342700290493120512/381866227963920393/aaa_time2.PNG)

My hack adds a random value, between 1 to 6 seconds, to the AAA_BURST_LEN initial value of 2 seconds. This gives a burst length of between (2+1) and (2+6) = between 3 and 8 seconds. So the shortest burst of a Shilka AAA is now 2 seconds. And the longest gun burst is now 8 seconds. This makes the Shilka AAA in Tornado unpredictably more deadly than ever.(edited)
Here is the mod code. The remarks make the code self-explanatory.

(https://cdn.discordapp.com/attachments/342700290493120512/381867809959051275/aaa_time1-deadlier.PNG)

The result of this? Here comes the tracer. This time it's not always in predictable 2 second bursts!
(https://cdn.discordapp.com/attachments/342700290493120512/381870729890889749/tracer.PNG)

Tracer again. This time to harrass my JP-233 run. It didn't get more unnerving than this during Operation Desert Storm, a.k.a. Operation Granby.
(https://cdn.discordapp.com/attachments/342700290493120512/381871029481373707/tracer2.PNG)

So in summary, AAA bursts of random duration between 2 to 8 seconds will now make the enemy guns less predictable and more deadly.


Title: Re: Modding Tornado
Post by: Frankie on November 30, 2017, 10:36:30 PM
18. Laser Guided Bomb view is now in full-screen

Mod: Fullscreen TIALD view
By Frankie
Description:  TIALD is a second-generation laser designator pod, which initially entered service in the 1991 Gulf War when it was used as a laser designator for the bombs carried by Tornado GR1s. TIALD stands for Thermal Imaging Airborne Laser Designator targeting pod.

Tornado once had the best modelling of TIALD of any flight simulator in the 1990s to early 2000s. No other flight sim did LGB bombing better than Tornado. Here is the original size of Tornado's TV-Tab showing the TIALD view in the Navigator's station.
(https://cdn.discordapp.com/attachments/342700290493120512/385916356966481920/OriginalTIALDview.png)
This was easily back then, one of Tornado's best features. The TIALD display was just that little rectangle.
But boy, did it pack a punch!

For the first time ever in Tornado, laser-guided bombing in full-screen mode! My hack gives you the the Navigator's panel with a full-screen view. The view is tiltable (pitches) and will break with a big "X" on the TV-tab if your plane is angled too much. Zoom into the target and hear the targets explode and reduce to craters. 

(http://www.moodurian.com/tornado/images/TIALD-zoom.PNG)
Zooming in from 30,000 feet in the air. Best experience on a large-screen monitor!

(https://cdn.discordapp.com/attachments/342700290493120512/383693089610399744/nvg-lgb1.PNG)
The infrared cuts through the clouds on cloudy days. Night becomes day, up close and personal.
Welcome to Tornado's new TIALD view!

(https://cdn.discordapp.com/attachments/342700290493120512/383694542874083331/RAF-TIALD-strike.PNG)
What the real thing looks like. RAF TIALD strike.

(https://cdn.discordapp.com/attachments/342700290493120512/383695549313974272/TL.PNG)
You can see the T and L letters to the left and right of the crosshairs.
Digital Integration modelled it correctly back in 1993!

(https://cdn.discordapp.com/attachments/342700290493120512/385789615052685314/scud-hunting2.PNG)
Remember this SCUD hunting mission? The full-screen mod brings it to life!

(https://cdn.discordapp.com/attachments/342700290493120512/385806670967734273/scud-hunting1.PNG)
Note the Note the autopilot's waypoint and ground radar TV-Tabs.
They come in handy when using LGBs to hunt SCUDs.

(https://cdn.discordapp.com/attachments/342700290493120512/385807207968538624/Gotcha-SCUD.PNG)
And here's one right now. From way up in the sky, all I see is a white speck.
Zooming up close, I can see the SCUD's red nose, brighter than Rudolf the red-nosed reindeer.

(http://www.moodurian.com/tornado/images/LGB-on-the-way.PNG)
One Paveway II LGBs from a Tornado GR1 on its way.


This ramps up the immersion factor. Best played with a large screen monitor and your mouse. I believe it makes a big difference to the gameplay.
Title: Re: Modding Tornado
Post by: Frankie on November 30, 2017, 11:01:42 PM
19. FLIR view is ALSO now in full-screen

Mod: Fullscreen FLIR view
By Frankie
Description: FLIR stands for Forward Looking InfraRed. Tornado now has Dual HUDs. The first HUD is the normal/standard in-game HUD as seen from the Pilot's Cockpit view (Home key). See below.

(https://cdn.discordapp.com/attachments/342700290493120512/385670781390290944/normal_HUD.png)
This is the normal HUD. Note that the outside world fits inside a mere 96 pixels of height.

I have now added a second (new) full-screen HUD that is working 80%. This new HUD is full-screen and it is activated by hitting the "D" key, in the Pilot Cockpit's view, until the MFD switches to the FLIR Forward-Looking Infra Red view. This view has been set to full-screen with a new HUD that updates its data in real-time!

(https://cdn.discordapp.com/attachments/342700290493120512/385671315782107136/newHUD-fullscreen1.png)
This is the full-screen HUD. The outside world now fits inside a window with a height of 192 pixels.

I have also re-adjusted the positioning of the TV-TABs and MFD so that it is more intuitive and easier to setup the specific arrngements. For example, TIALD view as the full-screen, left TV-TAB as the waypoints display and the right TV-TAB as the ground radar.

The new HUD in full-screen mode has yet to be fully-tested against all weapon delivery modes. What I do know is that the target marker of a Target-Opportunity waypoint (T) is too high up from where it should be. For example in the screenshot below, the target marker (circled in bright green) should be very near to the centre of the HUD.

(https://cdn.discordapp.com/attachments/342700290493120512/385674489259622400/abnormal-HUD.png)
The new full-screen HUD isn't perfect yet! No countdown clock and the targeting marker is in the wrong position.

The problem with the target marker is that it did not shift down 48 pixels south. The rest of the HUD already shifted down 48 pixels as compared to the normal Pilot Cockpit's HUD. The target marker however, still clings on to its old position as if the oldside world were still at the old 96-pixel depth. So by right, the target marker in the full-screen mode should be 48 pixels lower. That would solve everything!

(https://cdn.discordapp.com/attachments/342700290493120512/385672746262069249/newHUD-fullscreen2.png)
The full-screen HUD also comes with overlays to aid locating and destroying targets.
Think strafing runs.

Over this weekend, I hope to solve the missing countdown clock bug in the new FLIGHT.EXE. In the meantime, enjoy the remainder screenshots of this post. One a night-time mission and the other of me buzzing the airfield with my CCIP bomb line marker primed and ready for release.

(http://www.moodurian.com/tornado/images/FLIR-night-mission.PNG)
A night time mission comes alive when the FLIR turns on its the infrared night vision.
Note the eScope display at the bottom left-corner. It comes in handy when hugging the terrain!

(https://cdn.discordapp.com/attachments/342700290493120512/385682321426350080/New_fullscreen-FLIR-with-new-HUD-in-action.PNG)
A Tornado bombing run in all its full-screen glory.

This version of the FLIGHT.EXE is a major breakthrough. After so many months and years, I finally have what I always wanted - two real-time HUDs in two different views. The Pilot Cockpit view has the normal HUD, and the full-screen TV-TAb or full-screen MFD shows the FLIR in full-screen WITH a 90% working HUD. 

Cheers and enjoy the FLIGHT.EXE modded so thus far.
FRANKIE KAM
For more information on Tornado, go to
http://www.tornado2.com
and http://www.tornado2.com/tornado
Title: Re: Modding Tornado
Post by: Frankie on December 07, 2017, 11:32:24 PM
20. Minor Hack - Repositioning of Air Radar

Mod: Air Radar display in the full-screen FLIR and TIALD modes.
By Frankie
Description: Tornado is not only about mud-moving. The gamer has to also deal with air-to-air threats like Migs. I was testing the Air Radar (Alt-R key) and discovered that it needed tweaking. So now FLIGHT.EXE gets better. Previously when in full-screen mode and if I hit Alt-R to activate the Air Radar, this is what I got ...
(https://cdn.discordapp.com/attachments/342700290493120512/387380535103586305/Blitter-NOTok.PNG)
The blitter thingy is still stuck in the centre - using the original coordinates as per the navigator's panel

..the blitter (whatever that green alien-head shaped thing is called) is still stuck to the centre as though I were still in the Navigator's Cockpit panel. Here's the code to solve the problem in VGAPANEL.ASM.
(https://cdn.discordapp.com/attachments/342700290493120512/387380914239569921/BlitterReposition.PNG)

Vola! Problem solved.
(https://cdn.discordapp.com/attachments/342700290493120512/387381013812215808/Blitter-OK.PNG)
The Air-To-Air Radar is now properly positioned when in full-screen FLIR or TIALD mode.
Enjoy racking up those kills with your Skyflash!
Title: Re: Modding Tornado
Post by: Frankie on December 07, 2017, 11:41:25 PM
21. Radar-Warning-Receiver added to fullscreen views

Mod: Radar-Warning-Receiver in Fullscreen FLIR and TIALD views
By Frankie
Description: The pilot's cockpit has the RWR display to alert him to threats and type of threats. See image below.
(https://cdn.discordapp.com/attachments/342700290493120512/388477422984495105/RWR-Tornado.png)
RWR in action. Note the AAA tracer arching up from the left towards the aircraft
and the corresponding symbols on the RWR display (highlighted in yellow).

I added the RWR symbols to the full-screen FLIR views - minus 360 degree dial lines. This gives the player more situational awareness of the AAA and SAMM threats around him. The RWR symbols are located to the right of the screen and are updated in real-time.

(https://cdn.discordapp.com/attachments/342700290493120512/387461365717139456/AddedRWR_symbols.png)
Notice the RWR symbols? You can't see the clock directional dials, but at least the symbols are there.

Here's the code that does this.
(https://cdn.discordapp.com/attachments/342700290493120512/387462062277787649/UpdateRWR-code1.PNG)
-and-
(https://cdn.discordapp.com/attachments/342700290493120512/387462114576433153/UpdateRWR-code2.PNG)

Here are the RWR symbols in the combo view set of the Navigator's TV-Tab displays (top-right corner and full-screen) and the MFD (top-left corner). The Tornado is being fired upon by AAA. Note also the Picture-Inside-A-Picture of the top-left TV-Tab which is also a FLIR mini-view!
(https://cdn.discordapp.com/attachments/342700290493120512/387463335332937729/AddedRWR_symbols-navig.png)

Yes, the Tornado project is progressing along fine. The hacks/mods 1 to 21 are not a graphics upgrade of this venerable flight simulator. However these mods are proof that given creativity, passion and time (lots of it!), the original game can still be improved to a point where one can say, "anything is possible with the source code"! My goal for the number of hacks to write was 20, in time for the new year. I have now surpassed that goal for 2017. My new goal is to now ensure that the HUD avionics and symbols in the full-screen FLIR and TIALD views are made to show for all ordinances. For example, this weekend I am going to try to get the full-screen FLIR view's countdown clock to work properly. At the moment ony the Cannon is working fine. The other weapons' HUD  graphics is not working right (e.g., loft bombing HUD symbols,  etc.).

It would be great if others could join in the coding work, but it takes time and I guess that I'm the only gamer crazy enough to dedicate time and effort to this project. Anyone up to the challenge? Just give me a buzz and I will share with you the resources and tools that I used to make twenty-one hacks in four months. In closing, I leave you with my latest FLIGHT.EXE file. See attached file. Enjoy.
Title: Re: Modding Tornado
Post by: Zurger6 on December 09, 2017, 12:09:42 AM
Hey Frankie!

Wow, you're still at it! Marvellous! Hope you are okay and sorry I've replied on the wrong forum. You've learned so much since the early days, I can see. Is that your coding? And you've got mods you're proud of, man that's great.

Is there a page where I can go to download updates? I'm in a university program now so not much hope of consistent active participation, but I am between semesters now so maybe I can catch up a little? I have to restart school in early January so this will be a fly-by but maybe I can help with something over the next month.

Best wishes Frankie, as always.

Phil aka Zurger6
Title: Re: Modding Tornado
Post by: Frankie on December 09, 2017, 03:13:42 AM
Hi Phil aka Zurger6

Nice to hear from you again, Phil! Yes, I'm still chewing on the Tornado bone. Ever since August 2017, when I compiled my first FLIGHT.EXE, I've managed to switch gears and I got a slew of code hacks done in time for 2018. But really, the term "mod" is highly over-rated. Some of my "mods" are nothing more than a value changed from 1 to 0, or a few lines of code inserted here and there. Granted, the most complex "mod" was the full-screen FLIR and TIALD views which took months of "going down the wrong rabbit hole" to do. Still, every modification was done because the ex-DI programmer, Kevin J Bezant did a great job documenting the Tornado 3D engine code. In some places he had written macros which I could use. Even the full-screen view which needed specific aspect-ratio calculations and values was written by him. I just stumbled upon his code and tweaked them here and there. The two most useful tools I use are Notepad++ (text editor for coding) and Agent Ransack (file searcher to search for text inside multiple files). Using logic, sleuthing and my own programming experience (I have minimal assembly language knowledge, mind you), and lotsa time staring at code, I managed to cobble something, that hopefully others can enjoy. I am trying my best to produce a more 'perfect and complete' modded version of Tornado in time for its 25th Anniversary in 2018.

Lou Gehrig once said "Yet today I consider myself the luckiest man on the face of this earth." Well I consider myself the 'luckiest' flight simmer on the face of this earth because I get to make immediate changes to the source code of my favorite flight simulation. Then I get to enjoy the fruits of my labour by taking Tornado for a spin with DosBox. The feeling I got when seeing the flyby view in Tornado, even though it lasts a few seconds, is like awesome, man. And that first time when I saw the TIALD view working in full-screen, it was like "far out man!". My evolution of my Tornado experience went from being a gamer in 2002 to a Tornado tribute website designer 2004-2016 (on and off), to a Tornado coder in 2017. It's been quite a journey so far.

If you want to follow the Tornado project in more detail, I have sent you a PM with an invite link to the Tornado Discord server. I'm the main mad scientist there and it would be nice if more ex-Tornado gamers like you could join. Nice to hear that you've gone back to school and you are now on break. If I were to go back to college or Uni, I would want to study assembly language programming and to do a final project on Tornado. Maybe you can take a look at what's been done so far and give some suggestions or add to the Tornado wishlist here (http://dogsofwarvu.com/forum/index.php/topic,2401.15.html). If you have time, you can read the stuff on the Tornado Discord server for updates.

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on December 10, 2017, 10:16:13 PM
22. Working HUD in full-screen FLIR display view!

Mod: Working HUD with full-screen view of FLIR
By Frankie
Description: After two and a half-months I have achieved success at last! The HUD information is now accurately shown when in the full-screen FLIR view. The Mauser cannon and Countdown clock with Target of Opportunity Waypoint (T) is now working too. CCIP Bomb-lines in HUD are good. Loft bombing is ... magical. Here are the screenshots.

(https://cdn.discordapp.com/attachments/342700290493120512/389540420318789652/Breakthrough-Tornado-fullscreen4.png)

(https://cdn.discordapp.com/attachments/342700290493120512/389532386872000514/Breakthrough-Tornado-fullscreen3.png)

(https://cdn.discordapp.com/attachments/342700290493120512/389531008346882068/Breakthrough-Tornado-fullscreen2.png)

(https://cdn.discordapp.com/attachments/342700290493120512/389529160328019978/Breakthrough-Tornado-fullscreen1.png)

So what does this mean? Well, you can now hunt down those elusive SCUD launchers and that wily train in the Tornado missions. Shooting up soft targets, tanks and APCS with your Mauser cannons never felt so good. Better immersion, better gameplay. With the 20 cumulative enhancements and modifications, the original Tornado just got enhanced by a factor of 5x.

(https://cdn.discordapp.com/attachments/342700290493120512/389727921335435284/ILS-Tornado.png)
Instrument Landing System (ILS) in action. The HUD information is perfect.
Title: Re: Modding Tornado
Post by: Frankie on December 11, 2017, 07:03:22 PM
23. NVG (Night Vision Goggles) toggle

Mod: View FLIR and TIALD in bright green colors (Night Vision)
By Frankie
Description: Pilot's MFD must first be accessed and the FLIR is turned on.  Then hit Shift+Tab to turn ON the NVG effect. Hit Shift+Ctrl to turn OFF the NVG effect.
Prior to this hack, when flying at night, all previous versions of FLIGHT.EXE automatically showed the FLIR and TIALD views in Night Vision Goggle (NVG) green phlorescent  colors. The user cannot turn off and on the NVG colors at will. It is out of his control.

Now however, by default, the full-screen FLIR and full-screen TIALD views are NOT in NVG colors. Instead, at night the user will initially see them as per the night level colour. This time the NVG colors are turned on MANUALLY by the user using these steps:
(1) User must be in Pilot View (Home key)
(2) User then hits the 'D' key 3x so that Pilot's MFD will cycle until it switches to the FLIR view ...
(3) ... which of course will open in full-screen mode. The user then hits Shift+Tab to turn ON the Night Vision color
(4) If the user hits the Home key, he will see that the outside of the cockpit is in NVG color. The user can imagine that the pilot is using a NVG gear on his pilot's helmet. The tracking (external view) will also be in green phlorescent colors!
(5) To turn OFF the NVG color, the user hits Shift+Ctrl. The colors will revert to the non-NVG colors.

(https://cdn.discordapp.com/attachments/342700290493120512/389829347269148683/Landing_at_night_with_ILS_and_NVG.png)

There are several benefits of not defaulting to the NVG colors:
(a) The user can practice takeoffs and landings at night minus the aid  of the NVG technology;
(b) The user can appreciate the night hues an colours of the environment (e.g., runaway and towns)!
(c) The user now has a choice to toggle a TIALD or FLIR view between NVG and non-NVG colors
(d) The user can navigate by the lay of the landscape and by the stars!
(e) The TIALD and FLIR views are now not so boring - seeing the MFD and TV-Tab show green NVG colors in every mission gets a bit tiring

(https://cdn.discordapp.com/attachments/342700290493120512/389829388700745745/Landing_at_night_with_ILS_and_NVG2.png)


The choice of turning on and off the NVG colors leads to more variaty based on the use-case of the user. It extends the playability of Tornado. For example, the user may want to practice full-screen FLIR view and loft bombing in almost total darkness. Being able to toggle the NVG on and off affords the user with a choice to apply the NVG or non-NVG colors to his situation or taste. Artistically, you can watch a runaway or enemy station being hit by flashes of light and explosives at night. That is a sight to behold in Tornado.

Unfortunately, at the moment I am unable to switch off the NVG colors when I am in the TV-TAB TIALD or FLIR views. So if you are in the Navigator's panel and have switched to the full screen FLIR or TIALD with NVG colors, the only way to  turn off the green colors is to switch to the Pilot's Panel view and then hit D three times, followed by the awkwardly positioned Shift+Ctrl key combination.

(https://cdn.discordapp.com/attachments/342700290493120512/389829616162045954/TIALD_view_in_NVG_colors.png)

Above: a runaway in its full lighted glory, as seen through the TIALD view.  Someone forgot to do a blackout. Did they forget that there is a conflict?

The latest FLIGHT.EXE is attached. This executable comes with the manual NVG colors that the user is able to switch on/off.
Title: Re: Modding Tornado
Post by: Frankie on December 20, 2017, 03:12:15 PM
24. Mini-views of FLIR and TIALD displays are back in fashion!

Mod: Mini-views of FLIR and TIALD displays
By Frankie
Description: Gamer can now choose between the original FLIR/TIALD TV-Tab displays or the full-screen FLIR/TIALD displays. I felt that converting the FLIR and TIALD views into full-screen were great, but something was missing in the process. The MFD's FLIR mini-display and the TV-TAB's FLIR and TIALD mini-display are classic. They have their charm of their own.  So for the sake of the Tornado purists,  have I decided to put them back into the simulation. Now the gamer can select both mini-views and the full-screen views of FLIR and TIALD! This has never been done before!



(https://cdn.discordapp.com/attachments/342700290493120512/393043650289991680/n0.PNG)
I enabled the FLIR in the pilot's MFD.



(https://cdn.discordapp.com/attachments/342700290493120512/393043886899200000/n4.PNG)
The TIAD display in the TV-TAB and the FLIR view inside the MFD are back wth a vengence.
The graphics below are 25-27 years old, yet they still look good!



(https://cdn.discordapp.com/attachments/342700290493120512/393044127731810304/n2.PNG)
A novelty. The TIALD TV-Tab display superimposed over the full-screen TIALD view.
This has never been done before in Tornado.



(https://cdn.discordapp.com/attachments/342700290493120512/393044298486251521/n3.PNG)
This time the reverse. The FLIR TV-Tab view superimposed over the full-screen TIALD view.



(https://cdn.discordapp.com/attachments/342700290493120512/393044471828316161/n5.PNG)
Here's the night view. See the MFD in the centre? It's NVG is not yet activated!



(https://cdn.discordapp.com/attachments/342700290493120512/393044714120806400/n6.PNG)
All it takes is a Shift-Tab to activate the NVG. Not only is the MFD's FLIR view
in infra-red, the outside world is too!



(https://cdn.discordapp.com/attachments/342700290493120512/393052517912674316/n11.PNG)
The outside world in NVG!



(https://cdn.discordapp.com/attachments/342700290493120512/393045322651402250/n9.PNG)
Both the MFD's FLIR display and the right TV-Tab's TIALD views are in non-infra red.
You get to appreciate the night time colors. Isn't the enemy supposed to impose a total blackout
in a time of war?



(https://cdn.discordapp.com/attachments/342700290493120512/393045697533968385/n10.PNG)
The MFD and TV-Tabs in infra-red.  The ability to toggle on and off the
infra-red palette greatly extends the gameplay of the simulation.

That's it for the pre-Christmas release mod. If nothing else happens between now and Christmas Day, then this is the Christmas 2017 release of the modded Tornado! If you are a former Tornado-holic, I hope that you are enjoying this classic flight simulator more and more each day! If you are new to Tornado or never touched it all these years, you may be wondering what all the fuss is about. Well, the BEST DOS flight/combat simulator just got even better.

Regards
Frankie Kam

P.S. I am attaching the latest FLIGHT.EXE file. Enjoy.

Update on 27/12/2017.
I had to remove the mini-MFD inside the Pilot Panel because it caused a side-effect where the target marker went missing. Imagine selecting the ALARM and seeing the weapon countdown clock appear BUT no target marker! So no more Pilot's mini-MFD. Instead of a mini-MFD, the FLIR MFD appears as full screen when the D key is hit. The Navigator's mini-MFD FLIR view works fine is unaffected.
Title: Re: Modding Tornado
Post by: Frankie on December 21, 2017, 04:30:54 PM
THANK YOU

Thank you Asid for our friendship since 2014, and for allowing me to host my Tornado news on the Dogs Of War Virtual Unit forums. You are the reason why the Tornado threads exist. You are a rock star!

Thank you DOWVU forum readers, for reading this and my many posts on Tornado on this wonderful website!

Thank you tertius_oculus, for making Twitch videos of Tornado, even in 2017.

Thank you AirFox, for creating a proof-of-concept GOG Tornado zip in 2017.

Thank you Tom N. for being the a supreme example of a Tornado maestro. And for showing me the finer points of flying Tornado with one engine and in extreme weather conditions. Tornado's hard-core flying was created for gamers like you.

Thank you Aki, for creating the Tornado Discord Server back in August 2017, and for compiling what is probably the first new FLIGHT.EXE in 20 years - you started the whole modding process for me in 2017!

Thank you Christopher R., for sharing with me love for Tornado, evident in your many boxed copies of Tornado, in its many variants.

Thank you tbest90662, Terry, for pioneering the quest for Tornado II back in 1998 through one of the earliest and most active forums on Tornado

Thank you to horsmaan, Simo, for a shout-out to my humble Tornado Tribute site on Home Of The Underdogs' Tornado page.

Thank you Jens S. for recommending the OpenGL graphics engine for a Tornado remake, and for offering your aviation expertise with the Tornado remake project.

Thank you Agathosdaimon for making me understand more about raising and lowering the Tornado under-carriage especially at high speed!

Thank you aturi83, Paul, for calling me a "steely eyed missile man".

Thank you ajalberd8, Andrew, for loving Tornado back in its day, and for your joystick questions.

Thank you Olof Pettersson for our wonderful and timeless Olof's Tornado site. It existed long before my Tribute site and there is no other website done in Tornado colors as yours.

Thank you Winged Hussar, Rob, for sharing your love for Tornado and for drones and UAVs.

Thank you foo squiggly, for calling my site cool and for showing me that there are people who will download and play Tornado in 2016.

Thank you Peter "MiGMan" Inglis for the one and only Migman's Musuem, the most comprehensive flight simulation website on earth and this side of the Universe, and for igniting my love for flight sims back in the 1990s.

Thank you Renders, M., for your friendship on Dogs Of War Virtual Unit, and for liking the concept of Tornado2.com.

Thank you Davide I., for expressing interest in flying for Germany, Saudi Arabia, UK and Italy in the remake of the game

Thank you, The Maverick, Joe, for your BBS flight sim files, and firing up Tornado in DosBox once every so often, as well as other classic DOS flight simulations like F15 Strike Eagle II.

Thank you Andrew R., for advising me to replace the old 16-bit assembler with something more up-to-date, like 32-bit or 64 bit or DirectX, Direct3D and OpenGL.

Thank you Speedwagon, for making this sim a part of your life since 1994, and for running it (still!) on both an IBM PS1 486DX 20MHz (your first PC) and an IBM Aptiva Pentium 166MHz. Indeed your enthusiasm in aviation and for the game propels me to greater heights. Your Debriefing tutorial on one of my Youtube videos will always be a classic to me!

Thank you Blackfire, B., for the chat we had on Google Hangouts, and for your professional programming skills which are a source of inspiration to me.

Thank you Gillespie P., for showing me that old timers and good DOS games, like Tornado, are never inseparable.

Thank you for Herve Caen of Interplay, for offering me an opportunity to form a team of developers in order to revive the game.

Thank you Richard P. for the many magazine scans of Tornado reviews of the 1990s. Yoou brought back many memories of the 1990s.

Thank you Graeme Mason, for writing on Digital Integration (DI) and for bringing the world of DI to our world with the many fascinating photographs and historical DI artifacts. You are the King of Retro Gaming reporting.

Thank you Carl Hamlin for being an assembly language guru and for being my inspiration in low-level programming.

Thank you Zurger6, Phil, for sharing so many things in common with me - Malaysia, durian, Petaling Jaya, aviation and of course, Tornado.

Thank you Bruce M., for volunteering to play test the Tornado remake.

Thank you Andrew MacP., for your enthusiam of Tornado back in the 1990s right through to the early 2000s. Your Google Group posts on Tornado are a joy to read. My favourite is your 2003 post entitled "And then one day you find, Ten years have got behind you...".

Thank you David Punshon, for putting a soundtrack on Tornado and for your music skills and talent. Your music maketh the game.

Thank you Simone Serponi for writing an Italian post on Tornado back in 2016. It was full of nostalgia.

Thank you gpoppitz, Gotz, for sharing with me the challenges of WZ1, Mission 9 "EWR Dawn Attack" and WZ2, Mission 3 "Early warning radar blackout".

Thank you Squakenet for your Youtube videos on Tornado.

Thank you Kenneth Larsen for your ingenious Tornado Time Compression mod.

Thank you Eric Joiner, Basil Copeland and Heinz-Bernd Eggenstein for forming the TCSC Associates group and for creating the BEST Tornado tactics and strategy tutorial of all time, the Tornado Command and Staff College Tutorial.

Thank you Heinz-Bernd Eggenstein for the many, many original ingenious Tornado mods of yesteryear. Yours were the ORIGINAL Tornado mods.

Thank you Mike of Leavenworth KS, for contacting me on eBay in 2002 and for sending me the boxed set of Spectrum Holobyte's Tornado, for free! You started it all for me.

Thank you to the entire ex-Digital Integration development team (http://www.moodurian.com/tornado/tor/credits.html) for creating a classic!

Thank you Matt Smith for designing the colour palletes used in Tornado. The colours of the simulation make it stand the test of time and are a monument to your amazing skill.

Thank you Kevin Bezant for being MORE than a consultant on the Tornado source code. You practically and single-handedly wrote the bulk of the Tornado 3D simulation engine. Tornado is you, and you are Tornado. You are, and always will be in my book, the greatest assembly language developer who ever lived. Whenever I look at the 16-bit ASM code that you wrote 25 years ago, it never fails to amaze me.

Thank you David Keith Marshall, for Tornado. You were the reason for its birth and production. You will be missed.

Thank you to my wife, J.L., and my girls, Leanne and Laura for living with a gamer/flight simmer dad.

Thank you to my Lord and Saviour Jesus Christ (Happy Birthday to You!) for salvation by grace, not by works. And for the creative skills you have blessed me with to create the Tornado Tribute site and the many assembly language hacks and mods of the Tornado source code. HALLELUJAH!
Title: Re: Modding Tornado
Post by: Frankie on December 22, 2017, 06:44:48 PM
25. Added a Credits screen - The Christmas 2017 Version of Tornado.

Mod: Credits screen
By Frankie
Description: The Digital Integration development team were a modest bunch. For the amount and quality of work that they put into the simulation, there was never a credits screen inside the game. In the paper manual, yes. Game, no. Until now that is. For the first time in 25 years, a credits page appears when you hit the F11 key.



(https://cdn.discordapp.com/attachments/342700290493120512/393831106136244236/Credits1.png)
Hitting F11 at the Pilot Panel screen

(https://cdn.discordapp.com/attachments/342700290493120512/393831327973244928/Credits2.png)
The text is easily read in a night mission.
I resisted the urge to add my name to the list.

(https://cdn.discordapp.com/attachments/342700290493120512/393831489080655892/Credits3.png)
Hitting F11 in the Drone view

Sorry if the red color that I used is garish, but it does provide sufficient contrast to be read. I chose to use only UPPERCASE letters because they can be read clearer compared to a mix of upper and lowercase letters. How did I do this? Firstly, I had to modify the CONTROL.INC file. Just a tiny tweak. I changed the OPT_DEBUG constant from 0 to 1.

(https://cdn.discordapp.com/attachments/342700290493120512/393832816745381888/debug_set_on.PNG)
This small change makes a world of difference

I also had to modify the \VISUAL\VISDEBUG.ASM file.

(https://cdn.discordapp.com/attachments/342700290493120512/393833548379062303/VISDEBUG.PNG)
Modifying the text and making sure that the text is properly centred

So after 25 years, the development team finally gets its own credits page with the F11 key! Better late than never. Giving credit where credit is due. With this 25th mod of the series, I can now say that this is the CHRISTMAS 2017 VERSION OF TORNADO.

Happy Holidays and a very merry and
blessed Christmas to all

***Update***
I have improved the color of the names.  This time, the color of the names are the same as the current HUD color level. So while in the Home mode (Pilot Panel) or in the full-screen FLIR mode, hit the "H" key to cycle the HUD colour.

(https://cdn.discordapp.com/attachments/342700290493120512/393955020724371458/hudnames1.png)
I can see clearly now the rain is gone

(https://cdn.discordapp.com/attachments/342700290493120512/393955128694276106/hudnames2.png)
I can see all obstacles in my way

Then when you are at any of the external views (F1, F2 forward view, F2 reverse view, F3, F4 or F5), hit the F11 key for a surprise. The latest FLIGHT.EXE is attached below. The original garish-red version is also attached below. Season and use to taste. Cheers!

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Update: 29th May 2018
Due to the memory limitations of Tornado, I am unable to add a full credits page. Instead this is what I have designed for the Credits Page. It contains only the names of the Development Team.

(http://www.moodurian.com/tornado/images/DI_Night_Credits.png)
New Credits Page
Title: Re: Modding Tornado
Post by: Frankie on December 23, 2017, 04:30:48 PM
After much trial and error, I've decided on this design for the Credits screen of Tornado. Here are the improvements over the previous post's design:

(https://cdn.discordapp.com/attachments/342700290493120512/394162012508389397/credits-new1.png)

(1) The title is short and straight to the point;
(2) I used a mixture of UPPERCASE for the names and lowercase for the responsibility for better readability;
(3) I raised the text so that the title does not get cut off in the F2 (Satellite) View;
(4) I added a fitting tribute to DKM in the footer;
(5) I feel that this version is more aesthetic compared to the earlier prototype Credit screens.

(https://cdn.discordapp.com/attachments/342700290493120512/394162352519643153/credits-new2.png)

Happy Christmas Eve, 2017
Frankie Kam
Malaysia
Title: Re: Modding Tornado
Post by: Frankie on December 26, 2017, 10:30:33 AM
26. Boxing Day Community Names screen with the F12 key

Mod: Boxing Day Community Names mod
By Frankie
Description: I added a Community Names screen to thank all the gamers who contributed in one way, big or small, or another to the development of these Tornado mods that you now see. This was no easy task as I had to manually remove the legacy video modes code from /LIB8086/COM_DRVR.ASM. I mean the Hercules, CGA, EGA and V16 colour modes. Does anyone still play Tornado in or CGA or in EGA? I think not. So I succeeded in freeing up more variable space and this allowed me to mod the  /VISUAL/VISDEBUG.ASM file so that I can add a procedure that, when called by the F12 function key, displays the names of the Tornado Community. The amount of memory used to get this is dangerously close to exceeding the 48Kb limit of the data segment.

(https://cdn.discordapp.com/attachments/342700290493120512/395156490509615104/thecommunity.png)
Names of the faithful few still waiting for Tornado2. Or not. See a familiar name or two?

Many thanks to the Tornado Community who contributed in any and many ways. To get this screen, first hit H key in Pilot Panel view (Home) to get the HUD colour that you want. Then hit F2 key to go to Satellite view - or any external view like F3, F4 or F5. Then hit the F12 key to bring up the names. If you name is not here, and you feel that I have left you out by mistake, chances are I have left you out and I apologise in advance for the ommission. Email me and I will see if I can fit your name in here! It will be an extermely tight fit as conventional memory for the data segment is limited!(edited)

The F11 key still brings out the Development Team's names and credits. This screen's contents are pretty much the same as the Christmas 2017 version.

(https://cdn.discordapp.com/attachments/342700290493120512/395157296017178626/theteam.png)
The Digital Integration Team that created a classic in flight simulation

I am attaching the latest FLIGHT.EXE with the Community names (F12 key) with this post. This executable has been tested in the DI Tornado simulation and it works. Just make sure you rename your original Europe FLIGHT.EXE file before copying this file inside the /TORNADO/FLIGHT folder.

As the year draws to a close, I would like to say that by adding this mod, I have almost reached the limit of variables space afforded to me by the 16-bit ASM and conventional memory programming. This may jeopardise any future enhancements to the game where the enhancement requires new variables to be declared. Unless of course I poke around and find more ways of freeing up obsolete variables. Thank God for the Hercules, CGA, EGA and VGA16 code. Without them I would not be able to free up memory as other code would be core code.

Anyway, I am pleased with the modding efforts from August 2017 to December 2017. In total 26 mods, in varying degrees of difficulty and usefulness, have been done. This is quite an achievement if I must say so myself as I only compiled my first assembly language code, to create a modded FLIGHT.EXE file, in August 2017.

Many thanks once again to Asid and the DOWVU community. Many of whom no doubt had a peek at my posts and probably wondered "what is all the fuss about this old graphics flight simulator?". I owe an arm and a leg to Kevin Bezant, the programmer who wrote 99% of the FLIGHT.EXE code back in the 1990s at Digital Integration. In spite of his busy schedule and real-life, he gave me many pointers about the source code. His code spoke to me through the many well-written and descriptive codibg comments. His macros and procedures were written for future extensability and I am thankful for that. I am happy to bounce ideas off him and it has been a rewarding 5 months of modding Tornado.

With regards to the 25th Anniversary of Tornado in 2018, Tornado has indeed come to life ahead of schedule! It is not quite the Tornado2 that I had dreamed off, but still I was quite surprised by the number of improvements that the old code was capable of. If anyone is disappointed that Tornado2 with DirectX or graphical enhancements is not here, well all I have to say is, "Suck it up soldier!". Tornado2 is still a distant dream. Maybe DCS can fulfill that dream. In the meantime, I found plenty to modify and enhance in the original Tornado source code.

(https://cdn.discordapp.com/attachments/342700290493120512/395167817961570326/CaptureMenu.PNG)
Tornado - a classic by any standard.

I enjoyed every moment modding this venerable game, and I hope that if you used to play Tornado in a time long forgotten, perhaps my mods would have motivated you to get into the saddle once again and to fire up the game. In the process I have learnt the value of perseverance and patience in poking through the 25 year old 16-bit assembly language code.

It has been quite a journey and I am eternally grateful to the friends I have made and for the God that gives me purpose and joy through his saving grace and love. And to my family for accepting that Daddy is on the keyboard trying to 'save the (Tornado) world' once again. When I do lay down my keyboard to pursue other pursuits and life's challenges, I hope that some young computer scientist or flight simulation geek will pick up the mantle and carry on with the modding journey.

Cheers
Frankie Kam
Boxing Day, 26th December 2017

Update on 27/12/2017. I removed the previous FLIGHT.EXE attachment. The previous executable had a serious bug in which the weapon's target marker went missing (became invisible). In its place is the latest FLIGHT.EXE (see below) as of 27/12/2017 morning. I have tested it and so far seems to work fine.
Title: Re: Modding Tornado
Post by: Frankie on December 27, 2017, 08:31:35 AM
NOSTALGIA ALERT! Do not read this post any further if extreme nostalgia causes these symptoms in you:
1. fits
2. sighing
3. tears running down your cheek
4. heartache caused by longing for the good ole' days when life was simpler and a lot more slower


THAT'S IT, MISTER. YOU HAVE BEEN WARNED!

About two weeks ago I had asked Speedwagon if he could test out the latest FLIGHT.EXE on his old PC. I was curious to know if the new modded FLIGHT.EXE would run on a 1990s computer hardware. Turns out that Speedwagon has an old IBM PS/1 computer that he stil uses now and then to fire up Tornado. This is very rare. Just in case anyone doesn't know what a PS/1 is, here's what it looks like.

(https://i.ytimg.com/vi/bttYIH1SdmY/hqdefault.jpg)
The PS/1 "is a brand for a line of personal computers that marked IBM's return to the home market in 1990,
five years after the IBM PCjr. It was replaced by the IBM Aptiva in September 1994". Source: https://i.ytimg.com/vi/bttYIH1SdmY/hqdefault.jpg

Speedwagon replaced the FLIGHT.EXE on his PS/1's Tornado installation folder with the Boxing Day 2017 version of FLIGHT.EXE. He fired up Tornado and the result is nothing short of amazing.

(https://cdn.discordapp.com/attachments/342700290493120512/395390215897874442/image.jpg)
The new Credits screen in Tornado. Why are the colors on an original IBM PS/1 (see that logo?)
monitor so vibrant, crisp and clear?

Firstly Tornado didn't crash the PS/1's memory. Secondly. the latest-modded FLIGHT.EXE runs smoothly on a 1990 PC without any notiacable lag or stutter. If there is any reduced frame-rate, it is not felt or noticed. I was also concerned that the full-screen FLIR view, which is the second HUD object created, would impact an older computer's performance. But no. The 24+ year old PS/1 ran the modded Tornado as easily as the out-of-the-box Tornado.

(https://cdn.discordapp.com/attachments/342700290493120512/395390379995824138/image.jpg)
The PS/1 breezed through the full-screen FLIR display with secondary displays/TV-Tabs/MFD in place.
Tornado's assembly language code is running so fast that it appears to be multitasking. Astounding!

A second HUD object means that additional conventional memory is being used to model the full-screen FLIR with working HUD. In fact, two HUDs are loaded and running simultaneously in the computer's memory. The Pilot's default HUD which occupies 320x160 pixels and the full-screen HUD which occupies 320x192 pixels.

(https://cdn.discordapp.com/attachments/342700290493120512/395390535852097547/image.jpg)
The Night Vision Infrared (phlorescent green!?) full-screen FLIR view running on the PS/1. A machine as old as Tornado itself!

Speedwagon also discovered that I had actually created a Tornado Easter Egg.

(https://cdn.discordapp.com/attachments/342700290493120512/395398673271357442/image.jpg)
Switching to the Navigator's side view after hitting the F11 key. The tribute line appears alone.

"Wow...while watching an airport pass by using the "Glance Right" cockpit view I pressed F11 to view the team credits.
When I let go of the key all the names disappeared except for...[David Keith Marshall]" (Speedwagon). It seems that I had created a "very fortuitous Tornado easter-egg. The DKM tribute only seems to happen in the cockpit side views." (Speedwagon).

(https://cdn.discordapp.com/attachments/342700290493120512/395400185343246346/image.jpg)
How Tornado was started up on Speedwagon's old PS/1 - using a good old fashioned 1.44Mb boot diskette! Remember these?

(https://cdn.discordapp.com/attachments/342700290493120512/395406453470658560/image.jpg)
There was a time when 640Kb of RAM was a lot of memory. Where have those days gone?

The smooth running of the modded Tornado is testament to its well-written, and tightly compiled and linked 16-bit real mode assembly language. Not only did Digital Integration manage to cram so much gameplay and functionality into 640Kb of RAM, the code also accommodated the latest mod changes of 2017. Tornado ran these mods and additional functionality without crashing and without any noticiable performance degradation. Kudos and credit to  Kevin J. Bezant, the orginal programmer of Tornado's 3D engine, and to the Tornado development team of 1993.

In conclusion, the test-drive of the modded Tornado, on a machine as old as Tornado, was a resounding success! Many thanks to Speedwagon for taking the time and effort to test drive the Boxing Day 2017 version of Tornado. Perhaps what is even more amazing is that his PS/1 is still cranking out those machine cycles, and its monitor is as brilliant as the day Speedwagon bought it, which was in 1994.

Cheers
Frankie Kam
Photograph credits: all images were taken by Speedwagon except for the first image.
Title: Re: Modding Tornado
Post by: Frankie on December 28, 2017, 07:48:40 PM
27. Tornado cockpit shakes when the plane is damaged or in distress

Mod: Cockpit shakes as per damage inflicted on the Tornado
By Frankie
Description: COCKPIT SHAKING OF TORNADO PROPORTIONATE TO DEGREE OF DAMAGE TO THE TORNADO!
I thought that it was odd that in Tornado, you could have the plane avionics shot up and the only indications of the damage was the Central Warning Panel (CWP) lighting up like a christmas tree with red and orange flashing lights. What about the plane itself? Could the simulation not simulate a plane in distress with a shaky cockpit environment? What about if one engine were damaged and the Tornado were flying on only one engine? Would it be possible for the Pilot and WSO cockpit in Tornado to be depicted with some degree of jerkiness or shuddering or shakiness? Not to much as that would induce headaches and frustration to the gamer. Perhaps more than a subtle degree of jerkiness or shaking if, let's say, the flaps, sweep or gear were to be damaged.

Well, I have done it! Using an algorithm (see below) which is just my guess of correlating the damage to the Tornado to the resulting horizontal and vertical jerkiness of the cockpits:

(https://cdn.discordapp.com/attachments/342700290493120512/396020645718261760/QuickStart-IDS-Hard.png)
In the screenshot above, I am playing the "QuickStart - IDS Hard" quickstart game.
And I am getting shot to pieces.

Thanks to the algorithm below, my Tornado is vibrating - as it rightly should (I think) since the AAA is making mincemeat out me. Tracer rounds are flying towards my Tonka and I am getting shot up petty bad.

(https://cdn.discordapp.com/attachments/342700290493120512/396021793414053898/algo-shake1.PNG)
Don't cha just love assembly language. It is a thing of frustration and beauty both at once.

Above and below is the logic algorithm to determine how shaky my Tornado' Pilot and Navigator cockpits will be if and when a component is damaged/shot. Just my guestimate how high or low the jerkiness will be.

(https://cdn.discordapp.com/attachments/342700290493120512/396022417501454336/algo-shake2.PNG)
More assembly language rules on degree of horizontal and vertical shakiness when a component is damaged

A little heads up on the code.  SHAKE SHAKE_NOSE_DOWN,HSHAKE_OFF,VSHAKE_LO,65535 is a macro named SHAKE that receives 4 parameters. Without being too technical, this specific code means induce no horizontal shaking (OFF) and light vertical shaking of the cockpit. The value 65535 is supposed to be some time value but I am unsure what it does.

(https://cdn.discordapp.com/attachments/342700290493120512/396201235532742656/shake-tor.gif)
Animated GIF shows you the vibration effect.
Aw rats! My flaps configuration are beyond the maximum allowable speed.

I have attached the latest FLIGHT.EXE file in this post. Download and rename to FLIGHT.EXE. Give it a try. You can start by flying the simulator mission where one of your engines has been damaged. Are your flaps damaged? Swing wing stuck? MFD and TV-Tabs shot out? Your Tornado will respond accordingly! You will see the difference immediately.

(https://cdn.discordapp.com/attachments/342700290493120512/396028177354326017/Single-Engine.PNG)
Give this simulated situation in Tornado a try. You will feel the difference at once!

I hope this version of Tornado will enhance your Tornado experience by making the game more 'realistic' in terms of physics modelling. In this case the physics is related to the damage of the plane and how I think the plane will handle in such cases.

Enjoy!
Frankie Kam
Malaysia
Title: Re: Modding Tornado
Post by: Frankie on December 30, 2017, 01:15:05 PM
28. SAM proximity warning

Mod: SAM proximity warning goes off when a SAM is locked onto your Tornado and is seconds away from turning your jet into a burning heap of scrap metal.
By Frankie
Description: I have figured out the exact position to add in the SAM proximity warning sound alert/alarm! I have tested it and I am 100% sure it works. This warning sound effect activates when an enemy missile is locked onto your Tornado and is closing in. This hack is NOW ready. BOY, is it a much-needed hack for the Tornado source code! For some unknown reason, the original source code is missing the SAM proximity warning alert sound". That sound effect that was present in Digital Integration's Tornado since Version 1.0b.

(https://cdn.discordapp.com/attachments/342700290493120512/396628559499624449/SAM-proximity-sound-warning-location-in-code.PNG)
The procedure MorseDashSound is called at the right place in WEAPONS.ASM.
I declared the procedure with the code "EXTRN MorseDashSound:FAR" inside this ASM file.

I just need to get the Morse Dash sound effect to replicate as close as possible to the original proximity sound effect. Not easy to do since the SAM proximity alarm code is specific to Tornado version 1.0b. So here's the summary:
(1) I have the exact spot where the code to sound the alert should be placed in - yea!!!
(2) Me using the Morse Dash sound effect is a poor, but for now the one and only substitute for the Tornado 1.0b SAM proximity alert sound effect - boo!!

But I am not complaining as having this SAM alert sound, is a hundred times better than having NO alert sound at all. It gives the gamer a fighting chance to avoid being hit by the SAM by punching flares or chaff at the right time.

Here's what my substitute SAM proximity warning sounds like:

 https://www.youtube.com/watch?v=9ek9jAJl6yY
My "poor cousin of the SAM proximity warning sound effect" can be heard.
See the 20-21, 31-32 48-53 and the 55-58 second mark.

In contrast, BELOW is the "real deal" SAM proximity warning sound effect from the original Tornado 1.0e.
 https://www.youtube.com/watch?v=ZuGv6ADMcgU
The ORIGINAL SAM proximity warning sound effect.
See the 15, 25-29, 50-54 and the 57-61 second mark.

The original warning sound is richer, deeper and has a more sense of urgency and impending doom, as compared the Morse Dot Code sound effect that I used as a substitute in the Tornado source code. Still, beggars can't be choosers. So until and unless I find the actual code that replicates the exact same sound effect of the SAM  proximity warning sound effect, this is the best I can do.

(https://cdn.discordapp.com/attachments/342700290493120512/396657831153106945/SAM-rising.gif)
Above: An every virtual pilot's nightmare. A SAM is launched. That's the gray speck rising up in the sky - against your Tornado.
Too bad Tornado doesn't model the SAM's smoke trail as in Domark's SVGA Harrier. Limited memory resources.

Attached to this post is the FLIGHT.EXE with my substitute SAM proximity sound effect. Lines 83 and 4729 of WEAPONS.ASM contain the code that the uses the "MorseDashSound" procedure. The main thing is ... this mod WORKS and GIVES you a FIGHTING CHANCE to avoid becoming SAM-fodder. For the geek flight simmers, I also attach the WEAPONS.ASM source code file.

Enjoy and survive your next Tornado mission.

Regards
Frankie Kam, 30th December 2017.
2017 is about to become toast.
For more information on Tornado, see http://www.tornado2.com and http://www.moodurian.com/tornado/home.html


Title: Re: Modding Tornado
Post by: Frankie on January 01, 2018, 09:55:49 AM
29. A SAM hit against the player's Tornado no longer results in instant death

Mod: SAMs are less lethal now
By Frankie
Description: When Tornado 1.0a was first released in 1993, players complained that SAMs were too deadly. A single hit resulted in death. Game over. So Digital Integration modified the SAMs so that in version 1.0b onwards, a hit from a SAM only resulted in cumulative damage to the player's Tornado. The Tornado source code unfortunately has lost this feature.

The GOOD NEWS is that I have today, on the first day of 2018, managed to simulate FLIGHT.EXE Tornado1.0B to Tornado1.0E, where a single hit from a SAM on the player's Tornado, will not be instant death. Instead, the damage will be shown immediately as a set of avionic systems failing simultaneously. Case in point. The image below shows the damage cause by a single SAM hit against my Tornado. Subsequent hits will only cause more extensive systems damage.

(https://cdn.discordapp.com/attachments/342700290493120512/397325638039765002/gradual-damage.png)
One hit from a SAM results in this damage. No longer, the unforgiving of mistakes, instant death.

The trick I used is to modify the ContPlayerKill label of the WpnKillDrone procedure inside the DRONELIB.ASM file.

(https://cdn.discordapp.com/attachments/342700290493120512/397325777944838154/gradual-damage-code.png)
There is method to my madness. The code that restores the non-lethalness of SAMs in the modded Tornado.
This is how SAMs behaved in Tornado versions 1.0b through to 1.0e.

Explanation: I have to remark (comment) off the lines 413-415 because if I don't the Tornado will go into the instant death mode.
Then immediately after that. I need to call the MaxDamage procedure at least once. But once is not enough because after being hit by a SAM, it may only show
minimal damage (e.g., Oxygen damage alone). So what I did was to execute "call MaxDamage" 7 times(!) as shown in my code above. Each time the MaxDamage
procedure is called, it will in turn call the RandomDamage procedure of DAMAGE.ASM.

The RandomDamage procedure of DAMAGE.ASM generates a random number between 0 to 18 to simulate any one of the 19 different systems failing.

So if I want the SAM damage to be more severe, I can increase the "call MaxDamage" lines to more than 7 lines. For your reference, I am attaching these two files for you.
(1) FLIGHT.EX_
(2) DRONELIB.ASM

Proof of concept Youtube video that showcases this mod in action.
 https://www.youtube.com/watch?v=6wvwrBlxZSI

The bottom-line is this: the modded Tornado is now even better. SAMs are still deadly but are more forgiving. Gameplay has been restored. The game is still enjoyable and challenging, as a SAM hit on your Tornado allows you to continue the game. The year 2018 is the 25th anniversary of Tornado. What a great way to start the year with this mod feature! CHEERS, ENJOY THE FIRST DAY OF THE NEW YEAR 2018, get grogged at the pub/home/home-bar but don't get too groggy!

Regards
Frankie "TornadoMan" Kam


Title: Re: Modding Tornado
Post by: Frankie on January 01, 2018, 05:15:30 PM
30. Pilot's and Navigator's cockpit panels shake effect (once in a while)

Mod: Subtle random shake effect to Pilot's and Navigator's cockpit panels
By Frankie
Description: Tornado-out-of-the-box flies too smoothly, as though skating a friction-free surface or ice. No airplane I know flies without some rise or fall along the vertical axis. If you watch the videos of Tornados flying over the Iraqi desert, the plane bops up and down above the terrain. So what I did here was to add a very rare and subtle shake effect to the Pilot's and Navigator's panels. This is useful to break the monotony of fixed and static panels, especially for missions which last more than 15 minutes from Waypoint A to final waypoint (landing on an airfield). Hopefully as the effect has a 2% chance of occurring, it will not be irritating to the player. Hopefully the effect will make the simulation more visceral and realistic.

(https://cdn.discordapp.com/attachments/342700290493120512/397434970332987392/pilotpan_random_shake.PNG)
Here is the code in PILOTPAN.ASM.

Pseudocode
Generate a random number
The shake effect has a 2% chance of happening
Excecute a random shake effect (there are 4 choices):
   1. No shake for either horizontal or vertical axises of the screen (i.e., do nothing)
   2. Low shake for BOTH horizontal and vertical axises of the screen
   3. Low shake for just the vertical axis of the screen
   4. Low shake for just the horizontal axis of the screen

(https://cdn.discordapp.com/attachments/342700290493120512/397436877004603393/navigpan_random_shake.PNG)
Here is the code in NAVIGPAN.ASM

 https://youtu.be/cKLPKLIgWg0

The shake effect is very rare. In this game session, it occurs only at the 7-seconds and the 36-seconds mark of the video. It is also quite subtle. Blink and you might miss it! It is quite hard to strike a balance between realism and irritation. Too frequent an effect and the result is annoying to the player. As a rule of thumb, it is better for this shake effect to be occurring less than more often.

The Pilot and Navigators panels are actually in 2D, but the pixels are cleverly shaded to gives an impression of 3D. This rare and subtle shaking of both panels at random moments further helps to deceive the eye and the mind of the gamer, presenting a sense of realism and 3D movement of both cockpits. Well, at least that's what I think. You might beg to differ.

So to conclude, what's the deal with this mod? I think it adds a small but significant, subtle and realistic touch to the simulation. Hope you like it. ;-)
Title: Re: Modding Tornado
Post by: Frankie on January 06, 2018, 07:27:58 PM
31. Store Management Display mod

Mod: Store Management Display on full-screen FLIR/TIALD display
By Frankie
Description: IT IS DONE!  I added the Store Management Display at the upper-left corner of the screen in full-screen FLIR/TIALD mode! This allows the virtual Tornado pilot to select and manage his ordnance store without having to exit the full-screen FLIR or TIALD TV-Tab displays.

Below is the improved Stores Management Display (SMD). See the ALARM, LGB1000 and the JP-233 information on the left of the screen? That's the SMD! Now the HUD is less obstructed as the SMD is at the upper left section of the screen. Just below the navigator's MFD. This may not be the visually-best location for the SMD text, but I think it will do for now.

(https://cdn.discordapp.com/attachments/342700290493120512/399271935407685633/improved-smd-01.PNG)
I just hit the Left TV-Tab ("[" key) immediately after entering the Navigator's Panel with the PgUp key

The advantage of keeping the SMD text on the upper-half of the screen is to keep the area below the HUD as clear and as clean as possible. As the majority of Tornado's missions are IDS-based, it makes sense to position the "helper" instruments/tools away from the HUD so that there are less distracting to the virtual Tornado pilot.

(https://cdn.discordapp.com/attachments/342700290493120512/399272729158615061/improved-smd-02.PNG)
I then cycle to the next display on the full-screen Left TV-Tab by hitting the "[" key again.
The full-screen Left TV-Tab now shows the TIALD  view.

(https://cdn.discordapp.com/attachments/342700290493120512/399273501942480897/improved-smd-04.PNG)
This is the first full-screen TIALD view of the Right TV-Tab. It reached this view by going first to the Navigator's Panel
and hitting the "]" key. Note that I programmed the SMD text to be at the top-left hand corner. Nice!

(https://cdn.discordapp.com/attachments/342700290493120512/399273914448216066/improved-smd-05.PNG)
Then I hit the Right TV-Tab key again ("]"). Now the TIALD full-screen view fills the Right TV-Tab.
Note that the text is once again is nicely tucked away at the top-left corner of the screen.

A little caveat. The SMD text colors are not very distinctive during a day mission. especially the selected (highlighted) ordnance. In this example, the words "ALARMx4   DIR" and "CANNONx180" are extremely difficult to read against a bright light blue sky. Poor contrasting colours! Again this can be improved with time, and is not a deal-breaker.

(https://cdn.discordapp.com/attachments/342700290493120512/399278631467089920/improved-smd-06.PNG)
Daytime mission. The FLIR full-screen view fills the Left TV-Tab.
Note the selected ordnance is difficult to read due to poor contrasting colours. Room for improvement for another day.

So just when you thought that Tornado couldn't get any better, it has now! This has been my MOD of the week. It is very satisfying to accomplish this. Assembly language is no barrier! Many thanks to Speedwagon for requesting this feature. It is now a reality. Happy hunting.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on January 11, 2018, 02:15:25 PM
32. Store Management Display text colours follow the current HUD color - dynamic now

Mod: Dynamic text colors of the Store Management Display on full-screen FLIR/TIALD display -
By Frankie
Description: In Mod #31, the text colours of the SMD were static, giving rise to poor and low contrasting colours, depending on the time of the mission. In this Mod #32, the colors are dynamic. Able to change with the color of the HUD which happens when the user hits the "H key" in Pilot Panel or when the FLIR display is shown in the Pilot-MFD! So now the currently highlighted ordnance shows up as the same colour as the current HUD color. Better visual, better gameplay. Mod#31 now has a MORE POLISHED look and feel to it.

(https://cdn.discordapp.com/attachments/342700290493120512/401010315715936256/goodkitty1.JPG)
BOTH the currently selected Air-To-Ground and Air-To-Air store
management text are following the current HUD colour - in this case BLACK!


(https://cdn.discordapp.com/attachments/342700290493120512/401010459852931072/goodkitty2.JPG)
This time a night view. In the example below, the current HUD color has been cycled to the brightest hue.
Both "LGB1000x1  LGB" and "AIM9Lx2" are the currently highlighted weapons - BRIGHT GREEN.


(https://cdn.discordapp.com/attachments/342700290493120512/401012087628759041/goodkitty3.JPG)
This time, it is the right TV-Tab in TIALD full-screen mode. As you can see, "ALARMx4  DIR" and "CANNONx180"
are the current highlighted weapons. They are both the same colour as the cuurent HUD color which happens
to be cycled (with the "H" key) to the brightest cue possible.


Pressing Enter or Alt+Enter will arm the respective weapons. At last, the Stores Management Display is working PERFECTLY in full-screen mode. The effect is a more consistent and more organised look to the full-screen FLIR and TIALD views of TV-Tab1 and TV-Tab2!

Regards
Frankie Kam
For more on Tornado, head over to http://www.tornado2.com and http://www.moodurian.com/tornado
P.S., the latest FLIGHT.EXE is attached at the end of this post. Enjoy!
Title: Re: Modding Tornado
Post by: Frankie on January 17, 2018, 05:59:57 PM
33. F2 rear view is fixed - easier on the brain and eyes

Mod: Fixed F2 rear view
By Frankie
Description: no more confusing rolling horizon when banking the plane. Previously rear view would bank in the wrong direction resulting in disorientation. Hence the decision to fix the rear view!
(https://cdn.discordapp.com/attachments/342700290493120512/403246699625316353/rearfixed.JPG)The rear view is handy when watching how your bombs hit home
Title: Re: Modding Tornado
Post by: Frankie on January 17, 2018, 06:04:25 PM
34. Attention getters and warning lights in full-screen views (TV-Tab1 - left TV-Tab only)

Mod: Improved full-screen views - warning panel lights come on
By Frankie
Description: Added red attention getters and warning light board to full-screen FLIR & TIALD views. Now the gamer no longer needs switch to the Pilot's panel in order to know what the cause of the attention getter sound is. All the warning information that he needs is found on the right of the full-screen view, as shown in the screenshot below.

(https://cdn.discordapp.com/attachments/342700290493120512/403248038891487242/lights.JPG)
Those aren't Christmas lights!


Room for improvement: for now, the some of the warning lights, when lighted, will overlap with the eScope (lower-right corner of the screen) and the bottom information bar. It is possible to raise the warning lights higher, but only the colored rectangles can be raised further up north, not the warning capsule labels (e.g., FLPS, UC, etc.) as those labels are part of the Navigator's panel graphic file (NAVIGPAN.PT2).
Title: Re: Modding Tornado
Post by: Frankie on January 17, 2018, 06:10:25 PM
35. Screen shake and full-screen command line parameters

Mod: /sh and /fs parameters added
By Frankie
Description: Added two command line parameters /sh and /fs parameter/

/sh enables shakes due to damage and random cockipit shakes.
For example, C:\>TORNADO /sh will enable the extra shake effects.

/fs enables the full-screen FLIR and TIALD views when in the Navigator's cockpit.
For example, C:\>TORNADO /fs will full screen FLIR and TIALD views whilst in the Navigator's cockpit, as well as the Pilot's full-screen FLIR MFD view.

Adding command line parameters greatly enhances the features of Tornado. Thesec customised parameters are a good alternative to the scarce keyboard commands (practically the entire keyboard is already in use by Tornado's extensive key commands). This is a significant mod because now gamers have a CHOICE how they want Tornado to behave.
Title: Re: Modding Tornado
Post by: Frankie on February 05, 2018, 12:40:35 PM
36. Added full set of command line parameters on demand.  E.g., in DOSBox, C:\>FIGHT /e1 /gr /to /tt /nm

Mod: More command line paramaters to facilitate quick starts and testing of scenarios
By Frankie

(https://cdn.discordapp.com/attachments/401516875571265536/405878333167894529/unknown.png)
Full list of command line parameters

(https://cdn.discordapp.com/attachments/401516875571265536/405882471473741824/unknown.png)
The result of C:>FLIGHT /e1 /e2 /gr /fl /ecm /hd /tt

The significance of this is now you can start a what-if-scenario like starting airborne with the gear and HUD damaged.
Title: Re: Modding Tornado
Post by: Frankie on February 05, 2018, 12:49:20 PM
37. Secondary Control Surfaces Indicator (SCSI) functioning needles added  to  full-screen FLIR and TIALD.

Mod: Flat and slats needles added to the full-screen FLIR and TIALD to improve situational awareness without having to pop back into the Pilot's cockpit. By Frankie

(https://cdn.discordapp.com/attachments/401516875571265536/409414280853717013/FlapsAndSlats_InFullScreen.JPG)
The needles are shown at the lower-left corner of the screen, just above the Attitude Direction Indicator (ADI).

(https://cdn.discordapp.com/attachments/401516875571265536/409414812469166090/FlapsAndSlats_InFullScreen2.JPG)
The flaps and slats needles are highly visible at night

Attached is the latest FLIGHT.EXE file.
Title: Re: Modding Tornado
Post by: Frankie on February 17, 2018, 09:55:42 AM
38. MFD, Flare and Chaff counts in full-screen views AND added Warning Panel lights to TV-Tab2 (right TV-Tab)

Mod:  Added flare and chaff counts in full-screen TV-Tab1 (left) FLIR and TIALD modes.
By Frankie
Description: For better situational awareness. Having the flare and chaff counts show on screen helps when te SAM-evading action is thick and fast. I also added the Warning Panel feedback in TV-Tab2 full-screen (i.e., in right TV-Tab FIR and TIALD full-screens)
(https://cdn.discordapp.com/attachments/401516875571265536/412146481898979328/unknown.png)

Flare and chaff counts are below the Cannon rounds count. See Centre left of the screen.
Title: Re: Modding Tornado
Post by: Frankie on February 17, 2018, 10:04:41 AM
39. Auto-adjusts sky-to-earth ratio according to Tornado type (IDs, ECR or ADV)

Mod:  Shows more or less sky based on Tornado type
By Frankie
Description: The simulation now detects if your Tornado is an ID or an ADV Tornado-type and automatically allocates more ground view or more sky view in the tracking (F1) view, depending on your Tornado type. For IDS missions, hitting F1 will reveal more ground vertical space on the screen as opposed to the sky. After all, almost all IDS missions are about mud-moving. And if you are in an ADV mission, you will see more sky than ground when you hit F1. Hope you like this one extra mini-nugget.

(https://cdn.discordapp.com/attachments/401516875571265536/412764623750823936/unknown.png)
IDS in action. Deserves more ground screen real-estate, no? So the ratio of sky to earth here is around 56:44

(https://cdn.discordapp.com/attachments/401516875571265536/412766441939402753/unknown.png)
ECS variant. More ground view for photo reconnaisance activity. Activate via C:>TORNADO /VE

(https://cdn.discordapp.com/attachments/401516875571265536/412765604253007892/unknown.png)
ADV mission. Bue skies and the coast is clear. Tornado F3.

(https://cdn.discordapp.com/attachments/401516875571265536/412766731065622540/unknown.png)
The code that does this selective shifting of the sky:earth ratio in the Tracking View (F1).
Title: Re: Modding Tornado
Post by: Frankie on February 17, 2018, 10:14:58 AM
40. More lethal SAMs

Mod:  Still not as bad as "one-hit kills your Tornado" but adjusted to damage more instruments with each strike
By Frankie
Description: Made the SAM doubly lethal, but still not "just-one-hit-from-a-SAM-means-killed". With previous versions, it would take about 8 to 10 hits from a SAM before you Tornado went down. It was like that so that I could thoroughly test the TV-Tabs. Now that the TV-Tabs are quite stable, a single hit from a SAM can do some major damage. Two to three more strikes from a SAM and almost all your avionics will be shot out, with the warning panel lighted up like a Christmas tree

(https://cdn.discordapp.com/attachments/401516875571265536/413767107294265344/unknown.png)
After a single strike from a SAM....

(https://cdn.discordapp.com/attachments/401516875571265536/413767381853274113/unknown.png)
...then another hit from a SAM give this....

(https://cdn.discordapp.com/attachments/401516875571265536/413767638699868165/unknown.png)
...followed by a third. You plane is a smoking wreck by now.

(https://cdn.discordapp.com/attachments/401516875571265536/413767959975165953/unknown.png)
True enough. Three to Five strikes and you're out!


Title: Re: Modding Tornado
Post by: Frankie on February 19, 2018, 03:13:51 PM
41. Adjusting HUD colour intensity and NVG colours on-the-fly

Mod:  Change HUD color and toggle between Infra-Red (NVG) and normal view anytime!
By Frankie
Details: Now you can change the HUD color when in full-screen  FLIR and TIALD views by pressing the H key. Previously this was only allowed when in Pilot cockpit or Pilot MFD mode. In version 31, you can change the HUD color directly in full-screen FLIR and TIALD modes - whether in the Pilot's cockpit or the Navigator's cockpit. You can now also toggle between Infra-Red night vision and normal night colors by pressing Shift+Tab in cockpit or in any external view! For example, go to Tracking view with F1. Then press Shift+Tab to turn on the florescent green. Release both keys. Then hit Shift+Tab to restore the non-Infra-Red normal night colors. With these two features, the interface is now MUCH MORE user-friendly, flexible and intuitive. Gamepley has been enhanced.

(https://cdn.discordapp.com/attachments/401516875571265536/415157041124999185/non-nvg.JPG)
Before. Night mission. Both TV-Tabs are normal night colors.

(https://cdn.discordapp.com/attachments/401516875571265536/415157209228378112/both-nvg.JPG)
After. The key combo Shift+Tab is hit. Both TV-Tabs show up in NVG colours.

(https://cdn.discordapp.com/attachments/401516875571265536/415157425491017738/non-nvg2.JPG)
Before. Large-screen TV-Tab1 with normal-sized TV-Tab2. Both in normal on-NVG night colours.

(https://cdn.discordapp.com/attachments/401516875571265536/415157680391585792/both-nvg2.JPG)
After. I hit Shift+Tab. Both full-screen TV-Tabs are now in NVG colours.

(https://cdn.discordapp.com/attachments/401516875571265536/415157851091107841/both-nvg3.JPG)
To change the HUD colour intensity, I hit the H key to cycle through the 6 different HUD colours.
Both the left and right TV-Tabs' HUD colours change at once.

(https://cdn.discordapp.com/attachments/401516875571265536/415158590828052481/F1_NVG.JPG)
The NVG/normal night colours toggle applies also to external views. Here is the F1 tracking view in NVG...

(https://cdn.discordapp.com/attachments/401516875571265536/415158737356062730/F1_normal_night.JPG)
...rendered in normal night colours with the Shift+Tab key combo.

Conclusion: with this twin features of on-the-fly HUD colour intensity changes (H key) and the NVG/normal night non-NVG colours toggle (Shift+Tab key combo), the gameplay of Tornado has once again been enhanced. Bon appetite!
Title: Re: Modding Tornado
Post by: Asid on February 19, 2018, 11:27:15 PM
Great stuff Frankie  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on February 20, 2018, 07:38:13 AM
Thanks for the encouragement, Asid. My time-machine's still stuck at 1993. Time to reprogram the TARDIS for 2018. Alas, no source code for SteelBeasts. Haha.
Title: Re: Modding Tornado
Post by: Frankie on March 17, 2018, 04:50:42 PM
42. Improved instant medium/low-height rear view with F2. Rear view horizon pitches when the Tornado banks.

Mod: Improved rear view (F2). Also known as the "Check-Six!" view.
By Frankie
Description: Now when you hit F2, the view with instantly switch to the rear view. This hack is an improvement over hacks #11 and #33. This is a very convenient way for the flight simmer (Tornadoholic) to get instant feedback as to the effectiveness of his fallen bombs. Something that was never possible in the original simulation. The rear view's horizon and external environment will also tilt according to how your Tornado banks to the left or to the right. F2 toggles between a medium-height rear view and a lower-height rear view. Both heights are slightly adjustable with the "<" (unzoom) and ">" (zoom) keys. All these tweaks, IMHO, make for a more engaging and visceral rear view. I have also modified the bottom status bar to show the view as "REAR".

(http://www.moodurian.com/tornado/images/rearview.jpg)
F2 instantly shows an enemy runaway getting the spectacular but controversial JP-233 treatment!

Coding work

(http://www.moodurian.com/tornado/images/Mod42-1.jpg)
This one-line modification makes it easy for me to implement this mod.

(http://www.moodurian.com/tornado/images/Mod42-2.jpg)
The meat of the code to display the check-six! view. Shows the various tweaked values to raise the ground vertical view.

Update Tuesday 20/3/2018.
I've decided to add the tail-part of the Tornado in the F2 view. This gives the view a better perspective. Put your Tornado in autopilot and when the Tornado banks at an angle, the tail-part will show up more dramatically against the check-six view! For example:

(http://www.moodurian.com/tornado/images/rear_view1.JPG)
Check Six! view. Directly behing the Big Fin's tailfin!
-and-
(http://www.moodurian.com/tornado/images/rear_view2.JPG)
Is this cinematic and more dramatic than just the rear view? I think so!

(http://www.moodurian.com/tornado/images/rear_view0.JPG)
The code that makes this possible

To activate the rear Tail Fin in the Check Six view, press Control+F2. F2 will toggle the Tail Fin off.

Note: I have attached the latest FLIGHT.EXE in this post.

Title: Re: Modding Tornado
Post by: Asid on March 17, 2018, 06:56:00 PM
42. Improved instant medium/low-height rear view with F2. Rear view horizon pitches when the Tornado banks.


Nice. This will add to the fun and immersion  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on March 18, 2018, 08:41:51 AM
43. Instant switch from full-screen FLIR/TIALD view to Navigator's Panel with normal-sized FLIR/TIALD on

Mod: Improved usability of the full-screen FLIR and full-screen TIALD views
By Frankie
Description: These two earlier mods #18 Full-Screen FLIR and #19 Full-Screen TIALD are two of the best Tornado mods that I have invested my time in. However, there was a usability problem both mods #18 and #19. The gamer was forced to hit the "[" or "]" keys in order to cycle through the views before finally arriving at the Navigator's panel view. This meant that there was no way for the gamer to get instant and immediate visual feedback of the Navigator's instrument panel. This Mod #43 solves this problem! With this Mod #43, I have added code that will allow the user to hit the PgUp key to revert to the Navigator's Panel with the FLIR or TIALD showing in the normal sized TAB displays.

The cycle of displays that show in the left TV-TAB and the right TV-TAB, when hitting the "[" or "]" keys, are now more logical. The displays now follow this cycle:
1. Navigation Waypoints Display ;TAB_PLN
2. Map Display                     ;TAB_MAP
3. Reference Display             ;TAB_REF
4. FLIR Display (original size)     ;TAB_FLIR (original)
5. FLIR Display (full-screen)       ;TAB_FLIR (full-screen)         
6. TIALD Display (original size)   ;TAB_TIALD (original)
7. TIALD Display (full-screen)     ;TAB_TIALD (full-screen)         
8. Cycle back to 1.


TWO USE-CASES. NOTE: TV-TAB1 IS THE LEFT TV-TAB. TV-TAB2 IS THE RIGHT TV-TAB.


Use-Case A - To full-screen FLIR and back to Navigator's Panel

(http://www.moodurian.com/tornado/images/flirTabPgUp-1.jpg)
TV-TAB1 shows the normal FLIR view. TV-TAB2 shows the normal TIALD view.

(http://www.moodurian.com/tornado/images/flirTabPgUp-2.jpg)
User has just hit the "[" key. TV-TAB1 now shows the full-screen FLIR view.

(http://www.moodurian.com/tornado/images/flirTabPgUp-3.jpg)
User has just hit "PgUp" and returns to the Navigator's Panel. The FLIR view shows in the normal-sized TV-TAB1.
If the user wants to go to the full-screen FLIR in TV-TAB1, he can hit the "[" key next.


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Use-Case B - To full-screen FLIR and back to Navigator's Panel

(http://www.moodurian.com/tornado/images/flirTabPgUp-1.jpg)
TV-TAB2 shows the normal TIALD view. TV-TAB1 shows the normal FLIR view.
Note: even if both TV-TABs contents were interchanged, the below use-cases will still work.


(http://www.moodurian.com/tornado/images/tialdTabPgUp-1.jpg)
User has just hit "]" key. TV-TAB2 now shows the full-screen TIALD view.

(http://www.moodurian.com/tornado/images/tialdTabPgUp-2.jpg)
User has just hit "PgUp" and returns to the Navigator's Panel. The TIALD view shows in the normal-sized TV-TAB2.
If the user wants to go to the full-screen TIALD in TV-TAB2, he can hit the "]" key next.


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Source code modifications

(http://www.moodurian.com/tornado/images/Mod43-1.jpg)
Array elements have been rearranged to follow the sequence of TAB display cycle.

(http://www.moodurian.com/tornado/images/Mod43-2.jpg)
Code allows the gamer, whilst in full-screen FLIR mode,
to instantly jump back to the Navigator's Panel with TV-TAB showing normal-sized FLIR.


(http://www.moodurian.com/tornado/images/Mod43-3.jpg)
Code allows the gamer, whilst in full-screen TIALD mode,
to instantly jump back to the Navigator's Panel with TV-TAB showing normal-sized TIALD.



Conclusion
This mod makes Tornado more fluid and logical. Accessing the Navigator's Panel from both TV-TABs has been GREATLY improved. Now, when the gamer is in full-screen FLIR or TIALD view, he can return instantly to the Navigator's Panel by hitting the PgUp key.

Well, this weekend I've managed to polish up Tornado with two mods. Not bad. The last version of Tornado was Tornado 1.0E in 1994. Perhaps in March 2018 we can now, with Kevin Bezant's and Digital Integration's permission, update Tornado to Tornado Version 1.0F, with "F' standing for "Frankie". Haha.

Cheers
Frankie Kam
Malaysia

P.S., latest FLIGHT.EXE is attached.
Title: Re: Modding Tornado
Post by: Frankie on March 21, 2018, 09:53:25 AM
44. Added 5,000 more trees to the Tornado ground landscape

Mod: Increased the number of landscape trees
By Frankie
Description: ADDING MORE TREES to the default Tornado landscape is something I wanted to do in Tornado for years! (http://dogsofwarvu.com/forum/index.php/topic,2401.msg9530.html#msg9530) The desire to see more trees whiz by me at low-level is what started off on the quest to modify the Tornado source code. It had always been my dream to add forests to the game. Well, I have good news and bad news. The good news is that, TODAY,  I finally figured out how to do this in Tornado, and I can add in any ground object anywhere on the landscape. The bad news is that I have at my disposal only 16,200 bytes with which to add my objects in Tornado. The number of trees is not limited by the computer's speed - it is limited by the 640Kb Conventional Memory cap of the 1993 x86 ASM programming language. Did Bill Gates really once say ""640K ought to be enough for anybody"? Doesn't work for someone trying to extend the game in 2018! Haha. Anyway, I had a lot of fun and excitement editing these 2 files in order to add more trees to Tornado: \visual\SECDATA1.ASM and \visual\map\sectors\OBSECDEF.INC.
Tornado uses 256 sectors in its default landscape. Each sector is divided into a grid of 64x64 tiles. The default game has 10,000 objects (trees, buildings, pipelines, bunkers, airfields etc.) defined.

(http://www.moodurian.com/tornado/images/ShowTreesAsGreenInTornado.JPG)
More trees than you can shake a stick at in the 1993 DOS game Tornado!
This is not a mockup. Rather it is the result of adding more Tree objects inside
the \visual\map\sectors\OBSECDEF.INC file.



I discovered that the 1993 x86 ASM code supports up to a maximum of only 15,000 3D ground and sky-layered. So I added another 5,000 tree objects divided among 203 out of the 256 sectors. This gives an average of 25 additional trees per sector. I could have chosen to add a few hundred trees to selected sectors, but instead chose to even out the spread for uniformity sake. Below is one Sector that has more than a hundred tree copses (a copse is a few trees huddled/bundled together).

To be brutally honest, 15,000 ground objects is nothing at all by modern standards. Most modern flight simulations have millions of objects rendered. However back in 1993/1994, Tornado had the most dense landscape of all flight sims. Being able to add 5,000 more trees is a big deal for me as it proves that the game, sorry I mean simulator, can be still be extended,albeit to a limit.

(http://www.moodurian.com/tornado/images/ShowTreesAsGreenInTornado6.JPG)
Tornado is a mud-moving DOS flight simulator. IMHO, the more ground objects
whizzing by me at high speed, the better the experience.



In the process of adding more greenery to the landscape, I modified the Moving Map display (see the screenshots below) so that the trees show up as a dot in the color of COL_HUD. This adds additional load cycles on the CPU (running under DosBox) but so far I haven't encountered any game breaking problems with the additional pixels.

(http://www.moodurian.com/tornado/images/ShowTreesAsGreenInTornado2.JPG)
See those florescent green dots? Them there dots are trees!
You can see the forest for the trees in the large Moving Map (M key)


(http://www.moodurian.com/tornado/images/ShowTreesAsGreenInTornado3.JPG)
Trees show up as green pixels inside both TV-Tabs.

(http://www.moodurian.com/tornado/images/ShowTreesAsGreenInTornado4.JPG)
There's a dense forest of trees west of my Tornado.

Note: the TV-Tab Moving Map display screenshots above show a very green landscape devoid of clutter because I commented off the display of the othe map objects (mountains, etc.) so that I could clearly see the tree pixels. I later added back all the map display elements so that the Moving Map shows everything up like this:

(http://www.moodurian.com/tornado/images/ShowTreesAsGreenInTornado5.JPG)
Tornado surrounded by lotsa hills and trees. Woodman, spare that tree!

(http://www.moodurian.com/tornado/images/ShowTreesAsGreenInTornado-Code1.JPG)
This line from \VISUAL\SECDATA1.ASM is crucial!

(http://www.moodurian.com/tornado/images/ShowTreesAsGreenInTornado-Code2.JPG)
Sample code from the file \VISUAL\MAP\SECTOR\OBSECDEF.INC. It shows that:
The Sector 11, 1 contains FOUR tree copses.


The LATEST FLIGHT.EXE incorporating 15,000 landscape objects is attached. 607Kb.

Watch this space.

Update, Thursday 22 Mar 2018
I had to reduce the number of landscape objects from 16,200 to 15,000. The FLIGHT.EXE with 16,200 landscape objects weighs in at 612Kb and it only runs fine under the DOSBox command prompt. E.g., C:\>FLIGHT /a
If I run FLIGHT.EXE under the normal GUI menu system, it fails to load my SoundBlaster driver. Not enough memory to load the driver. If I switch the soundcard from SoundBlaster to Adlib, it works. I love Tornado's SoundBlaster sounds and effects, so I had to do something! I reduced the number of landscape objects to 15,000. After compiling and linking, the resultant FLIGHT.EXE now weighs in at 607Kb. I have tested this reduced FLIGHT.EXE and I can confirm that it works when played from the GUI menu. As a result of this, I have renamed the subject of this post from "Added 6,200 more trees to the Tornado ground landscape" to "Added 5,000 more trees to the Tornado ground landscape".
Title: Re: Modding Tornado
Post by: Rinix on March 21, 2018, 02:24:08 PM
Did Bill Gates really once say ""640K ought to be enough for anybody"?
No, but he did say that he thought 640K would be enough for 10 years: https://quoteinvestigator.com/2011/09/08/640k-enough/
Title: Re: Modding Tornado
Post by: Asid on March 21, 2018, 03:12:53 PM
I used to have a ZX Spectrum 48K

Amongst the best gaming memories I have  :oldman rocks
Title: Re: Modding Tornado
Post by: Frankie on March 23, 2018, 07:53:23 PM
45. Auto-generates 300% more random trees on the Tornado landscape as compared to the original game

Mod: More randomly-generated trees dot the landscape.
By Frankie
Description: I figured out how to randomly generate 3 times more trees in the landscape than the default stock Tornado. However this version does not have the credits names F11 and F12. Not enough memory to accommodate the names! So more trees generated at the expense of the original Tornado developers' names and Tornado Community names

(https://cdn.discordapp.com/attachments/401516875571265536/426826022630195201/Proof_More_Trees_Than_Stock_Tornado.PNG)1993 FLIGHT.EXE = 20+ trees           2018 FLIGHT.EXE = 60+ trees

In the composite image above, we have on the left the stock 1993 FLIGHT.EXE, and on the right, the latest modded FLIGHT.EXE. The modded FLIGHT.EXE has two things in it:
(1) At least 300% more randomly generated trees in the Tornado landscape than the stock Tornado game;
(2) 2,000 more tree objects purposely placed manually via the \VISUAL\MAP\SECTORS\OBSECDEF.INC file, bringing the total number of manually placed objects (trees, buildingsm runaway,  and others) to 12,000. Stock game has approxiately 10,000 objects in the landscape.

(https://cdn.discordapp.com/attachments/401516875571265536/426834034631507969/Proof_More_Trees_Than_Stock_Tornado2.PNG)
Flying low-level. The modded FLIGHT.EXE is on the right.
Again, more trees are randomly generated in the right window.

The trees are poorly contrasted against the green day-time landscape, but trust me, the randomly generated trees are there! You can pick them out with the naked eye. Lack of memory resources prevent me saturating the landscape with more trees.

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on March 28, 2018, 01:20:26 AM
Demo of Tree mod work done so far
 https://www.youtube.com/watch?v=yzCb6EPwl1o&feature=youtu.be

Definitely more trees generated on the landscape than the stock game. SoundBlaster driver loaded. No memory problems. BTW, If you take your Tornado high up, let's say up to Angels 20 (20,000 feet), and switch to TIALD view, you will see the entire landscape dotted with tree clusters (copses). See below.

(https://cdn.discordapp.com/attachments/401516875571265536/428347184635707402/awesome-trees-seen-from-high.PNG)

My Tornado is shown mostly in F1 Tracking view. In the last few minutes, I accelerate with the Tornado Time Compression mod to speed things up real crazy. Note some graphics clipping appearing with the Tornado flickering on and off at times. Can't seem to solve that yet. Sigh. When that happens, hit the F1 or F2 key and your Tornado should flick back on. FLIGHT.EXE is attached. Have fun.
Title: Re: Modding Tornado
Post by: Frankie on March 31, 2018, 02:50:46 PM
Mod #45 re-visited!
This mod auto-generates 300% more random trees on the Tornado landscape as compared to the original game
Mod: More randomly-generated trees dot the landscape.
By Frankie

Tornado modded to add more tree copses (clusters) to the green European landscape. The mod adds about 300% more trees.

Tornado's 3D engine, FLIGHT.EXE, was written in 16 bit assembly language and runs within the 640Kb conventional memory. This places severe limitations on adding more trees. For example, it is impossible to add even more trees, in the hope of saturating the landscape with dense carpet of trees. In the process, you will find that the linking process of FLIGHT.EXE will fail due to insufficient data segment space, trees will be found on airfields, and in the Tracking View (F1 key), the Tornado tends to flicker on and off, thus ruining the gameplay of this classic flight simulator.

Therefore this video represents the most I can do to add more trees to the fleeting landscape. It is my hope that someday someone else more clever than I will find a way to add even more trees on the landscape. Until that wonderous and amazing day, enjoy my mod!


https://www.youtube.com/watch?v=Y3S6mdUFvm4
Visibly more trees now pepper the rushing landscape. See lower half of the video.
More than the original but less than what I hoped the 3D engine could be reprogrammed to do!
The is only so much the 25-year old source code can be made to jump though hoops. 

Regards
Frankie Kam
Easter Weekend
31 March 2018, Malaysia

P.S., technical stuff. Software I used were DOSBox, ffmpeg and OBS.
References:
Recording DOS gameplay footage with DOSBox and FFmpeg
http://ingomar.wesp.name/2011/04/dosbox-gameplay-video-capture.html
FFmpeg Video Sharpening
https://cloudacm.com/?p=2885
Change the Default OBS File Format from FLV to MP4
http://visihow.com/Change_the_Default_OBS_File_Format_from_FLV_to_MP4

Title: Re: Modding Tornado
Post by: Frankie on April 01, 2018, 07:25:28 PM
46. More clouds

Mod: More clouds in the sky.
By Frankie
Description: Enjoy yet another Easter weekend Tornado mod! I noticed that the stock Tornado was lacking quite a lot in the cloud department. So I decided to do something about it. Below are the before and after images.

(http://www.moodurian.com/tornado/images/stock-clouds.PNG)
Before...

(http://www.moodurian.com/tornado/images/more-clouds-now.PNG)
...and after Cloud mod. More clouds than you can shake a stick at now.

Why have more clouds? Why not, since computers of 2018 running DosBox can handle more polygons compared to the 1993 ancestor PCs? So here it is! Digital Integration's Tornado with tons more clouds - in two layers. As voluminous as the 1993 source code could make it out to be .... or not. Still, the original 1993 Tornado only offered a smattering of clouds here and there to keep the frame rates of the day acceptable on 386 and 486 PCs.

https://www.youtube.com/watch?v=oU-32lcXd7o
More clouds than the original. Something mesmerizing just watching the clouds drift by.

In this mod, I have given the lower layer (light gray clouds), a 30% chance of forming clouds. The upper layer (white clouds) have a 50% chance of forming clouds.

This cloud mod compliments the trees mod. So in the video above, the Tornado is sandwiched between rushing trees below and drifting cloud layers above. 1993 flat-shaded polygon graphics at its best enjoyed with additional tree and cloud polygons on your 2018 computer. Enjoy! BTW, to see the difference this cloud mod makes, compare with my other video recording below, that shows a lack of cloud formations in the stock Tornado.

https://www.youtube.com/watch?v=5r-COr1k1I0
Stock Tornado - the lack of clouds makes for very clear skies most of the time

Anyway, do enjoy the scenery and nature of the Cloud Mod on your modern computer of 2018.

Cheers
Frankie Kam

APPENDIX - Some technical notes
Basically I edited and modified both these files:
1. D:\TORNADO\VISUAL\MAP\LAYERS\CLOUD1.INC
2. D:\TORNADO\VISUAL\MAP\LAYERS\CLOUD2.INC
I used a custom-made Excel file to randomly generate the hex values that populate both files. Hint: 000h means all bits are zeros, so no chance of a cloud occuring in that sector. The more 000h values the emptier the sky is. My spreadsheet generated values from 000h to 01Ch (i.e., decimal 0 to decimal 28).
Title: Re: Modding Tornado
Post by: Frankie on April 07, 2018, 04:04:13 PM
47. More clouds for Tornado when run via GUI-based game

Mod: Cloud binary mod. More clouds in the sky is incorporated into the full GUI-based game.
By Frankie
Description: Mods #44 & #45 only work if you run TORNADO.EXE from the command line I.e., C:\>TORNADO /A. What about if you want more clouds in the missions that are run off the GUI menus? No problem! I found out that the cloud data files (CLOUD1.BIN and CLOUD2.BIN) in Tornado are located inside these folders:
\TORNADO\AMP\MAP1
\TORNADO\AMP\MAP2
\TORNADO\AMP\MAP3
\TORNADO\AMP\MAP4

The CLOUD1.BIN and CLOUD2.BIN contents will override whatever values are inside
\TORNADO\VISUAL\MAP\LAYERS\CLOUD1.INC
\TORNADO\VISUAL\MAP\LAYERS\CLOUD2.INC
making the cloud mods of hacks #46 and #45 useless when playing Tornado from the menus.

(http://www.moodurian.com/tornado/images/missionsmap2.PNG)
The missions of Map2 (Europe).

By modifying the contents of CLOUD1.BIN and CLOUD2.BIN, we can increase the volume and number of clouds shown for each map.

(http://www.moodurian.com/tornado/images/Cloud1binBefore.PNG)
The contents of CLOUD1.BIN before modifying - 00s represent no clouds (binary zero).

(http://www.moodurian.com/tornado/images/Cloud1binAfter.PNG)
The contents of CLOUD1.BIN after modifying - less 00s this time, so more clouds are being represented.

(http://www.moodurian.com/tornado/images/Clouds_less_stock.PNG)
The sky before the binary mod.

(http://www.moodurian.com/tornado/images/Clouds.PNG)
The sky after the binary mod - the sky is more crowded with clouds.

Cloud binary files are attached below.
Title: Re: Modding Tornado
Post by: Asid on April 07, 2018, 11:27:08 PM
Awesome stuff Frankie  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on April 09, 2018, 12:46:19 AM
48. No more tree cluster in Warzone2's Mission 3

Mod: Clear nasty Tree cluster (copse) binary mod.
By Frankie
Description: All FLIGHT.EXEs of previous tree mods had a major flow. If you chose Mission 3 "IDS - Early Warning Radar Blackout" of Warzone 2, you would find a copse of trees lies smack in the middle of the Airfield2. You could fly past the tree cluster without any ill-effects, but visually this is disturbing and needs to be removed to preserve the integrity of the game's visuals.

(http://www.moodurian.com/tornado/images/Yikes0.PNG)
The problematic mission.

(http://www.moodurian.com/tornado/images/Yikes1.PNG)
What are those trees doing in the middle of on the airfield?

(http://www.moodurian.com/tornado/images/Yikes2.PNG)
What happened to the airfield's maintenance?

This is a no-no. This mod which is essentially a modified version of C:\TORNADO\TORNADO\AMP\MAP3\TREE3.BIN removes that offending tree cluster.

(http://www.moodurian.com/tornado/images/Yikes3.PNG)
I am Hexcited to be able to pinpoint the exact byte responsible for this mess!
Specifically, MAP3-TREE3-BIN-LINE310-COL0a. See the yellow highlighted hex values? That's it.

So after changing the hex value of "MAP3's TREE3.BIN file at Line 31a, column 0a" to 00h, this is what we get:

(http://www.moodurian.com/tornado/images/Yikes4.PNG)
All clear for takeoff. Roger that.

Attached are the following files that you can download and plonk inside your Tornado installation folders:
(1) C:\TORNADO\TORNADO\AMP\MAP3\TREE3.BIN --> the modded binary file that removes the offending tree cluster from Airfield2
(2) C:\TORNADO\TORNADO\FLIGHT\FLIGHT.EXE --> the latest cumulatively modded FLIGHT.EXE as of 9th April 2018
Note: I have tested this FLIGHT.EXE with all Warzone's (WZ1, WZ2 and WZ3) Airfields #1 through to #4. All 12 airfields are clear of trees (on the runaway, that is) and are good to go.

Conclusion: with this TREE3.BIN mod combined with the latest FLIGHT.EXE 3D engine, the game's airfields maintain their visual integrity, and the simulator's visuals have been enhanced. About 200% More trees rendered on the fly. No known glitches caused by more trees. More clouds. If you notice any anomaly, please let me know about it/them. Cheers.

And Enjoy.
Title: Re: Modding Tornado
Post by: Frankie on April 09, 2018, 05:57:23 AM
49. Full-screen FLIR view now allows HUD to be toggled on/off.

Mod: Full-screen FLIR's HUD gets toggled on/off by hitting Control+H
By Frankie
Description: The full-screen FLIR view was implemented in Hack #19 and Hack #43. However the user was unable to toggle off the HUD screen. Why would we want to do that? For two reasons. One, the normal Pilot's Panel view (via the PgUp key) allows the user to turn off the HUD screen. Two, there never has been a full-screen forward looking view with minimal (in this case, zero) HUD information. Until now. I figured out the code that will do the job. Here it is:
(http://www.moodurian.com/tornado/images/ControlHAtLast.PNG)
Sprinkle a bit of code in the right places...

(http://www.moodurian.com/tornado/images/ControlHAtLast2.PNG)
...(NOW YOU SEE IT) and hit Control+H...

(http://www.moodurian.com/tornado/images/ControlHAtLast3.PNG)
...(NOW YOU DON'T!!). This results in a clear forward-looking full screen.
The first time in its 25-year history that this is available in Tornado!

Attached is the latest FLIGHT.EXE file, dated 9th April 2018, 1:00pm.

BTW, his Thursday 12th April 2018, I hit the BIG Hawaii 5-0. Half century geezer. Semicentennial. Quinquagenary.  Fifty years old. My avatar profile pic was taken in 2008. There I said it. So anyway, I am hoping to make it 50 Tornado mods in time for 12/4/2018. I wonder what else I can modify in the simulator.

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on April 09, 2018, 06:48:52 PM
50. Instant activation of Full-screen FLIR view

Mod: Shift+d activates the full-screen FLIR view
By Frankie
Description: Previously the user had to be in the Pilot's Panel view, and hit the "D" key three times to go to full-screen FLIR view. This hack is a shortcut that allows you to, from the Pilot's Panel view, go direct to the full-screen FLIR view by hitting Shift+d key combo. So no more hitting the d key multiple times to toggle the full-screen FLIR view. One key combo does it.

(http://www.moodurian.com/tornado/images/Shift_D_Full_MFD_FLIR_view2.PNG)
The code that makes it work.

(http://www.moodurian.com/tornado/images/Shift_D_Full_MFD_FLIR_view3.PNG)
One moment you're in the Pilot's cockpit (Home key)....

(http://www.moodurian.com/tornado/images/Shift_D_Full_MFD_FLIR_view4.PNG)
The next (after hitting Shift+d, you're in the full-screen FLIR view!

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on April 21, 2018, 11:16:43 PM
51. User can toggle the responsive horizon, in the Tracking View. on and off

Mod: On-demand responsive horizon
By Frankie
Description:  This is an improvement over Mod#6 "10th Oct 2017 - Tracking View made more realistic and immersive with responsive horizon". Alt+p ('P' for 'P'itch) toggles the responsive horizon on and off while in Tracking view or Check Six view. So now the gamer has a choice between the responsive horizon which pitches with respect to the plane's change in banking angle, and the horizon in the original stock FLIGHT.EXE which remains horizontal while the plane banks left or right. The reason for this mod is that there are many screenshots of Tornado in action which look better with a stable, horizontal horizon. Also, now, the user is the initiator of the responsive horizon - it's all about giving the user more choice.

(http://www.moodurian.com/tornado/images/Unresponsive1.png)
Example 1, before the gamer hits Alt-p...

(http://www.moodurian.com/tornado/images/Responsive1.png)
...and after hitting Alt-p

(http://www.moodurian.com/tornado/images/Unresponsive2.png)
Example 2, before the gamer hits Alt-p...

(http://www.moodurian.com/tornado/images/Responsive2.png)
...and after hitting Alt-p

(http://www.moodurian.com/tornado/images/ResponsiveHorizonToggleCode1.PNG)
The code responsible for the toggle while in Tracking View (F1).


Youtube Video
 https://www.youtube.com/watch?v=FihmL99UDqQ
If a picture is worth a thousand words, how about a video illustrating this toggle choice effect?


(http://www.moodurian.com/tornado/images/ResponsiveHorizonToggleCode2.PNG)
The code responsible for the toggle while in Check Six View (F2).

(http://www.moodurian.com/tornado/images/Unresponsive3.png)
Example 3, before the gamer hits Alt-p...

(http://www.moodurian.com/tornado/images/Responsive3.png)
...and after hitting Alt-p

(http://www.moodurian.com/tornado/images/Unresponsive4.png)
Example 4, before the gamer hits Alt-p...

(http://www.moodurian.com/tornado/images/Responsive4.png)
...and after hitting Alt-p

The toggle also takes effect in the Check Six view (F2 key)! My conclusion of the matter is that BOTH types of horizons have their place and BOTH look great. The latest FLIGHT.EXE is attached to this post. Note: I have also improved the "P"(ause) key. This time the P key is less 'bouncy' and more 'sticky'.

Hope this helps. ;-)
Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on April 22, 2018, 07:07:07 PM
52. Adjustable viewing height of the Tornado in the Tracking View

Mod: Tracking View gradual adjustment of the Tornado viewpoint height
By Frankie
Description: In the default Tornado simulator, pressing F1 would toggle the Tornado between two different heights. So the Tornado would disappear  for a fraction of a section, and magically reappear almost immediately higher, by about N feet. This N feet was fixed and the user could not do anything about it. Until now! This mod is an innovation that allows the user to lower or raise Tornado in the Tracking view, by pressing and holding down the F1 key or the F12 key. See the video below:

https://www.youtube.com/watch?v=Ozxv36fxONI
Raise and lower the Tornado viewpoint by pressing and holding down F1 or F12 at different moments of the simulation

Quite a number of interesting view effects are now possible for the Tracking View (F1). For example, hit F1. Then hold down both F1 and Z key (rotate left) simultaneously. Or hold down both F1 and X key (rotate right) simultaneously. Get the idea?

Cheers
Frankie Kam

Title: Re: Modding Tornado
Post by: Frankie on April 25, 2018, 05:00:51 PM
53. Fluid horizon in Tracking View

Mod: horizon adjustable viewpoint height in the Tracking View
By Frankie
Description: In the stock Tornado by Digital Integration, the horizon was static. You could not shift it up or down. Until NOW - you can press and hold the "1" and "0" keys to move the horizon up and down in the Tracking View. One of the best elements of Tornado is the simulation of the Terrain Following Radar and terrain hugging flight. A Tornado skimming the earth with trees whizzing by and clouds slowly billowing past in the distance is a joy to watch. This mod ups the ante by allowing you to raise or lower the horizon, and it displays everything else in perspective to the changed horizon. Now, in 2018, you have the the opportunity to create some stunning Tornado vistas and screenshots, not possible with the stock game of 1993/1994!

Press "1" and hold to lower the horizon and to see more of the sky...

(http://www.moodurian.com/tornado/images/horizondown1.png)
More sky, less earth effects and example#1.
This is useful for ADV missions where most of the action takes place in the sky.

(http://www.moodurian.com/tornado/images/horizondown2.png)
More sky, less earth effects and example#2

(http://www.moodurian.com/tornado/images/horizondown3.png)
More sky, less earth effects and example#3

(http://www.moodurian.com/tornado/images/horizondown4.png)
More sky, less earth effects and example#4

...and press "0" and hold to raise the horizon and to see more of the earth!
(http://www.moodurian.com/tornado/images/horizonup1.png)
Press and hold "0" to shift the horizon down.

(http://www.moodurian.com/tornado/images/horizonup2.png)
More ground action is shown in this example.

(http://www.moodurian.com/tornado/images/horizonup3.png)
More ground action again! This time combining "0" (raise horizon to show more earth)
with Alt+p (pitching of horizon)

(http://www.moodurian.com/tornado/images/horizonup4.png)
Nice iron bridge.

A word of warning. If you are using DOSBox, pressing F12 of this mod will produce a slight jarring noise. This is because, by default, DOSBox's Speedlock is F12 too! The solution to this is, while in DOSBox, to hit Control+F1 and then delete the default keybinding of F12, and then the re-add F12 key, and this time, click the Mod3 button. As shown in the screenshot below:

(http://www.moodurian.com/tornado/images/Speedlock_DOSBOX.PNG)
Screen shows DOSBox's Speedlock default key being re-assigned to F12 with mod3 activated.
This will put a stop to the jarring noise heard when F12 is pressed during the game!


Here's a video I made that shows you this effect.

https://www.youtube.com/watch?v=5MZCc3c0BJE
These are the visual effects now possible. Combine "1", "0" of this mod, with F1 and F12 from mod #52 and see what you get!

You can even combine Combine the keys of "1", "0" of this mod, with F1 and F12, AND with "Z" and "X" for some creative panning. Have fun and be creative when trying this one out!

Cheers
Frankie Kam
P.S., see the latest FLIGHT.EXE attached.
Title: Impact point new perspective and responsive (shake) views
Post by: Frankie on May 01, 2018, 03:56:52 PM
54. Redesigned bomb impact view and now more External views vibrate/shudder when ordnance explode

Mod: New Impact Point-of-view and responsive views (shaking)
By Frankie
Description: I always thought that in Tornado, the explosions of ordnance could be improved. For one, during the impact of a bomb, the view would switch from Weapons View to Overhead View, with a visual of an explosion and crater. These visuals would be accompanied by zero vibrations and zero shuddering - stock Tornado does not model shaking of the screen for external views. In stock Tornado, only the Pilot Panel and Navigator Panel views will shake or shudder due to explosions.

Today, after much tinkering and experimentation, I have figured out the code that allows external views to shudder and shake during an explosion. In this mod I have succeeded in the following:
(1) added shaking of the screen when an ordnance explodes in these views:
(2) redesigned the Weapons View (V key)

These two categories of changes, IMHO, enhance and enrich the Tornado experience. Here's an example of "Impact point new perspective and responsive (shake) views" in action.

https://www.youtube.com/watch?v=L1Ztbl8aMR8
Stick around till the end of the video and you will be rewarded with
an innovative view of the pre and post explosions of an ordnance.
(1) The screen shakes on impact; (2) view can be panned left or right with the standard Z and X keys.


https://www.youtube.com/watch?v=Fq8A5aImI2w
Shake, Rattle and Roll with the JP233 ordnance and the flyby view!
Made possible only in 2018.


https://www.youtube.com/watch?v=_LuCd6vuI8g
The crowd-favourite - a Laser-Guided bomb homing in onto its target.

Hope you like these additions to the redesigning of the Tornado experience. ;-)

Regards
Frankie Kam
Title: Re: Impact point new perspective and responsive (shake) views
Post by: Asid on May 01, 2018, 05:24:24 PM
53. Redesigned bomb impact view and now more External views vibrate/shudder when ordnance explode


Awesome Frankie  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on May 04, 2018, 12:01:10 AM
55. User can pan the Check Six view on the horizontal axis with Z and X keys

Mod: Check Six view with horizontal lookaround
By Frankie
Description: Previously the Check Six view (with the F2 key) was fixed in space. You couldn't pan left or right. Now with this mod, you can pan around to enjoy the scenery.

(http://www.moodurian.com/tornado/images/normal-front.png)

Maverick: Requesting permission for flyby.
Air Boss Geoffrey: That's a negative Ghostrider, the pattern is full.
Gooser: No. No, Mav, this is not a good idea.
Maverick: Sorry Goose, but it's time to buzz the tower.... Tally Ho!!!


Okay, let's switch to the reverse view in one fell swoop...hit the F2 key!

(http://www.moodurian.com/tornado/images/normal-checksix-view.png)
The normal Check Six view. The runaway is retreating into the background.
Ah nice! But what if I want to look around to the left or to the right?


I have now added the ability to pan left (wth Z key) and right (with X key). This gives better situational awareness if one uses the Check Six view a lot. It also allows the user to have a nicer 'look see' to survey the reverse view.

(http://www.moodurian.com/tornado/images/checksix-view-after-z-key.png)
User has just held down the 'z' key. View slews to the left.
Plane is still flying on course.


This comes in handy when on autopilot (obviously), the user wants to quickly check out the landscape or the sky left and right of the reverse view.

(http://www.moodurian.com/tornado/images/checksix-view-after-x-key.png)
User has just held down the 'x' key. View slews to the right.
Plane is still flying on course.


If after panning left and right to enjoy the scenery, the user can hit Control+F2 to reset the Check Six view.

(http://www.moodurian.com/tornado/images/CheckSixView-after-hitting-Control-F2-and-F2-again.png)
User has just hit the F2 key. View returns to the Check Six view.


Sometimes, it is easy to get disorientated with a full view with no reference. So I have added the Tornado itself as a reference to the view, If the user hits F2 again, the tail part of the Tornado is visible. User now has a slightly better orientation.

(http://www.moodurian.com/tornado/images/CheckSixView-after-hitting-Control-F2.png)
User has just hit the F2 key AGAIN. Check Six view remains,
but now you can see part of the Tornado (Tail area).

You can now slew, on the horizontal axis, a full 360 degrees. This is what the user sees if he slews all the way to the front view.

(http://www.moodurian.com/tornado/images/CheckSixView-fully-slewed-to-the-front.png)
User has held down the 'x' key. View slews all the way to the front.
User is now looking forward towards 12 O'clock.

Here's a short video that illustrates this mod. The Tornado is thundering at 650 knots at 200 feet above ground. I feel the need, the need for speed. Enjoy!

https://www.youtube.com/watch?v=HCbAJDEGfrQ
Let's Rock 'n Roll!


Well this mod brings us to the sixth (6!) page of the "Modding Tornado forum thread. It's been quite a journey so far. As usual, I attach the latest FLIGHT.EXE file. Hope this incremental improvement adds to your Tornado experience.

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on May 04, 2018, 04:59:42 AM
Haha thanks Asid. Yes, some days I do wish I had drafted myself or volunteered as a tester, back in 1993 when I was in Hull U.K. However, if I were part of the dev team back then in 1993  then I wouldn't have been able to finish my graduate studies. LOL.

What I need is a time machine to go back in time and say, "Hi Kevin, you're not going to believe me, but I'm from the future, and this is what your flight simulator looks like now - core components are mostly the same, but with additional features". If Digital Integration had the luxury of time, then they would have been able to create Tornado2 back in 1995/1996. However they had staff to pay and so a slew of simulations followed suit as should be the case for any company to stay alive. They moved on to other products. The Tornado that they created will always be a classic because of the Advanced Mission Planner and the awesome paper manual. Me? I'm just a gamer dad looking at the existing code and time to time I ask myself, "Whay can't this be added in?". And then I try. Most times I fail, but occassionally the tweaks I try out work. And that is the really fun part. Seeing an idea come to life, and then actually playing the simulation with the additional features.

The main programmer of the 3D simulation engine, a.k.a., FLIGHT.EXE, was Kevin J Bezant. The genius and hard assembly work was done by him. He wrote 99.9% of the 3D engine source code. I am merely adding and tweaking assembly language code that already exists. Code which I never could have created myself.

One of the amazing things about the 16 bit assembly language used is that even after adding the additional features, there is no serious deal-breaking slowdown of the simulation in terms of frames per second.
Title: Re: Modding Tornado
Post by: Frankie on May 04, 2018, 08:17:22 PM
56. Enemy-held airfields (runways) are now blacked out

Mod: Enemy airfields are no longer lit like a Christmas tree during the night or twilight/dawn.
By Frankie
Description: In default Tornado, the enemy runway at night is lighted up with a combination of white, red and blue colors. The roads surrounding the runway are also lighted up. IMHO, it is more realistic if the entire runway and airfield had its lights dimmed or blacked out during a conflict. This mod simulates the blackout of an enemy airfield. This mod also makes it much harder to find the enemy airfield, apart from the information given by the autopilot mode and Waypoint/Navigation TV-Tab mini-screen. You now will have to manually switch on the Night-Vision view with Shift+Tab in order to visually locate an enemy runway at night. Here are my screenshots that show this mod in action.

(http://www.moodurian.com/tornado/images/ea-night1.png)
We're right on top of the Enemy airfield. Where is it?


(http://www.moodurian.com/tornado/images/ea-night2.png)
The user has just hit Shift+Tab. Ah there it is! As clear as day.


(http://www.moodurian.com/tornado/images/ea-night3.png)
Again, it's pitch black out there. The enemy has intentionally turned off and dimmed the lights.


(http://www.moodurian.com/tornado/images/ea-night4.png)
With the NVG (Night Vision Goggles) mode, the enemy can't hide.


(http://www.moodurian.com/tornado/images/Mod56Code.jpg)
Part of the code responsible for this injection of 'realism'


(http://www.moodurian.com/tornado/images/fa-night1.png)
Here is a friendly-held runway. See the runway lights?


(http://www.moodurian.com/tornado/images/fa-night3.png)
Another view of a friendly-held runway. Lighted up like Christmas tree.


(http://www.moodurian.com/tornado/images/ea-dawn1.png)
An enemy runway at dawn. Again no lights are on - a blackout even at dawn.


(http://www.moodurian.com/tornado/images/ea-dawn2.png)
Another dawn view of a busy enemy runway. This mod douses the lights.


(http://www.moodurian.com/tornado/images/fa-dawn2.png)
In contrast, here is an Allied-held runway. The runway lights are on.

Video demonstrating this mod in action
 https://www.youtube.com/watch?v=zaK8ei5bSVU
Fast and furious.

This mod makes the night airfield strike missions more realistic and challenging. This is where the Night-Vision mod comes into its own. Enjoy!



Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on May 15, 2018, 12:07:28 AM
57. You can toggle the game's theme music (Soundblaster) on (F5) and off (F4) now

Mod: Same effect as C:\TORNADO>TORNADO /SB /MB
By Frankie
Description:
/SB flag means load Soundblaster driver;
/MB flag means play the Soundblaster version of the Tornado Theme music

Normally, using the /MB flag is the only way to run Tornado and have the theme music play in-game. Unfortunately, once it plays, you cannot turn it off unless you end the game with Ctrl+Q!

This modded version of Tornado allows you turn the theme music on and off at will. At the moment I can think of no other key combination for the toggle, so I have chosen F5 (turn on music) and F4 (turn off music). When you hit F5, you will immediately switch to the drone view, and the music will start. Hit F4, and you will see the spectator view, and the music will cut off.

(http://www.moodurian.com/tornado/images/TheRedBridge.png)
Just another day buzzing the countryside in Tornado.
This time flying past a red bridge.


In hindsight, I could use the keys 9 and Shift+9 for this instead of F5 and F4. So this mod version is more exploratory than anything. Caveat: the music is shorter that the music of the Advanced Mission Planner (AMP). So be warned. The music loops quite soon and it may be irritating to some gamers. At least now we can turn it off with F4, so it's not so bad.

Any feature that enhances or adds to the stock game's functionality, qualifies it as a mod, no matter how irritating over time it may be. So this "turn the music on/off at will" feature, merits being Mod#56. I have attached the latest FLIGHT.EXE file.

Update: 16th May 2018
I've changed the keys to Key 9. Pressing 9 now toggles the theme music on and off. This leaves F4 and F5 to their standard functions which are Spectator and Drone views repectively. I have uploaded FLIGHT.EX2 which is the latest amendment to Mod#56. Simple download FLIGHT.EX2 and rename to FLIGHT.EXE. Enjoy.
Title: Re: Modding Tornado
Post by: Frankie on May 16, 2018, 09:16:05 PM
58. External views now show the current waypoint letter on the bottom status bar

Mod: Waypoint Letter shown in external views
By Frankie
Description: The Tracking, Spectator, Remote and Overhead external views add to the immersion of the game. Unfortunately, in stock Tornado, these views do not show the current waypoint. It is very easy for the gamer to be carried away by the external views, and not realise that the target (waypoint nodes X, Y or Z) is coming right up. Therefore, this mod displays the current waypoint (B, C, D, ... X, Y, Z, etc.) to the bottom status bar, thus providing better situational awareness to the user.

(http://www.moodurian.com/tornado/images/waypoint_status_bar.png)
Tracking view (F1). The Tornado is about to hit Target waypoint Y
Notice the waypoint shown at the bottom left of the screen in orange alert color?
That waypoint letter makes a BIG difference to the external view!

https://www.youtube.com/watch?v=VVRsQSq1k6o
Keep an eye out for the WAYP=X information at the bottom left of the screen.

(http://www.moodurian.com/tornado/images/waypoint_code_mod57.JPG)
This code, in the ASM file named EXTRNPAN.ASM, does the trick.


The waypoint letter shown at the left corner on the screen (e.g., WAYP=Y) is dynamic and will update itself in real-time. Hope this mod adds to the immersion of the game for you.

As usual, the latest FLIGHT.EXE file is attached in this post.


Update on 18/5/2018

I have upped the ante by adding "seconds to reach waypoint" information next too the Waypoint letter. Now you not only see the current waypoint, but you also see the number of seconds remaining to the current waypoint. For example, the screenshot below shows you that the current waypoint is B, and you have 053 seconds to reach Waypoint B.

(http://www.moodurian.com/tornado/images/flight_074.png)
53 seconds to reach Waypoint B, Skipper!

(http://www.moodurian.com/tornado/images/extrnpan2.PNG)
This code does the magic that information on the status bar at the bottom of the screen.

https://www.youtube.com/watch?v=vYWQzAeAoLk
WAYP=X and seconds countdown to reach waypoint information at status bar. Nice!

Conclusion: now the status bar gives you more immersive information to time your bomb runs, and you can still enjoy your external views to your heart's content.

I have attached the latest FLIGHT.EXE with the "seconds to reach waypoint" information as FLIGHT.EX2 below. Download FLIGHT.EX2 and rename it to FLIGHT.EXE.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Asid on May 16, 2018, 09:53:57 PM
Agreed. The waypoint mod does make a big difference  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on May 17, 2018, 09:29:10 PM
Mod#58 (above) has been enhanced to now show the time remaining in seconds to reach the current waypoint letter. The external views are now more useful than ever. Enjoy.
Title: Re: Modding Tornado
Post by: Frankie on May 18, 2018, 03:01:24 AM
59. 2nd analog joystick throttle mod for Tornado

Mod: Waypoint Letter shown in external views
By ataribaby

Reworked 2nd analog joystick throttle to work like real one. Engine throttle follows absolute throttle analogue axis with little gap at top for afterburner.  Note: Before starting Tornado or entering 3D set your analogue throttle approximately to half (center) or game will fail to detect it or it will doesn't work as intended.

Gamer ataribaby's DOSBOX settings for Saitek X52.

(http://www.moodurian.com/tornado/images/Saitek-X52-Flight-Control-System-01.jpg)
Saitek X52

Just set your analog axles in dosbox (CTRL + F1 when you are in text mode), and for most HOTAS, it will work out of box. You can even use X360 joypad.

joysticktype=4axis
timed=false
autofire=false
swap34=true
buttonwrap=false

It works with ANY analog axis you will map in dosbox as the second joystick. By default, DOSBox maps most HOTAS sticks like the joystick section from  ataribaby's DOSBox config settings above. It is not specific to Saitek. Should work with other analogue joystick models.

Note on the attachments
1. FLIGHT.EXE = ataribaby's analogue joystick throttle code incorporated into latest FLIGHT.EXE with Frankie's cumulative mods
2. ataribaby_tornado_analogue_throttle.zip = ataribaby's work based on the original FLIGHT.EXE (un-modded) but with his analogue joystick throttle code incorporated.
Title: Re: Modding Tornado
Post by: Asid on May 18, 2018, 01:25:12 PM
Awesome Frankie  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on May 18, 2018, 07:29:41 PM
60. Waypoint countdown timer in external views are now colour-coded

Mod: Waypoint countdown time in seconds is shown in colours of ever-increasing urgency
By Frankie

Tminus more than10 seconds: cyan
Tminus10 seconds: yellow
Tminus5 seconds: light red
Tminus0 seconds: red

(http://www.moodurian.com/tornado/images/time1.png)
If waypoint is MORE than 10 seconds away, time remaining is shown in cyan color

(http://www.moodurian.com/tornado/images/time2.png)
When the waypoint is 10 seconds away, time remaining is shown in yellow color

(http://www.moodurian.com/tornado/images/time3.png)
When the waypoint is 5 seconds away, time remaining is shown in light red color

(http://www.moodurian.com/tornado/images/time4.png)
When the waypoint is reached (0 seconds away), time 000 is shown in red color


Here's my Youtube video of this color-coding in action during external views:

https://www.youtube.com/watch?v=68T5OpJdmpc

Conclusion: IMHO, the external views now show useful Waypoint information. So you can now enjoy the sights of the external views whilst keeping an eye on the current waypoint's countdown clock. The different colours of the urgency spectrum (cyan-yellow-lightred-red) act as a visual reminder to select, arm and release your weapons in time for the intended target.

Enjoy.
Title: Re: Modding Tornado
Post by: Tom N on May 19, 2018, 09:39:32 PM
Awesome!!! The currently selected waypoint indicator in different viewmodes and that countdown timer next to it are VERY useful! And that enemy airfield lights out realism is great, too. And also those joystick setups will be useful for those being equipped with that flying gear (I'm still recording only with keyboard setup, sadly, luckily). Actually, why won't real pilots fly with a keyboard? They could change back and forth between Twitter and Flight Controls!
Title: Re: Modding Tornado
Post by: Asid on May 19, 2018, 10:00:11 PM
Actually, why won't real pilots fly with a keyboard? They could change back and forth between Twitter and Flight Controls!

 :lol
Title: Re: Modding Tornado
Post by: Frankie on May 21, 2018, 06:10:03 PM
61. TIALD view of Laser-Guided-Bomb is more 3-Dimensional

Mod: 3D TIALD view
By Frankie

EVOLUTION OF THE TIALD (Thermal Imaging Airborne Laser Designator) view
One of the standout features of Tornado in 1993 was the then unique TIALD modelling of laser-guided bombs. Here's what it looks like in the stock simulator. There was an amazing amount of movement and detail inside that small TV-TAB window, located at the top-right corner of the screen.

(http://www.moodurian.com/tornado/images/Evolution-TIALD-1.png)
The famous TIALD view in the Navigator's cockpit. A 1993 sensation

In Mod#18 (http://dogsofwarvu.com/forum/index.php/topic,5046.msg26558.html#msg26558) (25 November 2017), the TIALD view evolved into a groundbreaking full-screen view. For the first time in 25 years, you could now pan the crosshairs around in full screen. However the view was still "from-top-looking-vertically-down" as the original smaller TIALD view.

(http://www.moodurian.com/tornado/images/Evolution-TIALD-2.png)
The TIALD view in full-screen. A 2017 innovation.


Furthermore, I wanted to more accurately simulate the look and feel of an actual Tornado TIALD attack. As in this Youtube video.

https://www.youtube.com/watch?v=j-zRjrMqym0
Actual combat TIALD views start at 1:07 in this video.


Back in late 2017, I discovered that by setting a larger TIALD_VIEW.VP_PITCH value, the TIALD view could be angled so that the view becomes be more 3D. I did this modifying the code on line 2893 of TAB.ASM. Specifically changing the value of 384 to a larger value like 400.

(http://www.moodurian.com/tornado/images/TIALDcode1.JPG)
Changing 384 (looking straight down) to 400 (looking at an angle) gives a certain perspective
to the look and feel of the TIALD view.

Unfortunately there was a problem which I couldn't solve. The problem was that whenever I zoomed in with Control+HoldMouseLeftbutton, the zoom point was always lower than the crosshairs merge point. Which also meant that the LGBs would always hit the area before the actual target. Today, I decided to revisit this old problem. It took quite a while of poking through the code before it struck me that I didn't need to bother with recoding any of the mathematical and trigonometry logic. All I needed to do was to display the entire crosshair complex lower down the screen.

(http://www.moodurian.com/tornado/images/TIALDcode2.JPG)
This code allows the entire TIALD crosshairs and its four right-angled corners to be displayed 25 pixels lower down the screen.

I tested this and it worked just fine. You can detect a difference in the perspective of the view - it has a more 3D feel to it, thanks the change in PITCH value. Try panning the mouse left, right, up and down. The landscape and environment feels more 3D-ish, and more exciting compared to the its top-down forerunner.

(http://www.moodurian.com/tornado/images/Evolution-TIALD-3.png)
The crosshairs are now lowered so that it occupies more of the bottom half of the screen.
Panning around now has a nice 3D perspective to it.

The best thing about this mod is that, from my testing done so far, the laser guided bombs hit spot on at the new location of the lowered crosshairs! Thus the TIALD view has now evolved into a more 3D experience for the Tornado gamer.

Here are two Youtube videos showing this mod in action. Enjoy!

https://www.youtube.com/watch?v=5H24BlvOzDU
-and-
https://www.youtube.com/watch?v=KQbZqF0qYDs
-and-
https://www.youtube.com/watch?v=X1ZZXW4oGKU

Cheers and regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on May 24, 2018, 07:53:25 PM
62. Vertical height of Drone views (F5/Shift+F5/Alt+F5) can now be adjusted with the 1 and 0 keys

Mod: More exciting Drone Views
By Frankie
Description: Previously Drone view heights could not be adjusted. Below are some standard drone views (F5/Shift+F5/Alt+F5). In the three screenshots below, the views can be slewed right and left with the Z and X keys, and pitched with the drone banked left or right. However in each of the three views below, the vertical perspective could not be raised or lowered.

(http://www.moodurian.com/tornado/images/drone_boring1.png)
-and-
(http://www.moodurian.com/tornado/images/drone_boring2.png)
-and-
(http://www.moodurian.com/tornado/images/drone_boring3.png)


Now with this mod, you can adjust the Drone Views by pressing and holding the "1" and "0" keys. Below are a sample of views and perspectives now possible!

(http://www.moodurian.com/tornado/images/drone_nice1.png)
-and-
(http://www.moodurian.com/tornado/images/drone_nice2.png)
-and-
(http://www.moodurian.com/tornado/images/drone_nice3.png)
-and-
(http://www.moodurian.com/tornado/images/drone_nice4.png)
-and-
(http://www.moodurian.com/tornado/images/drone_nice5.png)
-and-
(http://www.moodurian.com/tornado/images/drone_nice6.png)


I have also added in the Alt+P key which shows a pitched view of the aircraft. For example, see the two screenshots below:

(http://www.moodurian.com/tornado/images/banking_no_pitch.png)
Plane is banking...

(http://www.moodurian.com/tornado/images/banking_with_pitch.png)
...this is what I see when I hit Alt+P.


Here's a video showing the latest changes to the Drone view. Enjoy!
https://youtu.be/notDIVY6RbQ

I have attached the latest FLIGHT.EXE executable file in this post. Go ahead, give it a try. You'll never look at the Drone View in Tornado the same again.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Asid on May 24, 2018, 09:19:59 PM
Great stuff Frankie  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on May 26, 2018, 08:46:30 PM
63. SAM Launcher-to-Tornado View activates with F11

Mod: SAM Launcher-to-Tornado View
By Frankie
Description: In the stock Tornado, you almost never see the ZRK "ROMB" SA-8 SAM launcher. With this mod, you can now get up close and personal with this Soviet amphibious vehicle. In the heat of battle, when you are getting locked on and suddenly find SAMs being shot at you, hit the F11 key and you will see a SAM launcher in the vicinity. And the best part is that it is facing you and shooting up Gopher missiles at you! Here's are some actual screenshots:

(http://www.moodurian.com/tornado/images/zrkr-romb.png)
-AND-
(http://www.moodurian.com/tornado/images/zrkr-romb2.png)
-AND-
(http://www.moodurian.com/tornado/images/zrkr-romb3.png)

This view will have a viewpoint slightly away from the ZRK "ROMB" SA-8 that is firing at you. The view will track your Tornado, but the SAM launcher will not always be in view. This is a Frankie Kam innovation but it is still experimental. As such, you may have some weird results.

(http://www.moodurian.com/tornado/images/zrkr-romb4.png)
-AND-
(http://www.moodurian.com/tornado/images/zrkr-romb5.png)

Nevertheless, this is the first time that a reversed view (i.e., Enemy to Tornado view) has been implemented. So enjoy.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on May 26, 2018, 09:04:06 PM
64. You can slew the viewpoint left-to-right in Tracking View (F1) - applies also to Drone in Drone View (F5).

Mod: Slew the viewpoint left of or right of the Tornado on the horizontal axis
By Frankie
Description: Enabled slewing left-right of Tornado and Drones with the "2" and "9" keys. Now you can move the perspective/viewpoint of the Tornado along 3 axis'. This is different from the "Z" and "X" keys which rotate left or right by pivoting on the Tornado. This mod allows you to adjust or shift the viewpoint to the left or right of the Tornado. The video below will make it clearer what this mod does.

https://www.youtube.com/watch?v=1xHdKxusDpQ
No sound.

The main use of this mod is to enhance the Tracking (F1) and Drone (F5) views. The keys "2" and "9" used with the other external view adjustor keys "1","0","F1","F12", now afford you with an almost infinite number of  combinations of angles to display the Tornado and drones for artistic and for aesthetic purposes.

(http://www.moodurian.com/tornado/images/niceangle1.png)
-AND-
(http://www.moodurian.com/tornado/images/niceangle2.png)
-AND-
(http://www.moodurian.com/tornado/images/niceangle3.png)
-AND-
(http://www.moodurian.com/tornado/images/niceangle4.png)
-AND-
(http://www.moodurian.com/tornado/images/niceangle5.png)
-AND-
(http://www.moodurian.com/tornado/images/niceangle6.png)



You can enjoy both views more and gives more opportunity for nice screenshots. The Drone view used to be mundane after a while. No longer. This is new to the simulation. Another innovation.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on May 27, 2018, 07:25:27 PM
65. AAA-(Shilka)-to-Tornado View activates with F12

Mod: AAA-to-Tornado View
By Frankie
Description: In the stock Tornado, you also almost never see the ZSU-23-4 Shilka AAA vehicle. With this mod, you can now see this famous AAA weapon in action. In the heat of battle, when you are getting locked on and suddenly find high-velocity tracer being shot at you, hit the F12 key and you will see a ZSU-23-4 in the vicinity. Most probably launching radar-guided cannon shells at your Tornado. Specifically, this mod gives you a view unlike any other in stock Tornado - a tracking view from a spot near the Shilka, to your Tornado.

Here's are some actual screenshots:

(http://www.moodurian.com/tornado/images/shilka1.png)
-AND-
(http://www.moodurian.com/tornado/images/shilka2.png)

A bit of dilemma with the distance of the viewer from the Shilka. Too near and you never see the vehicle in its full glory. Too far and the Shilka looks too small. I am still tweaking the distance values, so I have yet to hit the sweet spot.

Here are ALSO two Youtube videos showing the action. Enjoy!

https://youtu.be/mkCiwc5g1mA
-AND-
https://youtu.be/kcRPjS8Ba0s
-AND-
 https://youtu.be/nKGfee2PpqM

This is 1993 graphics. So expect some anomalies. For example, in the videos above, the Shilka's turret does not rotate. Instead the entire Shilka itself will in seconds magically re-position to face the Tornado. Su-27 Flanker 1.5 by Flying Legends (published by SSI), did the animation very nicely with rotating turrets and highly detailed Soviet armored vehicles. But that was in 1995 and a whole different simulation. Digital Integration's Tornado graphics were designed in 1991 and by the time the game was released, the graphics engine was two years out-of-date!

As usual, I am attaching the latest FLIGHT.EXE file. Press F11 to see the ZRK-ROMB (SAM launcher) in action. Press F12 to see the Shilka AAA in action. This is still pretty much proof of concept. So you will hear lots of cannon fire and SAM launch sounds - even when in the cockpit. No time to tidy it all up. Main thing is, this is making DI Tornado simulation history with never before seen views. It is exciting to be able to create a view never implemented before in Tornado. Welcome to 2018!

Regards
Frankie Kam

Note: In order to make F12 the "Shilka-To-Tornado" view, I had to reassign the "raise the Tornado viewpoint (in the F1 Tracking view) " from F12 (See Mod#64) to Alt+F1.
Title: Re: Modding Tornado
Post by: Tom N on May 28, 2018, 06:41:37 AM
Hi Frankie,

tried it excitedly, video is added below (sound deactivated, 20fps, logarithmic downscale value "30"), just some issues:
in the front seat the fuel indicator got a permanent black-out (in f1-view it is still shown, so not much of a loss),
in the back seat when i want to toggle the plane position on the MFD-map display with key "o", it doesn't work (no "o" issue in the front seat MFD, though).
Pressing "p" for pausing no more darkens the screen, as i was used to, that's not bad, though not knowing "p" for pause, if some guy accidentally hit "p" (s)he
might assume a game crash (just my imagination).

This one is a VERY useful addition (mostly for fun and watching the progress of "delivering a package" ^^ ).

Question: Could you insert a small HUD-Display-view in the "far away external views" (I mean other vehicle-views, so to see roll and yaw status)?
If not, just inserting roll status at the bottom would help greatly enough (the VSI there already helps with yaw status)

Kind regards and thanks for the fun,
Tom N

UPDATE by Frankie on 28/6/2018
I have improved the modded Pause feature. This time, pressing P results in a subtle and brief darkening of the screen. Enough to send a cue to the gamer that the game did not hang, rather it has paused. Tested and works in both day and night missions. Hope this helps. Frankie Kam.
Title: Re: Modding Tornado
Post by: Frankie on May 28, 2018, 08:52:04 AM
Hi Tom N

To solve the "fuel indicator got a permanent black-out" problem, download and replace your existing \TORNADO\FLIGHT\PILOTPAN.BT2 file with the attached PILOTPAN.BT2 file below. Make sure to backup your original PILOTPAN.BT2 file first! This problem is caused because Tornado 1.0 used an analgue display for the fuel gauge, whereas later patches used a digital readout. Your PILOTPAN.BT2 is the digital readout type.

You are right that the Navigator cockpit, the MFD-map display key "o" doesn't work. The original 1994 FLIGHT.EXE has no issue. I will check the source code of MFD.ASM to troubleshoot the problem. Right now I don't know what is causing the "o" key to not work since I didn't mod anything that is related to the "o" key. So a mystery for now.

Pressing "p" for pausing no more darkens the screen, which was a mod designed to allow the user (me, mostly LOL!) to capture the screen with PrintScreen or with DOSBox's Ctrl+F5. If the screen were darkened, there would be nothing to capture! You're right that the user has no clue or cue as to the pause. I can add a cue text "Paused" somewhere on the screen. May a red "P" at the bottom corner so that at the very least the user knows that the game didn't hang. Thanks for the suggestion.

I don't think it is easy to add small HUD-Display-views or other mini windows in the "far away external views". I've tried it before but failed. I'm not sure what you mean by "roll and yaw status" - is it a graphic like the bottom-left corner of the screen graphic when you go to full-screen HUD view? I can insert the roll status at the bottom information bar, but may I know what does the roll and yaw status information look like? A numeric value for roll and a numeric value for yaw? I have the freedom to also add a second bottom information bar, so that you can see more information when in the external views. But I will need to know what information you will want to have displayed on the bars.

> Kind regards and thanks for the fun,
>

I assume you mean the Shilka-to-Tornado and ZRK-Romb-to-Tornado views. If so, then I am glad you are having fun and that you are excited to try out the new views. I also have some good news for you! I just discovered how to modify the F1 Tracking View so that instead of showing your Tornado, it can show:
(a) The SAM Launcher that is engaging you;
(b) The AAA (Shilka) vechicles that are engaging you.
and all the while the view of the SAM and Shilka can be panned, zoomed, tilted, horizon tilted in either direction. So in other words, everything you can do to manipulate the view of your Tornado in the F1 Tracking View, you can do the same to the SAM Launcher (ZRK-Romb) and AAA (ZSU-23-4 Shilka) vehicle. That's my next mod either later today or tomorrow. The new view I am talking about do not track (follow) the Tornado like Mod#65 and Mod#63, but it is still very fun to use and will be a very nice addition to the existing (i..e, the stock and to-date modded) views of Tornado.

Stay tuned.
Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Tom N on May 28, 2018, 07:53:00 PM
Hi Frankie,

I checked it again, there are now 2 back seat key settings (i think) from simulator "free flight" you still can switch through various displays in the rear center MFD and still this CRPMD -combined radar+ projected map display shows there the map as in the original flight.exe, though the green lamp in the left lower corner is on showing that mouse control can be activated for the map display which originally could not), in the "quickstart flight" from main screen you have reduced available display options in the center MFD/ CRPMD yet plenty of view options via left and right TAB keys and the map display on right TAB works fine with "o" position marker switching alright.

To my former suggestion of including a "roll indicator" actually i meant the "turn indicator", I'd suggest to do it as a number being normally aligned with the horizon in neutral position i would say 0° L/R would be good; then when rolling to the left should say "1° L" to "179°L then 180°L/R for being fully inverted (=upside down) then "1° R" to "179° R" for all the states being rolled to the right side of roll axis.

Having 2 lines of flight information to show on the bottom is a great opportunity, let's don't rush this, this IS VEEERYYY USEFUL !!! It's still limited space, so we should think about the possibilities carefully!

I noticed new sounds as well, i got confused by the shooting missiles sounds from enemy SAM only, could it be supplemented by the old "landing wheels touching ground sound" as the new touchdown sound is way cooler for landing.

Enemy AAA is spatting now with a good voice ^^.

The new view keys i checked for now were "f1", "f2", the free front sights/views from rear cockpit TABs' keys' cycling through and the altered weapon view.

Leave all these views this way as I really love them ...
except one thing in weapon view only (i couldn't zoom in and out there, but rotation is good enough)
The new overview by all these keys is OMNIPOTENT!

And finally the blacked out/ erased digital fuel indicator, but above that there is the analog indicator active regardless of Tornado sim version (i think).

So yeah, quite some text, might have forgotten to put everything of concern here for now.
Though it is much to talk about, you did a great job of a HUGE ENHANCEMENT!

Thank you very much!
Title: Re: Modding Tornado
Post by: Frankie on May 29, 2018, 04:46:46 AM
Hi Frankie,

I checked it again, there are now 2 back seat key settings (i think) from simulator "free flight" you still can switch through various displays in the rear center MFD and still this CRPMD -combined radar+ projected map display shows there the map as in the original flight.exe, though the green lamp in the left lower corner is on showing that mouse control can be activated for the map display which originally could not), in the "quickstart flight" from main screen you have reduced available display options in the center MFD/ CRPMD yet plenty of view options via left and right TAB keys and the map display on right TAB works fine with "o" position marker switching alright.
I take it then that the modded displays are sufficient(?) for your needs. No deal-breaking bugs in the back seat settings right?

Quote

To my former suggestion of including a "roll indicator" actually i meant the "turn indicator", I'd suggest to do it as a number being normally aligned with the horizon in neutral position i would say 0° L/R would be good; then when rolling to the left should say "1° L" to "179°L then 180°L/R for being fully inverted (=upside down) then "1° R" to "179° R" for all the states being rolled to the right side of roll axis.
Will the roll angle and roll rate do? The Tornado code has these two main variables:
PUBLIC   AHRollRate
PUBLIC   AHRollVal
I will add them in and you can then see if they are useful. This is an idea for yet another mod.

Quote

Having 2 lines of flight information to show on the bottom is a great opportunity, let's don't rush this, this IS VEEERYYY USEFUL !!! It's still limited space, so we should think about the possibilities carefully!
This will need some planning. We will have to identify the real world avionics information needed, and I will have to track down the variables in the source code. Like the AHRollRate and AHRollVal variables.

Quote

I noticed new sounds as well, i got confused by the shooting missiles sounds from enemy SAM only, could it be supplemented by the old "landing wheels touching ground sound" as the new touchdown sound is way cooler for landing.
The Tornado source code is version 1.0 which lacks the SAM Close Proximity warning code and sound. This feature is found  inside a later patch of Tornado. I think it was Tornado 1.0c. Anyway, I wrote my own close proximity code and I had to improvise by using the Morse Code sound. It is not as rich-sounding as the Close Proximity sound, but the morse-code audio serves the purpose. In future if I can find a better audio, then I will use it.

Quote

Enemy AAA is spatting now with a good voice ^^.
Ah. The Internet tells me the Shilka fires at a rate of 3,400 rounds per minute. I viewed several video of the Shilka firing away on the Internet, just to get a feel for the sound. I had three choices of firing sounds, so I chose the one which had a good balance of volume + rate of fire. The sound is far from reality, but it resembles the real sound in some way.

Quote

The new view keys i checked for now were "f1", "f2", the free front sights/views from rear cockpit TABs' keys' cycling through and the altered weapon view.
Thanks for checking them out. I need people like you who are passionate about this old Tonka simulator to help me make it better. Your time is much appreciated.

Quote

Leave all these views this way as I really love them ...
except one thing in weapon view only (i couldn't zoom in and out there, but rotation is good enough)
The new overview by all these keys is OMNIPOTENT!
I am not sure why I can't zoom in the weapon view. I will check it out. By "new overview", I assume you mean the full-screen HUD with the overlayed TV-Tabs, MFD and other floating information in the 3 corners of the screen. Thank you. Those were nearly 3 months hard work and testing.

Quote

And finally the blacked out/ erased digital fuel indicator, but above that there is the analog indicator active regardless of Tornado sim version (i think).
Personally I prefer the analogue display. Then again, the digital display was coded by DI in a later Tornado version. I do not have that code. But like you said, the fuel information is found inside the bottom status bar.

Quote

So yeah, quite some text, might have forgotten to put everything of concern here for now.
Though it is much to talk about, you did a great job of a HUGE ENHANCEMENT!
Thank you very much!
You are most welcome. And it is STILL getting better. Please do check out my latest mod below - a tribute to two famous russion weapons. The ZSU-23-4 Shilka 23 mm self-propelled anti-aircraft gun, and the ZRK-Romb SA-8 SAM launcher.

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on May 29, 2018, 04:53:56 AM
66. New ZSU-23-4 (Shilka) -and- ZRK Romb (Gecko) views

Mod: Shilka and Gecko View
By Frankie
Description: The 1993 Tornado simulator was always about the Panavia Tornado. Now in 2018, with this mod, you will come face-to-face with two dreaded anti-aircraft Soviet weapons. This mod adds the ground anti-aircraft element to the game, bringing Digital Integration's Tornado into a new Quantum of gameplay.

If you have ever played Tornado, you will know that the AAA and SAM launchers are always a speck on the ground. Even if you did see one up close, it was only for a micro-second using the Weapons (ALARM) view where the enemy appears for a brief split-second before being reduced to toast. Well with my new mod, it is time that we give these two dread and highly respected weapons their due.

You can now see them up close in real-time. Watch them fire cannon shells and SA-8 missiles at your Tornado as you make your bomb run. You can even, if you are lucky, see your missile strike home and reduce them to a crater. These views are what Tornado badly needs. An ode and a shout-out to the ground enemy vehicles which were always there in the simulator, but you could barely see them or touch them. Now you can see them up close in action firing away at your Tornado, from any angle or elevation with this mod.

The ZSU-23-4 Shilka is a 23mm self-propelled anti-aircraft gun.
(http://www.military-today.com/artillery/zsu_23_4_shilka_l4.jpg)

The 9K33 Osa (English: wasp) is a highly mobile, low-altitude, short-range tactical surface-to-air missile system designed in the Soviet Union. "9K33" is its GRAU designation. Its NATO reporting name is SA-8 Gecko. Its export version name is Romb.
(http://armoredgun.org/brm009/9k33_osa.jpg)

Here they are with their own new views. Activate by pressing
Shift+Ctrl, followed by Alt+Shift
-OR-
Ctrl+Alt, followed by Alt+Shift

If after you press Shift+Ctrl or Ctrl+Alt and you do not see any SAM launcher of AAA vehicle, wait until the enemy has you in its radar and you start seeing tracer fill the sky or you start hearing SAM launch sounds. Then hit the Alt+Shift key for a surprise!

View control keys coded specially for this mod:
1. Press and hold Shift+Ctrl see the vehicle from a higher angle (e.g. imagine being higher than the vehicle, looking downwards);
2. Press and hold Shift+Alt see the vehicle from a lower angle (e.g. imagine lying on the grass and you are looking up towards);
3. Key "1" to shift the horizon down so that more sky is seen;
4. Key "0" to shift the horizon up so that more ground is seen;
5. Key "2" to shift the view point right-wards, perspective of vehicle shifts leftwards
6. Key "9" to shift the view point right-wards, perspective of vehicle shifts leftwards
Caveat: if you zoom in or zoom out and if you use the Z and X keys to rotate the vehicle, your Tornado in the F1 Tracking View will also zoomed and rotated accordingly. I haven't figured out how to decouple F1 view from these two new views when it comes to the zooming and rotating actions.

Some screenshots below. In 1991-1994, this was 'cutting edge'. Seeing them so up close, at last, is amazing, for me at least.

(http://www.moodurian.com/tornado/images/shilka_view1.png)
-and-
(http://www.moodurian.com/tornado/images/zrk_view1.png)
-and-
(http://www.moodurian.com/tornado/images/shilka_view2.png)
-and-
(http://www.moodurian.com/tornado/images/zrk_view2.png)

These two new views are similar to F11 (Hack#63) and F12 (Hack#65), yet so different. The F11 and F12 screens are tracking screens, meaning that they will follow the Tornado from the ZSU or ZRK's point of view, but those screens cannot be rotated, height-adjusted or changed. Hack#66 is all about showing off the ZSU or ZRK in al their glory, with pannable and height-adjustable viewings.

Here is a Youtube video showing you what these two new views are all about.
https://youtu.be/9brXrTjOoIw

In the video, my Tornado is that black speck in the sky letting off flares. The SAM launcher and AAA are taking pot shots at me. The views you see in the video were not possible for 25 years. Now it is possible, thanks to the wonderful, extensible code of the 3D engine written by Kevin J. Bezant. There are many other modding possibilities, limited only by the imagination. As usual, I attach the latest mod-cumulative FLIGHT.EXE below. Enjoy.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on May 29, 2018, 07:19:08 AM
67. Smaller smoke graphics

Mod: Smoke graphics and animation are now smaller in radius and shorter in lifetime duration.
By Frankie
Description: Tornado simulates smoke by drawing black circles. The circles last N seconds in duration and are modeled to me N feet in radius. In Mod#65 and Mod#63, I discovered that the ZRK-Zomb and ZSU-23-4 Shilka were always shrouded in enormous clouds of black smoke when either firing 23mm cannon shells or launching SA-8 missiles. The smoke circles were insanely large, and immensely disproportionate to the Soviet antiaircraft vehicle.What I did then was to find out how to make the smoke circles smaller. A quick check on Youtube showed me that as a ZSU-23-4 fires into the air, it does make puffs of gray smoke in front of the cannon muzzles, but definitely not large, billowing plumes of black smoke.

So this mod is all about making the smoke circles smaller and more realistic dimensions.

Mod#67 basically has already been done as it is part of Mod#66. Nevertheless, I want to share with you what I did to make the smoke graphics in Mod#66 smaller and more realistic. This link https://www.diffchecker.com/gGw5txZ1 is the diffchecker link to a comparison between my modded \VISUAL\SMOKE.ASM and the stock original \VISUAL\SMOKE.ASM file. Below are the salient points of the mod.

(http://www.moodurian.com/tornado/images/SMOKE_ASM.PNG)


ASSEMBLY LANGUAGE 101

Basically, I reduced the smoke expiry time from the value 128 to 8 (see line 756). This means that the smoke circles for not linger for long.

I also reduced the radius of the smoke circles by increasing the divisor in the formula "radius = (expand time - time) / 4". I did this by changing

REPT   2       
  shr   dx,1   
ENDM         

;The operation shr means "Shift Right". This shifts each bit of register dx, one place to the right.
;So shr dx, 1 means divide the value inside dx by 2. If we REPT (repeat) this 2 times, the original code
;is basically dividing the value of dx by 4.

to

REPT   3           ;So by changing the repeat value from 2 to 3, I am actually shifting the bits of the register
  shr   dx,1       ;three places to the right. In effect I am now dividing the contents of dx by 8!
ENDM             ;So since the divisor is now larger (8) compared to previously (4), the smoke radius will be smaller.

I.e., "radius = (expand time - time) / 8" is smaller than "radius = (expand time - time) / 4".

So I do this for various parts of the code inside \VISUAL\SMOKE.ASM. See the attached file if you are up to peeking at the assembly language code.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on June 02, 2018, 03:00:44 PM
Hi Tom N
>in the back seat when i want to toggle the plane position on the MFD-map display with key "o", it doesn't work
>

Good news. I had a relook at the NAVIGPAN.ASM source code and I think I have solved the problem with the "o" key. Now it works in both the Pilot's Panel view and the Navigator's Panel view. Not only that, the MFD now cycles properly through the 4 MFD modes (mini-map, AFDS, ILS landing and mini-FLIR) when the 'd' key is hit. You can download the attached latest FLIGHT.EXE and see if it works for you.
Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Tom N on June 02, 2018, 06:15:19 PM
Seems to work fine now (pushing o o o o o o o o o o o o o o o o), but my recorded video is way too crappy to upload (do NOT use the m4v format and I got shot down, by the 2nd of 4 enemy CAP, shame on me)
Title: Re: Modding Tornado
Post by: Tom N on June 02, 2018, 07:27:17 PM
https://youtu.be/9fi2OO7imu4

Recorded with Microsoft's Game DVR for Windows, slimsized with HandBrake, merged briefing (amp.exe), flight(flight.exe) and debriefing(amp.exe) with mergevideo.online/de.
Microsoft's Game DVR recognises different programs running so when DI's Tornado switches between different exes it stops the recording.

EDIT: sound issues added thanks to Game DVR
Title: Re: Modding Tornado
Post by: Tom N on June 02, 2018, 08:34:14 PM
Oh and Frankie, rewatching my post in the landing approach area there is too much rumbling going on caused by stuff miles and miles away, can it be fixed? I mean just the cockpit shaking, the sounds from far away (sounding as well as very close) are okay.
Title: Re: Modding Tornado
Post by: Frankie on June 02, 2018, 11:33:13 PM
i think tbe rumblings you mean are the explosions and SAM launches which no matter how far away they are from the Tornado, will still sound. Can you let me know which part of your video, e.g., MM:SS, the sounds appear? So I can be sure I know what you mean and take action to reduce or to stop the rumblings.

i think I know a possible cause and solution. I enabled the AAA and SAM launch sounds which now play in both the external and cockpit views. I will disable the AAA and SAM launch sounds if the user is in either the Pilot or Navigator cockpit panel view. Your video has quite a lot of noise interference. Is that caused by your various conversion software?

Nice video. By the way, I can suggest an alternative way of recording and producing the video so that it is less jerky. I simply use DOSBox's Carl+Alt+F5. followed by a batch file which runs ffmpeg to resize the 300x200 pixel AVI video into 1024x768 pixels MP4 video. That is the way that I record and upload the video. I do zero sound editing as the sound ends up fine. Also I think your DOSBox aspect ratio parameter needs to be set as the video is a bit too wide. I have to go off an administer an exam now, I will be back later and will upload  a tutorial video in order to be more helpful to you.
Title: Re: Modding Tornado
Post by: Frankie on June 03, 2018, 08:42:38 AM
"PATCHED" version of Mod#67.
I have corrected two main bugs that were present in recent previous versions.
(a) Navigator's Panel MFD does not cycle through the maps, AFDS, landing and FLIR modes when the "d" key is pressed;
(b) When you are in the Pilot's cockpit or Navigator cockpit, you will hear SAM launch *puff* sounds and the AAA *bom-bom* sounds. These sounds are meant for the external views like F1, F2, F3 and F4.

Both bugs have been corrected. So now it is easier for you to cycle through the MFD modes when in the Navigator's cockpit. it is now much quieter for you when in the Tornado front or back seats. You may download the lates FLIGHT.EXE file below.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Tom N on June 03, 2018, 10:31:50 AM
Hi Frankie,

until I figured out who causes the shakes and rumbles (when something hits the ground), I'll stick to your "old" flight.exe from yesterday. I have an unconfirmed suspicion regarding those 221knot flyers around the allied airfield who might cause this.

EDIT: Shuddering cockpit at 14 minutes and 8 seconds, as well as at 14mins 45 secs. So it should be very close to the allied airfield.
Title: Re: Modding Tornado
Post by: Frankie on June 03, 2018, 04:58:36 PM
I suspect that because of Mod#13 http://dogsofwarvu.com/forum/index.php/topic,5046.msg25337.html#msg25337 where even if the Tornado is outside of a blast hemisphere, it will shake when a bomb detonates. So I think even if a bomb blast is hundreds of miles away, the Tornado will shake due to this code. If I am correct that it is indeed Mod#13 is responsible for this, then I add a code that check if the bomb blast is N (perhaps 3 miles is a good value to start with) miles or less away, the shake effect is still visible. However, any bomb blast that is MORE than N miles away, no shake is visible.

Update. Here is the code that I think will solve the problem. The latest FLIGHT.EXE file is attached.

(http://www.moodurian.com/tornado/images/Recitfy.PNG)
Title: Re: Modding Tornado
Post by: Tom N on June 03, 2018, 09:17:08 PM
Thank you for this backward-improvement, though 5000 or up to 6000 ft (around 1 mile) should really be way enough and more realistic. Just my personal taste.

Thanks for car(etak)ing, Frankie!
Title: Re: Modding Tornado
Post by: Frankie on June 04, 2018, 12:17:46 AM
Hi Tom

Based on your feedback, I have refined the code. Here you go.

(http://www.moodurian.com/tornado/images/FeelDaBlast.PNG)

Now the logic is
if Tornado is less than a quarter mile from the blast/denotation then
   Feel a major shake
else
   if Tornado is less than a half mile from the blast/denotation then
      Feel a medium shake
   else
      If Tornado is less than a one mile from the blast/denotation then
         Feel a low shake
      endif
   endif
endif

Here's hoping that this will reduce the 'jumpiness' and yet still give you the immersive feeling of experiencing bomb/SAM blasts which are in near proximity to your Tornado. Do let me know if this works (or doesn't work!) for you.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Tom N on June 04, 2018, 05:11:28 AM
Hey Frankie,

I'll gladly test this!

EDIT: Testing done within 5 minutes with simulator mode, "IDS free flight", infinite fuel, infinite weapons, crash configuration (instead of "bounce"), i did not test for retarded bombs although i had them on board as well (forgot it)

Okay 2 things so far, the shakings are good for the GPB, shakings got stronger the closer i got to the ground from those 5000ft, then below 2500ft, no damage done to plane until going below 800ft, so this is quite right as the original damage parameter was (so all is good with the shakings and the damaging effects now)

HOWEVER ^^
the heading indicator seems to go haywire in external view F1", it works fine in the cockpit but outside it jumps to 360° when turning right from 179° to 180° to 355° ... to 4xx ° then beyond 5xx° back to normal, there is something awkward.
(doublechecked this now, since it has been in the video below, too), external view heading "hdg" works alright from 0° to 179°, so far.

kind regards, and good shakings now.
Title: Re: Modding Tornado
Post by: Frankie on June 04, 2018, 07:01:54 AM
Hi TomN

I am happy to hear that the shudderings and shaking with the damage effects is better and more normalised.

As for the heading indicator, ah,  there was some additional code which overwrote the value of the DispHdg variable. Remnants of my earlier failed attempt to calculate the roll angle. Careless of me. I have commented out the offending code now. As you can see below, all the commented out code is shown in green font colour.

(http://www.moodurian.com/tornado/images/commentedoutheading.PNG)

Please try the below FLIGHT.EXE program. The Display Heading indicator should now work as normal.

Cheers
Frankie Kam.
Title: Re: Modding Tornado
Post by: Frankie on June 05, 2018, 12:35:17 AM
68. Adjustable horizon in Check Six! (F2) and Flyby (F3) views

Mod: Horizon adjustments in F2 and F3 views
By Frankie
Description: The horizon in the F3 Flyby view and F2 Checksix! views can now be raised/lowered. Previously the horizons in both views were fixed. Now you can press the keys "1" and "0 and the horizon will change its level. This is useful for creating variety in these two very useful external views. So now the F2 view is adjustable on both the horizontal and vertical axes. The F3 view however, is only adjustable on the vertical axis. Hope you find these modifications useful for producing interesting screenshots with DOSBox's Ctrl+F5 keypress.

(http://www.moodurian.com/tornado/images/loweredhorizonF2.png)
Just hit F2 and then pressed and held down the "0" key in real-time to lower the horizon so that
more ground can be seen.

(http://www.moodurian.com/tornado/images/pseudoflyby.png)
Just hit F3 and then pressed and held down the "1" key in real-time to raise the horizon so that
more sky can be seen.



See attached FLIGHT.EXE.

Click here for the full Mods Index (http://dogsofwarvu.com/forum/index.php/topic,5046.msg23261.html#msg23261).
Title: Re: Modding Tornado
Post by: Frankie on June 15, 2018, 09:43:18 AM
69. More realism with proper shake and sound effects of exploding ordnances in external views

Mod: Proper shake and sound effects in external views
By Frankie
Description: The external views of Tracking (F1), Reverse Check Six (F2), Flyby (F3), Spectator (F4), Drone (F5) views now feature proper shake and sound effects when the drone Tornado bombs hit the ground targets. The gamer's Tornado, if left on the runaway tarmac, will no longer hear the explosions or feel the shaking of the drone's attacks of miles away. This anomaly has been corrected in this version of the FLIGHT.EXE. In addition, if the gamer's Tornado sustains damage, the gamer will experience shaking and shuddering of his Tornado, but the F5 Done views are shudder-free. Which is the way it should be. Finally, the Drone views (F5 and Shift+F5) will experience shuddering and noises from ordnance explosions. Therefore the overall experience will be more visceral, realistic and enhanced.

As Mod#69, Mod#70 and Mod#71 were all done on the same day, I have attached the latest FLIGHT.EXE in Mod#71's post.
Title: Re: Modding Tornado
Post by: Frankie on June 15, 2018, 09:45:21 AM
70. More interesting viewing perspectives of the gamer's Tornado in the Tracking View (F1)

Mod: Improved raising and lowering of horizon in Tracking View (F1 and "1" and "0" keys)
By Frankie
Description: Raising and lowering the horizon now also shifts the Tornado's vertical perspective (via the "1" and "0" keys)

(http://www.moodurian.com/tornado/images/nice_angles1.png)
Sample angle achieved with the "1","0" used with
the "F1","Alt+F1", "2", "9", "z" and "x" keys.


As Mod#69, Mod#70 and Mod#71 were all done on the same day, I have attached the latest FLIGHT.EXE in Mod#71's post.
Title: Re: Modding Tornado
Post by: Frankie on June 15, 2018, 09:55:17 AM
71. Shake effects, caused by damaged Tornado components, are now enabled by default and can be turned on and off at will by pressing the "5" key.

Mod: Damage shake effects can now be turned on and off at will
By Frankie
Description: The shake effect when the Tornado experiences damage (AAA, SAM, landing gear not raised in time, bomb blasts within the hemisphere of damage, etc.) is a double-edged word. Some love it. Some hate it. Now with this mod, you can now turn the effect on or off depending on taste. By default the shake effect has been turned off. Hit the "5" key and your Tornado will shake and vibrate, depending on the degree of damage inflicted by the game's elements (e.g., enemy fire, exploding ordnance, or gear, slats and flaps sloppy and careless treatment).

(http://www.moodurian.com/tornado/images/mod71-turn-shake-on-and-off-code.png)
This simple hack of LOOKDOWN.ASM achieves a lot. It assumes that
you will never ever want to turn off the horizon's gradiented look.


Previously the "5" key was reserved for turning off and on the gradiented horizon. This is so 1993. PCs are no longer slow. So I hijacked the "5" key and used it to toggle the shake effects on and off. No apologies. After all, free key assignments are very hard to find in Tornado. This one was available so I grabbed the chance to use it.

Below is the latest FLIGHT.EXE which includes Mod#69, Mod#70 and M0d#71.

UPDATE AS OF 17/6/2018
================
Corrected the code and RE-uploaded FLIGHT.EXE. Solved some bugs - especially the one where the Indirect ALARM would soar vertically and as its paracute deployed, would pitch and roll the horizon wildly. This time the horizon and sky remain constant as they should.

To use, simply rename FLIGHT-reuploaded.EXE to FLIGHT.EXE.
Title: Re: Modding Tornado
Post by: Frankie on June 17, 2018, 04:38:36 PM
72. Roll Indicator Value in External panel's bottom status bar
Mod:  Roll Indicator Value
By Frankie
Description: When you bank the Tornado to the right, the Roll indicator value will cycle from 000 to 511. When you bank the Tornado to the left, the Roll indicator value will cycle from 511 to 000.

(http://www.moodurian.com/tornado/images/roll.png)
I have just rolled the Tornado to the right. "ROL" value reads "034".

This is useful in external views if you want to bank your Tornado left or right with micro-adjustments, but the rendered pixel-image of the Tornado is too small. In such a case, the visual numeric reading on the bottom status bar will be useful.

UPDATE - 18th June 2018, 10:17PM Malaysia Time
================================
I discovered that about 10 versions back, the TAB.ASM has a flaw in that I had changed line 1960 of TAB.ASM from: "mov bp,18" to "mov bp,36". The result of this was that the Scrollable Map inside the TV-Tabs did not scroll when the mouse was moved!

(http://www.moodurian.com/tornado/images/ScrollableMapTV-Tab.PNG)

I have since restored the code back to "mov bp,18" and NOW the Scrollable map is working as it should. I have re-uploaded the latest corrected FLIGHT.EXE in this post. Enjoy.
Title: Re: Modding Tornado
Post by: Tom N on June 21, 2018, 02:33:54 PM
Roll indicator looks fine enough!

Though meanwhile on the ground trees grow EVERYWHERE, even on roads, on which i want to land!!

And moving around on the backseat TAB-map is impossible, sadly, so putting the optional target marker "T" is no option any longer. That's BAD! Forgive me with picture 3 and "NormallY".

EDIT: I literally ran into the trees while attempting a night+thick fog+25kts crosswind landing on a road, knowing that buildings and bridges were far away so landing should be safe and easy - doing the winddrift technique with road and nose bearing the same way using only the pitch to firmly go down to the spot.
Then when the aircraft collided with "something" interstingly and luckily the debriefing window explained "collision with ground structure". Digital Integration did some very fine thing granting us the debrief window! I urgently miss it in "Extreme Landings" made by Rortos.
It should even be modified to show the time, when (a) failure(s) occured.
Title: Re: Modding Tornado
Post by: Frankie on June 21, 2018, 03:07:09 PM
Hi Tom

Thanks for testing the FLIGHT.EXE. I tested the back seat map view using the FLIGHT.EXE of 17th June 2018, and it works. This FLIGHT.EXE was corrected so that the map view is scrollable and the 'T' waypoint works. For your convenience I have attached the latest FLIGHT.EXE file with this post in the form of FLIGHTMT.EXE  (MT stands for Modded Trees). Rename FLIGHTMT.EXE to FLIGHT.EXE and Bob's your Uncle.

(http://www.moodurian.com/tornado/images/T_Not_Screwed.png)
Moving with my mouse on the Map View and clicking it to create a "T" waypoint.
Make sure you use the 17th June 2018 version of FLIGHT.EXE which corrects a bug from earlier versions.


(http://www.moodurian.com/tornado/images/TWaypoint.PNG)
"T" waypoint with the 17th June 2018 version of FLIGHT.EXE.

Perhaps you downloaded and tested the FLIGHT.EXE from before 17th June 2018?

As for the trees on roads, ah, I didn't test for that. I didn't expect anyone to improvise by using a road as a runaway! I only tested thoroughly that the trees did not grow in the middle of any of the runaways. Let me see what I can do...okay, I have compiled a new FLIGHT.EXE which uses the original, unmodded files of:
C:\TORNADO\VISUAL\TREES.ASM
C:\TORNADO\VISUAL\MAPDATA1.ASM
C:\TORNADO\VISUAL\MAP\LAYERS\TREE1.INC
C:\TORNADO\VISUAL\MAP\LAYERS\TREE2.INC
C:\TORNADO\VISUAL\MAP\LAYERS\TREE3.INC
C:\TORNADO\VISUAL\MAP\LAYERS\TREE4.INC

These files are responsible for the placement of the trees on the maps. So after compiling all the other mods together with the original Tree code, I have attached the resultant FLIGHT.EXE to this post as FLIGHTNT.EXE (NT stands for No Trees!). Just download it and rename FLIGHTNT.EXE to FLIGHT.EXE. You shouldn't see any trees where they shouldn't be (like on roads).

Summary of attachments in this post:-

FLIGHTNT.EXE  (NT stands for No Trees!)
is FLIGHT.EXE without the tree mod. Original tree patterns and tree density of the stock game. No trees on roads.

(http://www.moodurian.com/tornado/images/notreesonroads.PNG)
FLIGHTNT.EXE. You are cleared for landing on any road because the roads are 100% free of trees!


FLIGHTMT.EXE  (MT stands for Modded Trees)
is FLIGHT.EXE that has the Tree mod plus all other mods. So this file has more trees that the original game, BUT side-effect is some trees grow on some of the roads.

(http://www.moodurian.com/tornado/images/sometreesonroads.PNG)
FLIGHTMT.EXE. Land on roads at your own risk! Beware of trees in the middle of roads.

For now I am not able to make the code avoid planting trees in the middle of roads. What I need to do is something like this:

   Get a Tree XY Coordinate
   If Tree Coordinate is NOT a Road Coordinate THEN
       Register Tree at XY Coordinate (collision detect set to on)
   Else
      If Tree Coordinate is a Road Coordinate THEN
         Register XY Coordinate as empty Road space (collision-free)
      Endif
   Endif

Maybe one day I will solve this.
Title: Re: Modding Tornado
Post by: Asid on June 21, 2018, 04:18:51 PM
Nice work Frankie  :thumbsup
Title: Re: Modding Tornado
Post by: Tom N on June 21, 2018, 05:09:09 PM
Uh oh, Frankie, I think we get some strange artefacts on ground:

(I used the no trees flight.exe --> flightnt.exe)
Should i try to land on that?

EDIT: better 2nd picture, airplane nose to the south, airplane located east from the starting airfield of simulator "IDS free flight" mission.

Debriefing shows:
"ground speed too high
Heavy Landing
injured"

so that's not paved!
It even was one of my slowest approaches: 130 kts speed, 7 fps vs

And yes the backseat TAB-map "T" waypoint function works again ^^
Title: Re: Modding Tornado
Post by: Frankie on June 21, 2018, 05:30:42 PM
Hi Tom

Looks like an unfinished runaway! LOL.

Please check if your file C:\TORNADO\TORNADO\AMP\MAP3\TREE3.BIN is the original TREE3.BIN, or if it is the modded TREE3.BIN from the http://dogsofwarvu.com/forum/index.php/topic,5046.msg29189.html#msg29189 post.

If your TREE3.BIN is from that post, then see if you can remove it by overwriting it with the original C:\TORNADO\TORNADO\AMP\MAP3\TREE3.BIN.

I am trying to see if this is the cause of the strange artifact or it is caused by something else.

Oh yes, I just realised that this file was also modified (as part of the tree mod):
C:\TORNADO\VISUAL\MAP\SECTORS\OBSECDEF.INC

That OBSECDEF.INC file is itself used by C:\TORNADO\VISUAL\SECDATA1.ASM.
So what I have just done is to restore the original 1993 C:\TORNADO\VISUAL\MAP\SECTORS\OBSECDEF.INC and I have recompiled C:\TORNADO\VISUAL\SECDATA1.OBJ and relinked the entire FLIGHT.EXE.


UPDATE - 22 June 2018, 12:50am Kuala Lumpur time

And there's more! These 4 files were also modified as part of the tree mod!
C:\TORNADO\VISUAL\OBJECTS\GROUND\COPSEA.INC
C:\TORNADO\VISUAL\OBJECTS\GROUND\COPSEB.INC
C:\TORNADO\VISUAL\OBJECTS\GROUND\COPSEC.INC
C:\TORNADO\VISUAL\OBJECTS\GROUND\COPSED.INC

A 'copse' is a cluster of trees. So these four files have something to do with the tree patterns and density.

All four INC files above are used by C:\TORNADO\VISUAL\GRNDOBJ1.ASM.
So I have just restored the original COPSEA.INC, COPSEB.INC, COPSEC.INC and COPSED.INC files, recompiled C:\TORNADO\VISUAL\GRNDOBJ1.OBJ and RE-linked the excutable FLIGHT.EXE.

Try RE-downloading the attached latest FLIGHT.EXE (that doesn't have the tree mod) and see if that offending and deceptive artifact is still there.
Title: Re: Modding Tornado
Post by: Tom N on June 21, 2018, 05:46:36 PM
I'll check the original, maybe it's not "our" problem at all ;-)
I already checked for 1.0e (3 green maps) and 1.0f (+desert storm map) modded flight versions.

All-clear!

It's there at least since 1994!
Title: Re: Modding Tornado
Post by: Frankie on June 21, 2018, 05:59:59 PM
> It's there at least since 1994!
>

What a relief! I thought I messed up the Tornado's perfect countryside.
Title: Re: Modding Tornado
Post by: Tom N on June 21, 2018, 06:03:24 PM
I'm sorry for having startled you/ the community :-/
I should have known it's there since Big Bang.
Title: Re: Modding Tornado
Post by: Frankie on June 21, 2018, 09:33:56 PM
73. Improved stars and Tornado colors for Night Vision Goggles (NVG) mode

Mod: Better environment colours for the NVG mode
By Frankie
Description: Night Vision effect was first tackled on this forum here (http://dogsofwarvu.com/forum/index.php/topic,5046.msg25278.html#msg25278).

(http://www.moodurian.com/tornado/images/beforenvg.png)
Without Night Vision. When playing night mission, unless you have a high-quality monitor
(e.g., a IBM/lenovo monitor), the Night Vision (Shift+Tab) is a MUST.

However there were two deficiencies which spoiled the effect. Firstly, when the IR Night Vision was turned on, you would see black (dark) stars.

(http://www.moodurian.com/tornado/images/afternvgcockpit.png)
Black stars in the sky and FLIR display? Spoils the NVG effect.

(http://www.moodurian.com/tornado/images/afternvg.png)
Black stars? 'Invisible' panels make the Tornado difficult to see, spoiling the game.

Secondly, parts of the Tornado became invisible because of poor contrast between the components (fuselage, wing, etc,) and the surrounding environment (ground and sky).

I have now discovered how to improve the Night Vision colors of the stars and the Tornado. The trick is to modify the
C:\TORNADO\VISUAL\PALETTES.ASM

(http://www.moodurian.com/tornado/images/CodeColourNVGbetter2.PNG)
Ground Zero of the code to adjust the colors which by default turn out badly in Night Vision colours

Below is the result.

(http://www.moodurian.com/tornado/images/improvedNVG.png)
Stars show up as bright dots; Tornado is better contrasted against its surroundings.

(http://www.moodurian.com/tornado/images/improvedNVG-2.png)

(http://www.moodurian.com/tornado/images/improvedNVG-3.png)

(http://www.moodurian.com/tornado/images/improvedNVG-4.png)

Related files:
C:\TORNADO\VISUAL\STARS.ASM
C:\TORNADO\VISUAL\STARDATA.INC
C:\TORNADO\VISUAL\PALETTES.INC
C:\TORNADO\VISUAL\TORNADO1.INC

Attached is the FLIGHT.EXE.

(http://www.moodurian.com/tornado/images/lookdownvg.png)
Better NVG visuals now

Note: I have removed the trees mod from this FLIGHT.EXE as the trees were out of control, sprouting in the middle of roads. Perhaps it is for the best and I expect to see some better frame rates with less objects to render.

Update on 22/6/2018. Adjusted the LGB1000 color when in Infra-Red (NVG) mode. Previously the LGB1000 was invisible when switching to V view in NVG mode. Code snippet in PALETTES.ASM now looks like this:

      ;Adjust LGB1000 colours when in NVG (IR) colours
      mov VGA_INFRA_RED[COL_GREY4-IR_COL_START],COL_CRT5

(http://www.moodurian.com/tornado/images/lgb1000nvg.png)
LGB100 is now visible when in NVG mode!

Cheers.

One more update.
(http://www.moodurian.com/tornado/images/runwayNVG.png)
Tornado is highly visible when on the tarmac. I had to darken the tarmac otherwise the Tornado would disappear into it!

(http://www.moodurian.com/tornado/images/nvg_modded_code.PNG)
Modded code after all the colour adjustments.

Enjoy!
Title: Re: Modding Tornado
Post by: Frankie on June 24, 2018, 07:00:11 PM
74. Enhanced Explore feature

Mod: Improved usability of Explore
By Frankie
Description: Modded version of Explore feature in Digital Integration's Explore feature.
Here's what's new:
1. Pitch ground down (key 1) and up (key 0)
2. Swivel left (key z) and right (key x)
3. Now default mode is keyboard control
4. Default starting view height is 1000ft for a more panaromic view
5. Improved bottom status bar with help keys
6. Reversed the actions of UpArrow and DwnArrow keys so that, NOW, UpArrow raises elevation and DwnArrow lowers elevation.

Summary: better pre-mission planning and target ID/visualisation.

https://www.youtube.com/watch?v=ZaVuNVHHc2A

Attached is the latest FLIGHT.EXE.

Update: 25/6/2018, 8:47PM Malaysian Time.

Since Tornado has many night missions, I thought that it would be useful to see the external view in green infra red colours. Hit Shift+Tab to toggle between daytime and green infra red colours.

(http://www.moodurian.com/tornado/images/exploreNVG.png)

I have reuploaded the FLIGHT.EXE file. Enjoy.
Title: Re: Modding Tornado
Post by: Frankie on June 28, 2018, 03:15:31 PM
75. Functional Pause/Unpause key with a subtle hint of screen darkening

Mod: A better Pause (Key P) with slight darkening!
By Frankie
Description:This is an improvement over "Mod#15. Functional Pause/Unpause key".  Previously. hitting the P key would cause the game to pause totally. The problem with this is that it was immediately unclear if the game hung or it was a legitimate pause. This is due to the total lack of visual feedback. The original game had the screen fade to a shade of black.

This mod is a balance between Mod#15 and the original game's pause. For this mod, if you press the "P" key, there will just be a hint of screen darkening - enough to give the visual cue that the game has paused, but not so dark that you cannot take screen captures.

(http://www.moodurian.com/tornado/images/pause_trick_a.PNG)
What I did was to reduce the count of frames from 96 to 12.

(http://www.moodurian.com/tornado/images/pause_trick_b.PNG)
Again the same 'trick' - reduce the count of frames from 96 to 12.

(http://www.moodurian.com/tornado/images/pause_trick_c.PNG)
Before pressing P

(http://www.moodurian.com/tornado/images/pause_trick_d.PNG)
After pressing P - screen is slightly darker. Just.


I have tested it the "arrested blackening" effect in the Pilot and Navigator cockpit screens during night missions. Again that slight subtle hint of darkening is visible. The human eye is able to catch the effect. So now I believe I have reached a balance between a functional pause and the ability to still take screenshots where the colours are not degraded, but rather for the most part, are intact.

Attached is the latest FLIGHT.EXE. Enjoy.
Title: Re: Modding Tornado
Post by: Frankie on June 30, 2018, 10:17:40 PM
1/7/2018 (1st July 2018)
Two important bug fixes
By Frankie
Description:  I fixed two irritating bugs.

(Bug #1) When the LGB1000 explodes on the ground within half a mile (2,640 feet), there is no shudder or shaking of the screen on impact. I had expected a jarring of sorts, but nothing!

Solution: I amended line 9,048 (shown on the right in green) of WEAPONS.ASM to three new lines (shown on the left in red).

(https://media.discordapp.net/attachments/401516875571265536/462724584018411552/unknown.png?width=1025&height=392)
The solution was to divide by half the hemisphere damage value first, and then compare that value with register ax.

(Bug #2) When the plane is on the tarmac and the user hits "V" (Weapon View), there is some graphic disturbance and shift in height on screen. Like so:

(https://media.discordapp.net/attachments/401516875571265536/462725661019209748/unknown.png)

Solution:  I amended line 1644 of VIEWS.ASM source file. The variable CockpitViews should store 0, not 1. This was the only change needed. Simply but effective!

(https://media.discordapp.net/attachments/401516875571265536/462725975134961684/unknown.png)

Now when the Tornado is on the tarmac / runway, pressing "V" (Weapons view) has no visible side-effects. It's a nice feeling when bugs like these a squashed. Tornado ... keeps getting better.

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on July 08, 2018, 08:56:26 PM
76. Shift+D in Navigator's Cockpit will activate the full-screen FLIR and TIALD

Mod: An immediate way of going full-screen FLIR/TIALD when in Navigator's Cockpit
By Frankie
Description: Shift+D now activates the full-screen FLIR and TIALD views when in the Navigator cockpit view (PgUp).

Three months ago, I wrote Mod#50 (10th Apr 2018), which allowed the gamer to instantly access the Full-screen FLIR view when in the Pilot's Cockpit view (Home). Yesterday I was thinking that it should be possible to code NAVIGPAN.ASM so that the same can be done by the gamer when in the Navigator's view. It was harder than I thought, but in the end I managed to 'tame' the code. I also needed to handle the case where either TV-Tab was damaged. That upon exiting the full-screen FLIR/TIALD, I needed to restore the TV-Tab view properly. I decided to exit the view and just show the standard TV_Tab sized TIALD display. I also needed to restore the previous MFD view (it could be any of the following MFD modes: MFD_MAP, MFD_RADAR, MFD_AUTO_PILOT, MFD_ILS, MFD_FLIR_ORI and MFD_FLIR).

(http://www.moodurian.com/tornado/images/mod76.png)

Use case flow:
1. Gamer hits PgUp to go to the Navigator's Cockpit
2. Gamer hits Shift+D, the full-screen FLIR view appears
3. Gamer hits Shift+D again, the full-screen TIALD view appears
4. Gamer hits Shift+D again, the Navigator's Cockpit comes into view again. The MFD display in the centre retains its last cycled view (Key D), whilst the left TV-Tab will show the TIALD view, albeit in the standard TV-Tab sized view.

Previously one had to cycle through the "[" or "]" keys to do this. Now you can bypass these steps with the Shift+D shortcut. A second Shift+D will bring the gamer back to the Navigator's Cockpit with the left TV-Tab showing the standard small-screen TV_Tab-sized TIALD view. The code is clever enough to handle the case where if either left or right TV-Tab is damaged, the full-screen FLIR/TIALD will appear on the remaining TV-Tab.

Attached is the latest FLIGHT.EXE.
Title: Re: Modding Tornado
Post by: Frankie on July 08, 2018, 09:47:41 PM
77. Standard TIALD view in TV-Tab is more 3D-ish now

Mod: Standard TIALD view pitched at 400 units for a more 3D effect
By Frankie
Description: 'Nicer' looking and more dramatic effect as TIALD view is now no longer view directly from above. Instead, the view is pitched at 400 units to give a more 3D perspective when panning left-to-right and vice-versa. To compensate for changed perspective, the crosshairs have been shifted down by 8 units down the TV-Tab view. Change was made to TAB.ASM:

;TIALD Original - offset compensation
OFFSETTIALD EQU 8

XC      EQU   TAB_WIDTH/2   ;centre x
YC      EQU   (TAB_DEPTH/2-1)+OFFSETTIALD   ;centre y

(http://www.moodurian.com/tornado/images/tialdnicerview.PNG)
TIALD view with a new 3D perspective makeover

Attached is latest FLIGHT.EXE.
Title: Re: Modding Tornado
Post by: Asid on July 09, 2018, 12:15:51 AM
Great stuff Frankie  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on July 18, 2018, 07:05:52 PM
78.  Changed AAA sounds from Explosions2 to SoundCannon

Mod: AAA-to-Tornado sound improvement
By Frankie
Description: This mod is actually an improvement over Mod#6 AAA-(Shilka)-to-Tornado View activates with F12 (http://dogsofwarvu.com/forum/index.php/topic,5046.msg30226.html#msg30226). Previously I had used the ExploSound2 procedure to produce AAA  firing sounds. The AAA will fire away with a rat-tat-tat and would always end with an explosion. Even when nothing was exploding. The fact that you could hear these noises when in the cockpit as either Pilot or Navigator makes it worse. So what I did was to instead call the CannonSound procedure. This is the same sound effect was when firing the Tornado's Mauser cannon.

(https://media.discordapp.net/attachments/401516875571265536/469179978366582786/unknown.png?width=310&height=411)
Lines 643 to 647 ensure that when the gamer is in Pilot or Navigator cockpits,
the AAA firing sound is never heard.

Unfortunately the Tornado source code (https://github.com/tornadorebooted/tornado-dos-flightsim) does not have a "high rate of fire" firing sound which would be more realistic, seeing that the AAA ZSU-23-4 fires at a cyclic rate of 850–1,000 rounds per minute for a combined rate of fire of 3,400–4,000 rounds per minute.  Another thing I did in this mod was to NOT play the cannon sound when the gamer is inside the cockpit - either as Pilot (Home key) or as Navigator (PgUp key).

The real ZSU-23-4 sounds like this...
https://www.youtube.com/watch?v=6cKTwQ8TddA&t=0m28s

The latest sound for AAA in this version of Tornado,
(1) is heard only when in external views (e.g., NOT Home and NOT PgUp keys);
(2) is the same sound used for the Tornado's Mauser cannon, and it sounds like this:
https://www.youtube.com/watch?v=nYnQNL7xMYA

The Tornado modded sound (SoundCannon procedure) is in my humble opinion, slightly resembles the actual ZSU-23-4 rounds being fired. I think. I have no choice since I cannot find a better procedure call to produce a ZSU-23-4 like sound. By the way, the whiplash sound in the video is a SA-8 Gecko Surface to Air Missile system being fired at me by a ZRK-Romb vehicle.

Note: In the video the Attention Seeking alarm is quite irritating. At the moment I am unable to turn off the irritating Attention Seeking siren when in external view. After all, it is an attention seeker. And this is the default behaviour in the stock DESERT.EXE or FLIGHT.EXE.

Attached is the latest FLIGHT.EXE. Enjoy.
Title: Re: Modding Tornado
Post by: Frankie on July 22, 2018, 01:59:02 AM
79.  Spectator View (F4) can now be pitched up and down

Mod: Pitch-variable Spectator View
By Frankie
Description: The Spectator View has always been pannable left-to-right via the Z and X keys. Now I have added a "press 1 pitch up and 0 to pitch down" feature. Therefore immediately after pressing F4 to go into the Spectator View, you can adjust the horizon vertically (newly added) and swivel horizontally (exists in stock Tornado).

(http://www.moodurian.com/tornado/images/SpectatorPitch.png)
Tornado is  retreating into the distance after F4 is pressed.
Horizon can be raised (Key 1) and lowered (Key 0)

This is a trivial feature which allows for more screenshot (Ctrl+F5) artistic angles. One more to hit 80 hacks/mods.
Attached the FLIGHT.EXE as usual.

UPDATE ON SUNDAY 22/7/2018
Yesterday I uploaded the wrong FLIGHT.EXE. It gave a problem when F5 (Drone View) is hit. I have re-uploaded the correct FLIGHT.EXE which gives the correct view when F5 is hit.
Title: Re: Modding Tornado
Post by: Asid on July 22, 2018, 12:53:35 PM
 :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on July 23, 2018, 11:18:52 AM
80.  Weapons View (V) roll can now be angled

Mod: Weapons View with roll angle
By Frankie
Description: If you bank your plane and let loose an ordnance, the ordnance (LGB1000, RET1000, etc.) will be displayed at a tilt of the curent roll angle of your Tornado. Hit Alt+P to toggle the tilt on and off. Makes for interesting screenshots of the ordnance against a tilted background.

(http://www.moodurian.com/tornado/images/tilted_weapons_view_0.png)
Laser Guided Bomb on its way down. Nice view. Never before seen angle.


(http://www.moodurian.com/tornado/images/tilted_weapons_view_1.png)
retarded bombs on their way down. Never before seen angle.


(http://www.moodurian.com/tornado/images/tilted_weapons_view_2.png)
Another view of the same retarded bombs on their way down.  Nice view.


(http://www.moodurian.com/tornado/images/tilted_weapons_view_3.png)
Why is this crater angled? Just hit Alt+P if you want to display the background level.


This is the 80th mod/hack/post of Tornado. What's next? Hopefully another 20 mods so that I can make it 100 Tornado mods/hacks/posts before I retire this old bird of a combat flight simulator. In this day and age of Fortnite being played by millions of gamers around the world, why do I do what I do? I do it because IT'S THERE.

Attached is the FLIGHT.EXE for your delectation and delight.
Title: Re: Modding Tornado
Post by: Asid on July 23, 2018, 12:11:11 PM

This is the 80th mod/hack/post of Tornado. What's next? Hopefully another 20 mods so that I can make it 100 Tornado mods/hacks/posts before I retire this old bird of a combat flight simulator.

 :worship
Title: Re: Modding Tornado
Post by: Frankie on July 23, 2018, 02:57:05 PM
81.  When in an external view, the E-Scope display can be toggled on/off by pressing the 3 key

Mod: Weapons View with roll angle
By Frankie
Description: The E-Scope display (http://rochesteravionicarchives.co.uk/collection/head-down-display-hdd/tornado-e-scope-head-down-display) is a pretty nifty tool when flying nap of the earth. One of the hallmarks of this classic flight simulator is its range of autopilot modes. Depending upon the mode selected, the autopilot will take control of your altitude (ALT), your heading (HDG) and your Indicated Air Speed (IAS). In Tornado, five(!) autopilot modes are available:

The E-Scope is modeled in Digital Integration's Tornado in the Pilot's cockpit as well as the modded full-screen HUD of Mod#38 (http://dogsofwarvu.com/forum/index.php/topic,5046.msg28231.html#msg28231).

(http://www.moodurian.com/tornado/images/escopes.png)
Two examples of E-Scopes already in the simulation. Left is stock Tornado. Right is modded Tornado.

When you are in an external view, IF you are brave enough to hit the Escape button to cancel an autopilot mode, it would be very helpful indeed if you could see how far above the ground your Tornado is. With this mod, whenever you are in any of these views - Tracking View (F1), Reverse View (F2), Flyby View (F3), Spectator View (F4), Drone View (F5) - you can press the 3 key to toggle the E-Scope display on and off. The E-Scope appears at the bottom right corner of the screen. Like so:

(http://www.moodurian.com/tornado/images/escope-00.png)
Buzzing the runway. You can see the E-Scope display at the bottom-right of the screen.

(http://www.moodurian.com/tornado/images/escope-01.png)
Climbing up a slope.

(http://www.moodurian.com/tornado/images/eScope-code.png)
This is the code that allow you to toggle the E-Scope on and off when in an external view.

(http://www.moodurian.com/tornado/images/escope-02.png)
Levelling off at the peak.

(http://www.moodurian.com/tornado/images/escope-03.png)
Zooming down the mountain!

I think that the E-Scope is unobtrusive where it is, tucked away in corner. If you find it distracting, just hit the 3 key and it disappears. If you enjoy flying in Tracking View (F1) to enjoy or explore the Tornado scenery, you might want to enable the E-Scope just to keep tabs on the ground. After all, you wouldn't want to crash a 22-million Pound Sterling aircraft into the ground.

In my humble opinion, this mod HISTORIC because it is the FIRST TIME that an external view in Tornado has an overlay display, and a very useful one at that. It would be very interesting to consider and explore the possibility of overlaying, on demand, other displays. For example, one could consider the Moving Map display or the Waypoint Reference Map display as examples.

Note: as the 3 key is used for the E-Scope, you might realise that the Hill Textures on/off toggle (3 key) is no longer active with this mod. The turn off Hill Textures thingy is a throwback to the early 1990s. Back then PCs were slow. Every bit of extra texture hidden or turned off contributed to a faster framerate. Since we are now in 2018, I don't think we need the Hill Textures on/off toggle feature. It has been sacrificed for the greater good.

Attached is the latest FLIGHT.EXE file.
Title: Re: Modding Tornado
Post by: Frankie on July 24, 2018, 04:33:03 PM
82.  When in an external view, multiple mini-displays can be toggled on/off in sequence by pressing the 3 key

Mod: Multi-mini displays with external views
By Frankie
Description: This mod is an extension of Mod#81. This time, repeatedly pressing the 3 key, when in any external view, will cycle through the following mini-windows:
Each mini-window is accompanied by the E-Scope display which is located at the lower-right corner of the screen. See screenshots below.

(http://www.moodurian.com/tornado/images/pressKey3-01.png)
The Map display. You can compare the 2D terrain with the 3D models represented by the external view.


(http://www.moodurian.com/tornado/images/pressKey3-02.png)
The Route Waypoints display. Complimented by the waypoint countdown located at the bottom-left of the screen.


(http://www.moodurian.com/tornado/images/pressKey3-03.png)
The Moving Map display. You can created 'T' waypoints (Targets of Opportunity) and see how the Tornado responds in 3D.
This display is mouse-enabled.


(http://www.moodurian.com/tornado/images/pressKey3-05.png)
The Ground Radar display. Useful for night missions and for creating 'T' waypoints (Targets of Opportunity).
This display is mouse-enabled.


(http://www.moodurian.com/tornado/images/pressKey3-06.png)
The Autopilots mode display. Useful to see this data panel when you are lazily enjoying the scenery.


(http://www.moodurian.com/tornado/images/pressKey3-07.png)
The ILS display. Now you can see how your Tornado lands with respect to the moving bands of the ILS.

I hope that you find this mod useful. For whatever circumstance of the game. Perhaps you can now enjoy the external visuals whilst keeping an eye on the waypoints or auto-pilot speeds. The Tornado purist will undoubtedly play Tornado without any of these visual 'aids'. Whatever the case, I hope you have fun with the mod version. Combining an external view with Tornado visual panel instrumentation and avionics visuals has never been done since Tornado was released in 1993 for the PC.

All mini-windows are accompanied by the E-Scope display (bottom-right corner).
Attached is the latest FLIGHT.EXE
Title: Re: Modding Tornado
Post by: Frankie on July 26, 2018, 03:32:46 PM
83.  When in an external view, multiple mini-displays can be cycled through forwards and backwards with 3 and Shift+3

Mod: Multi-mini displays in external views - can be cycled through back and forth
By Frankie
Description: This mod is an extension of Mod#82. This time, repeatedly pressing the Shift+3 key, when in any external view, will reverse cycle through the mini-windows. This is a usability improvement. Note: this feature only works with the IDS Tornado, not the ADV Tornado.

(http://www.moodurian.com/tornado/images/joy_radar_sync_3D_outside_world.png)
There is much satisfaction in seeing how Digital Integration, in 1993, managed to model the ground Radar which synced,
down to the split-second, with the outside 3D world and its objects (lake, road, bridge, military objects, armoured carriers, etc.)

The advantage of this additional code is that now the user need not cycle through a long series of displays in a one-way direction. Instead, the ease of cycling one way, and in the reverse way, makes for a convenient and easy to use interface for displaying the TV-TAB or MFD of the gamer's choice.

(http://www.moodurian.com/tornado/images/cycle1.png)
(http://www.moodurian.com/tornado/images/cycle2.png)
(http://www.moodurian.com/tornado/images/cycle3.png)

Above is the code that does the cycling forwards (key 3) and backwards (Shift+3)

https://youtu.be/Nx66d0JKY1s
My cycling back and forth is a wee bit too fast - but you will get the idea.

Attached is the latest FLIGHT.EXE file.
Title: Re: Modding Tornado
Post by: Frankie on July 29, 2018, 08:59:53 PM
84.  More cinematic possibilities with TV-Tab FLIR and TIALD views in External Views

Mod: TV-Tab FLIR and TIALD views in External Views
By Frankie
Description: I managed to add the TV-Tab FLIR and TIALD views to the external views! Download the below FLIGHT.71 and rename to FLIGHT.EXE. Then copy it to your installed TORNADO's folder. Once inside, hit any of the external views (F1, F2, F3, F4 or F5) and then hit 3 or Shift+3 repeatedly for a BIG, NICE SURPRISE.

(https://media.discordapp.net/attachments/401516875571265536/473213926629179413/unknown.png?width=692&height=431)


(https://media.discordapp.net/attachments/401516875571265536/473214266481311745/unknown.png?width=684&height=431)


(https://media.discordapp.net/attachments/401516875571265536/473214422500769802/unknown.png?width=685&height=431)


(https://media.discordapp.net/attachments/401516875571265536/473215553977450497/unknown.png?width=692&height=431)


(https://media.discordapp.net/attachments/401516875571265536/473215744759300097/unknown.png?width=691&height=430)


(https://media.discordapp.net/attachments/401516875571265536/473219013359435778/unknown.png?width=685&height=430)


Perhaps a Youtube video would persuade you that this is possibly the best thing that has ever happened to this 25-year old flight simulator. Enjoy!

https://youtu.be/IJBc2Pou0GQ

Attached is the FLIGHT.EXE file.
Title: Re: Modding Tornado
Post by: Frankie on August 01, 2018, 10:34:01 AM
85.  Split-screen FLIR display

Mod: Split-screen FLIR display
By Frankie
Description: This mod is an extension of Mod#84. When you hit the 3 key, an additional three objects will cycle sequentially:
1. TV-Tab sized FLIR display (top left of screen)
(http://www.moodurian.com/tornado/images/SplitScreenFLIR-1.png)
A FLIR picture inside a Tracking View picture. Try hitting F3, F4 or F5 for a surprise.


2. Half-screen sized set to a FLIR display (top half) and external view (bottom half) which you can change to F1, F2 F3 or F4 views.
(https://media.discordapp.net/attachments/401516875571265536/474020450754625537/flight_000.png)
Half-screen FLIR in action. Bottom half of screen is an interchangable external view.

(http://www.moodurian.com/tornado/images/SplitScreenFLIR-3.png)
More split-screen stuff. Now I can see both directions at once from my Tornado!
Looking forwards and looking backwards at the same time.

(http://www.moodurian.com/tornado/images/SplitScreenFLIR-2.png)
Bottom half of the screen is the Drone view. What this means is that you can now watch an ingress to the
target area from both your Tornado's and your wingmen's perspective. Endless possiblities.


3. Full-screen FLIR display which is steerable but without a HUD
(http://www.moodurian.com/tornado/images/full-screenFLIR.png)
Full screen FLIR view.

The whole idea of split screen was serendipity. Initially I wanted to have the map view overlapping the tracking view just to enjoy the Tornado 3D scenery and landscapes. So one thing lead to another and I discovered that Kevin already had the half screen display coded in the simulation. For example,  when you are in the Pilot's cockpit view (Home), the top half of the screen is half-screen height. So I just created an illusion of split-screen by overlapping a half-screen display on top of a full-screen display. So far the assembly language code is holding up. Occasionally I do see some horizontal black bar lines at the top left of the screen which is visually irritating, but does not impair the rest of the gameplay

So now the full complement of mini-windows initiated by hitting F1 key followed by 3 or Shift+3 is:
1.   Map display
2.   Waypoint flight path display
3.   Moving Map Reference display
4.   TV-Tab sized FLIR display (top left of screen)
5.   Half-screen sized set to a FLIR display (top half) and external view (bottom half) which you can change to F1, F2 F3 or F4 views.
6.   Full-screen FLIR display which is steerable but without a HUD

7.   Radar display - Ground Radar
8.   Autopilot modes display
9.   Instruments Landing System (ILS) display
10. Blank (no mini-windows)

https://youtu.be/fGDrTGL1hko
I think it is fantastic that 25 years later, the Tornado assembly language code is able to "multitask" and produce
stunning visuals as these. Only possible with low-level programming and x86 ASM.

Attached is the latest FLIGHT.EXE. Enjoy.

So in summary, with this split-screen feature, Tornado now joins the ranks of console games like Super Mario Kart and Goldeneye 007. Just kidding. Until my next mod, have fun.

UPDATE 2ND AUGUST 2018
I decided that the only way I could make the split-screen FLIR view useful was if I added an iron gunsight to the view. I find this preferable to a blank centre (see below) - which is rather hard to steer due to the lack of a visual reference point. The only time a visual cue is available is when I bank the Tornado hard left or right.

(http://www.moodurian.com/tornado/images/splitscreen-hardtosteer.png)
The only visual cue moments are when the Tornado is banking to the side. Other times, it's just a centre devoid of any cues.

The iron gunsight is also better than this ... an alien-like strange blob of green in the centre (see below) - which is the Tornado's cockpit viewed from slightly above.
(http://www.moodurian.com/tornado/images/full-screenFLIR-blob-of-green.png)
One way of giving a visual reference for steering - show the top of the cockpit.

IMHO, the gunsight gives the gamer a visual reference point and it is practical if one decides to go on a strafing run. Even though the gunsight appears, you have to explictly hit the Alt+Enter key to arm the Mauser cannon.

(http://www.moodurian.com/tornado/images/full-screenFLIRstrafing1.png)
Gunsight in the split-screen comes in handy when shooting soft targets.

Here's what the split-screen looks like now. See the Youtube video below.

https://youtu.be/ZLdb0J_Hrdc
Getting hammered by AAA and SAMs. The action is fast and furious. It would help if I could change the colour of the
AAA tracer. As it is now, the Mauser shells and the AAA (ZSU-23-4) shells show up in yellow colour.

I have updated the FLIGHT.EXE file.

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on August 02, 2018, 08:13:36 PM
86.  Split-screen FLIR display with working HUD in top-half of screen

Mod: Split-screen FLIR display with working HUD
By Frankie
Description: Teaser. I managed to add the HUD into the top-half of the split-screen (activated with the 3 key, hit multiple times).
Work in progress. FLIGHT.EXE attached for you to try out. Slight bugs: cannon shells firing slightly below the ironworks gunsight; minor graphics glitch (not a deal-breaker) when running FLIGHT.EXE with the production Tornado installed with the CD-ROM or installation diskettes;

(http://www.moodurian.com/tornado/images/SplitScreenHUD.png)
Bottom-half of screen shows the ZSU-23-4 to Tornado view

Video demo of work in progress. Hope to iron out the bugs by the weekend.

https://youtu.be/vUfFYkokUWg
Lotsa action in this one. Wonders of assembly language - I am flying around in top-half of the screen,
and panning and changing the pitch of the horizon in the bottom half of the screen.

Attached is the working (WIP) FLIGHT.EXE. Cheers.

Update 4th Aug 2018
Previous FLIGHT.EXE had a bug with the V key (Weapons key) causing some graphic glitches in the Pilot Panel view and the F1 Tracking view where the Tornado disappears. Solve with this version of FLIGHT.EXE.


Title: Re: Modding Tornado
Post by: Frankie on August 04, 2018, 06:01:00 PM
87.  Weapon View ('v' key) horizon can be adjusted up or down - works great with the Split-screen feature
Mod: Weapon View ('v' key) horizon is now adjustable
By Frankie
Description: Previously the Weapon View's pitch was static - i.e., non adjustable. I couldn't figure out where or how to adjust the pitch so that I could see more of the sky and less of the ground. In other words I couldn't shift the horizon. This became a problem because when I was in the split-screen view (F1 followed by key 3 - see Mod#86), the view of the ALARM missile (i.e., the Weapon) was partially hidden. See below:
(http://www.moodurian.com/tornado/images/SplitScreenHiddenALARMmissle.png)
I have fired off an ALARM missle in Direct mode. And I hit the Weapons key (V). Where is the missile?
It's mostly hidden because it's at the fault-line between the two horizontal halves of the screen!

(http://www.moodurian.com/tornado/images/ALARMhalfplume.PNG)
You can see about 1/3 of the missile. It's plume of orange is clear to see. So I knew I had to solve the problem of the
Weapons View static horizon.

(http://www.moodurian.com/tornado/images/VIEWSbefore.PNG)
Here is the stock code of the UpdateWeapons label section.

(http://www.moodurian.com/tornado/images/VIEWSafter.PNG)
Here's the code I used to solve the problem. The critical code are lines 2959 and 2960.
The code from lines 2945 to 2957 allow me to adjust the horizon up and down.

So the last thing to do is to test the modified Weapons View. Here's what the split-screen looks like now. The Weapons View is below.

(http://www.moodurian.com/tornado/images/SuccessALARMsplitscreen1.png)
Raining down death from above.

(http://www.moodurian.com/tornado/images/SuccessALARMsplitscreen2.png)
ALARM missile homing in onto its target and slicing through the air.

Success!

Attached is the latest FLIGHT.EXE file.

Note: to go to the split-screen, I have now made it easier. Hit F1 (Tracking View) followed by either ']' (right square bracket) or '[' (left square bracket) keys to cycle through the modified views which originated from Mod#83. To directly go back to the Tracking View WITHOUT any TV-Tab or overlaid MFD mini-windows, hit the "3" key. This should make your life easier. ENJOY!
Title: Re: Modding Tornado
Post by: Frankie on August 04, 2018, 06:49:50 PM
88.  Split-screen FLIR display with overlaid TV-Tab display and MFD (assembly language multi-tasking)
Mod: Split-screen FLIR, TV-Tab and MFD Combo in top-half of the screen
By Frankie
Description: Assembly language multitasking. Did you ever think that the Tornado code could show so many things on the screen at the same time? Now the permutations of cinematic screenshots and learning tools has been ramped up.

Here are some examples:

1. If landing the Tornado is your thing, you can enable this screen where you have the ILS system on the MFD whilst watching your Tornado glide towards the runway.
(http://www.moodurian.com/tornado/images/multitasking1.png)
Landing never was my strongest skill in Tornado. Now I get to learn better and faster with the multi-tasking split screen.


2. Using the mouse-activated Reference Map.
(http://www.moodurian.com/tornado/images/multitasking2.png)
Nice.


3. Laser Guided bombs with all the full details with adjustable angles
(http://www.moodurian.com/tornado/images/multitasking3.png)
There's something very satisfying about seeing your LGB1000 hit the target from at least two simultaneous views.


4. Observe your wingmen or allies do their thing as you fly in mission
(http://www.moodurian.com/tornado/images/multitasking4.png)
Lots of activity over the combat air zone.

Note: to go to the split-screen, I have now made it easier.

1. Hit F1 (Tracking View) ...
2. ...followed by either ']' (right square bracket to cycle forwards) or
3. ... '[' (right square bracket to cycle backwards) - which seems more user-friendly and logical since '[' comes before ']',
to step through the modified views.

To directly go back to the Tracking View WITHOUT any TV-Tab or overlaid MFD mini-windows, hit the "3" key.

The Tornado code is a workhorse. So many possibilities.

https://youtu.be/XMU2vht0eJc
What this mod does.

I have RE-attached the latest FLIGHT.EXE as of 5th Aug 2018, 9:07am Kuala Lumpur time.
I have thoroughly tested this version.
No graphics issues.
Title: Re: Modding Tornado
Post by: Frankie on August 09, 2018, 02:41:19 PM
Just a lazy flight across the rolling European landscape. Flying mainly via auto-pilot across the plains and hills. If you like to multi-task, and have twenty minutes to spare, this video I uploaded to Youtube is for you. The two split-screen views plus the top-left TV TAB/MFD views give a challenge to the eye and brain as there is so much detail flashing every split-second.

https://youtu.be/KRLgnQxb5ko

Perhaps one day we can do the same for the desert dunes of Operation Desert Storm.

Video created from the modded FLIGHT.EXE with added 'split-screen' view. Truth be told, I just overlapped a 96-pixel height view on top of a 198-pixel height view to give an illusion of a split-screen. Actually it was not so simple. I had to angle the Tornado in the lower-half of the screen so that it would be fully visible.

(https://media.discordapp.net/attachments/401516875571265536/477371140382392323/fav.PNG?width=400&height=301)

Easily my favourite moment of the video. Flying over an expanse of water. Map, forward looking view and the external views are perfectly synchronised. 2D and 3D in perfect harmony. No visible lag in frame rates. Kudos to the original 16-bit assembly language source code, written by the then Lead Programmer Kevin J. Bezant!
Title: Re: Modding Tornado
Post by: Frankie on August 11, 2018, 08:05:23 AM
89.  Zero-fuel immunity against Infra-red seeking SAMs.
Mod:
By Frankie
Description: In the stock game, a Tornado in a zero-fuel situation would still be targetted by enemy Infra-Red seeking SAM sites. If you were gliding towards earth, your Tornado would be a sitting duck for enemy SAMs.

(http://www.moodurian.com/tornado/images/NoLockIfOutOfFuel2.png)
Just two lines of code is enough.

In this mod, I simply detect for zero kg of fuel, whereby the "no lock detection by IR missiles" setting would be set to on. So in a zero-fuel situation, your Tornado is no longer targeted by SAMs. Your Tornado is now free to glide and land on any runway or road unmolested by SAMs.
Title: Re: Modding Tornado
Post by: Tom N on August 11, 2018, 02:12:52 PM
https://www.youtube.com/watch?v=nyDkvsLWsi0

SAM-testing already was done, now the new code had to be tested for AAA (not interfering) and for enemy fighters still firing radar guided missiles and cannon bullets, which they still do (off screen in other test flights).

This landing attempt was sabotaged by an air-to-air missile hitting the runway in front. Couldn't do anything about it so close to stalling, so i  collided with the crater.
Title: Re: Modding Tornado
Post by: Frankie on August 11, 2018, 03:52:57 PM
Apparently the modded code is not very kind to the ADV F3 Tornado in the simulation. See 2:31 and 4:16.

(http://www.moodurian.com/tornado/images/ouch.PNG)

I notice the two vertical black lines on the left of the screen. Sigh.
Title: Re: Modding Tornado
Post by: Tom N on August 11, 2018, 07:45:52 PM
I found something regarding our no-fuel-still-IR-trackable question. Apparently it was part in the A-Team movie, which i did not watch yet.

https://www.quora.com/Can-a-fighter-jet-evade-a-heat-seeking-missile-simply-by-turning-off-the-engines-and-coasting-along-until-the-missile-goes-astray

So apparently using afterburner will make this mod useless, but still cool you  -Mod-Master Frankie!!- could do it.
I wasn't sure about the looooooooooooooooooooooooooooooooooooong heat dissipating time in midair.
In the link above is LOTS information about modern heat seeking missile dodging techniques, too.
Title: Re: Modding Tornado
Post by: Frankie on August 15, 2018, 01:52:19 AM
90.  Split-screen top-half-screen FLIR's HUD now has a superimposed RWR symbology

(http://www.moodurian.com/tornado/images/awesome90.png)

Mod: Functional RWR for split-screen FLIR HUD
By Frankie
Description: I felt that the split-screen FLIR could do with the RWR symbols showing it is HUD. After some sleuthing, I managed to nail down the code that is responsible for displaying this RWR display:

(http://www.moodurian.com/tornado/images/rwr.png)

Source file PILOTPAN.ASM's UpdateRWR procedure is responsible for displaying the RWR on the cockpit. The constant, RWR_CIRCLE_Y, positions the centre of the RWR display at pixel-row 121.  So what I did was to create another constant, RWR_CIRCLE_Y2, which positions the centre of the RWR display, 41 pixels further up the screen, at row 80.

(http://www.moodurian.com/tornado/images/rwr-code1.png)

In addition, I copied the entire procedure named UpdateRWR and created a new procedure named UpdateRWR2 which accessed the contant RWR_CIRCLE_Y2. I had to be careful to make sure that the copied labels and jump to names were renamed so that there would be no duplicate jump names between the UpdateRWR  and UpdateRWR2 procedures.

(http://www.moodurian.com/tornado/images/rwr-code2.png)

Here is the result.

(http://www.moodurian.com/tornado/images/rwr_splitscreen2b.png)

You can hit the '6' key to remove the ironworks. The RWR display will still be there, performing as expected. So that's the 90th post/mod of this Modding Tornado thread. Hope you enjoy it.

As always, I attach the latest FLIGHT.EXE file. Enjoy.
Title: Re: Modding Tornado
Post by: Frankie on August 15, 2018, 02:19:02 AM
Now that Mod#90 (http://dogsofwarvu.com/forum/index.php/topic,5046.msg31661.html#msg31661) has been done, my goal is to hit 100 mods/posts for Modding Tornado. If you have any ideas/requests for modding or enhancing Tornado, I have only one question for you:

What would you like to see added to Tornado as part of the final 10 mods?

I look forward to hearing from you.
Title: Re: Modding Tornado
Post by: Frankie on August 18, 2018, 06:39:50 PM
91.  Colour diversity of tree ground object
Mod: Trees are now shown in three colours, giving the landscape some visual diversity.
By Frankie
Description:
My latest mod. Mixed-color trees. The current stock game paints all trees the same colour. So when tree structures overlap with one another (e.g., one tree partially behind the other), some of the detail gets lost.

Some interesting effects as a result of the tree colour mod

(http://www.moodurian.com/tornado/images/TreesDiverseColours.png)


Below is a sample of what I did to get different coloured trees.

I modified these 4 files:
D:\TORNADO\VISUAL\OBJECTS\GROUND\COPSEA.INC
D:\TORNADO\VISUAL\OBJECTS\GROUND\COPSEB.INC
D:\TORNADO\VISUAL\OBJECTS\GROUND\COPSEC.INC
D:\TORNADO\VISUAL\OBJECTS\GROUND\COPSED.INC

I then recompiled the file D:\TORNADO\VISUAL\GRNDOBJ1.ASM.

(http://www.moodurian.com/tornado/images/copsea_code_tree_colour.png)

(http://www.moodurian.com/tornado/images/TreesDiverseColours2.png)

FLIGHT.EXE will be uploaded with Mod#92.

All 91 mods are listed here (http://dogsofwarvu.com/forum/index.php/topic,5046.msg23261.html#msg23261).
Title: Re: Modding Tornado
Post by: Frankie on August 18, 2018, 06:55:06 PM
92.  Split-screen TV-Tabs and MFDs susceptible to damage
Mod: Will show static if damaged.
By Frankie
Description:
Split-screen TV-Tabs and MFDs will be damaged if the Pilot's and Navigator's TV-Tabs and MFDs fail. This happens when a SAM hits home on your Tornado. Or from AAA inflicted wounds. More realistic.

(http://www.moodurian.com/tornado/images/splitscreenTVTabDamaged.png)
TV-Tabs are damaged. So split-screen's TV-Tab display shows only static. Good luck, Mate!

Files modified:
D:\TORNADO\VISUAL\EXTRNPAN.ASM
D:\TORNADO\TAB.ASM

(http://www.moodurian.com/tornado/images/splitscreenMFDDamaged.png)
Pilot's and Navigator's MFDs are damaged. So split-screen's MFD shows only static. Tornado down (soon)!

File uploaded as usual. Covers both Mod#91 (see tree recolouring post) and Mod#92 (this post).

The Split-Screen TV-Tab and MFD positioning have also been overhauled. Previously they would jump around. This time, the mini-displays are flush against the upper-left of the screen. They are now consistently placed.

All 92 mods are listed here (http://All 91 mods are listed [url=http://dogsofwarvu.com/forum/index.php/topic,5046.msg23261.html#msg23261).
Title: Re: Modding Tornado
Post by: Frankie on August 19, 2018, 01:08:23 AM
93.  Increased initial zoom level of the Big Map, Moving Map and Reference Map to Level 2 Zoom.
Mod: Level 2 Initial Zoom for Maps
By Frankie
Description: This mod is for gamers who run Tornado's FLIGHT.EXE on retro PCs or on authentic 1990s hardware like the 486SX/DX. Or even less. One of the biggest framerate hits is caused by the 'M' Big Map display, Moving Map display or the Reference Map. This is mentioned in the Tornado manual. This is because each of the three map displays always start at the initial zoom level of 1. This is the maximum zoomed-out map with the highest level of detail.

When accessing the Map windows, here is the spectrum of polygon counts from highest count (slowest gameplay) to lowest count (fastest gameplay).

MAP_ZOOM1 = polygon count from 6,000 to 1,000++.
MAP_ZOOM2 =polygon count from 2,000 to 600
MAP_ZOOM3 = polygon count < 1.000

I have found that my choosing the next zoom-in level, which is Level 2 Zoom, the number of polygons generated drops by a couple of thousand. And the framerate picks up. At level 2, a sector is represented by 16 pixels width. It represents a zoom level of 512 feet above ground. So the FLIGHT.EXE above is where I have set the initial map detail level to 2.

(https://cdn.discordapp.com/attachments/350893592082120705/479852268879872029/unknown.png)

Zooming in with "<" or Ctrl+RightMouseClick further reduces the polygon count, but makes it harder for the virtual pilot gamer to "see the forest for the trees". So I have settled on the Golden Initial Zoom level, Level 2, as being the best balance between faster play and sufficient overall detail for the gamer.

BEFORE (Initial zoom of Big Map of Level1) - 5,482 polygons
(http://www.moodurian.com/tornado/images/ZoomLevel1.png)

AFTER (Initial zoom of Big Map set to Level2) - 1,478 polygons
(http://www.moodurian.com/tornado/images/ZoomLevel2.png)

That's a big jump in reduced polygons = increased speed of gameplay.

(https://cdn.discordapp.com/attachments/350893592082120705/479852394671505409/flight_019.png)

Previously this setup of split-screen with the Big Map ('M' key) and TV-Tab with moving map would be a major slideshow speed causer of the game. No more. Polygons are now around 500+ instead of the thousands.
(https://cdn.discordapp.com/attachments/350893592082120705/479852403609567249/flight_017.png)

Here's the code to achieve all this.

(http://www.moodurian.com/tornado/images/code1zoom.PNG)

(http://www.moodurian.com/tornado/images/code2zoom.PNG)

(http://www.moodurian.com/tornado/images/code3zoom.PNG)

(http://www.moodurian.com/tornado/images/code4zoom.PNG)

(http://www.moodurian.com/tornado/images/code5zoom.PNG)

(http://www.moodurian.com/tornado/images/code6zoom.PNG)

(http://www.moodurian.com/tornado/images/code7zoom.PNG)

(http://www.moodurian.com/tornado/images/code8zoom.PNG)

(http://www.moodurian.com/tornado/images/code9zoom.PNG)

(http://www.moodurian.com/tornado/images/code10zoom.PNG)

(http://www.moodurian.com/tornado/images/code11zoom.PNG)


The code above achieves the Map Zoom Level2 for all Map displays:

(http://www.moodurian.com/tornado/images/AfterSettingZoomLevel2-1.png)

(http://www.moodurian.com/tornado/images/AfterSettingZoomLevel2-2.png)

(http://www.moodurian.com/tornado/images/AfterSettingZoomLevel2-3.png)


File attached is FLIGHT.EXE. This FLIGHT.EXE is essentially the same as Mod#92, except that Mod#92's initial map zoom levels are all set to the default MAP_ZOOM1 - the highest zoomed-out level. Whereas Mod#93's initial map zoom levels are all set to MAP_ZOOM2 for faster game speed. So if you are playing Tornado using DOSBox on...
...(1) a fast modern PC, use the FLIGHT.EXE of Mod#92
...(2) a retro or 1990s PC, use the FLIGHT.EXE of Mod#93 (this post)

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Tom N on August 19, 2018, 11:26:36 AM
I'll gladly try the tree-three-colour-mod, but I get mixed feelings about the zoomed in map, because the map should give a good overview, it should be zoomed out as default to find the next airfield as fast as possible, when all other means (TABs + MFDs) already failed.
Title: Re: Modding Tornado
Post by: Frankie on August 19, 2018, 11:40:09 AM
Hi Tom. Yes you are right in that a zoomed-out map gives a better overview.

I created the "by-default zoom in by one level" map because one gamer experienced slideshow speeds on his 486 (retro PC - the real DOS deal, not like what I am using which is a modern laptop with DOSBox) when going to split-screen with the Moving Map in the TV-Tab display. I created FLIGHT.EXE of Mod#93 for gamers with old, retro PCs where speed may be an issue. For the rest of us who experience no speed slowdown issues, Mod#92 will suffice.
Title: Re: Modding Tornado
Post by: Frankie on August 23, 2018, 07:33:27 PM
94.  ADV Tornado F3's HUD now works in full-screen view
Mod: Working ADV HUD in full-screen
By Frankie
Description: I have good news. Yesterday I managed to get the ADV Tornado (F3) Air-to-air gunnery and missile HUD symbology to work in full-screen mode.

(https://cdn.discordapp.com/attachments/350893592082120705/481986877927325696/flight_088.png)
Tornado F3 cockpit. From this ...

(https://cdn.discordapp.com/attachments/350893592082120705/481987015714275331/flight_089.png)
...to this with all the avionics and HUD symbols faithfully
reproduced in full-screen mode.

The HUD symbology is very complex and realistic for a 1993 DOS flight simulator. It comes with a small moving cross "+" which is the intersection point between cannon shells and the moving target.  That moving cross - is smaller than the stationary central HUD cross . In the screenshot below, the Tornado F3's Skyflash A2A missile is armed and a target has been locked on. The moving cross is seen as the small yellow cross on the HUD slightly to the right of the centre section of the countdown circle. The intersection or impact point is based on the trajectory, airspeed and angle of the target relative to the Tornado F3. There is some serious physics and mathematics calculations involved here, courtesy of the brilliant  programming by Kevin J. Bezant. The aeronautics and Tornado flight data was fed to him by David Marshall. the Project Manager.

(https://media.discordapp.net/attachments/350893592082120705/482004840344715274/unknown.png?width=400&height=236)
A larger, clearer view (edited screenshot)

Getting the ADV Tornado full screen is a big deal to me because the original simulation had terrible situational awareness. No padlock view, limited half-screen height for pilot's front view. So now the full-screen with working HUD will go some way to overcome the usability issues of the original game where flying the  the ADV Tornado. DI's Tornado is mainly about the IDS Tornado. The ADV Tornado is IMHO, kinda neglected. I guess if gamers wanted to do air dogfighting, they would have played Falcon 3.0 instead.

FLIGHT.EXE will be attached in the next post.
Title: Re: Modding Tornado
Post by: Frankie on August 23, 2018, 07:43:12 PM
95. Added ADV Tornado F3's HUD to split-screen view, aided by visible Air-To-Air Radar display.
Mod: Working ADV HUD in split-screen
By Frankie
Description: Now it gets more useful and interesting. Previously only the IDS Tornado GR1 could enjoy the split screen. Now the Tornado F3 interceptor too. With an Air-To-Air RADAR to boot!

(https://cdn.discordapp.com/attachments/350893592082120705/482258074233733131/flight_102.png)\
F3 action.

(https://cdn.discordapp.com/attachments/350893592082120705/482259905470791684/flight_092.png)
Plenty Air-To-Air action on the HUD to keep the keenest pilot busy!

(https://cdn.discordapp.com/attachments/350893592082120705/482260243611385857/flight_091.png)
Same HUD information presented on the full-screen (From Pilot's cockpit, hit Shift+D.
Or at Navigator's cockpit. cycle the left and right TV-Tabs with the '[' key or ']' key.

This, IMHO, is a long-overdue mod. In December 2017, I managed to get the IDS Tornado's HUD to be fully-functioning in full-screen. Now it is the ADV Tornado's turn. Enjoy, and please help to catch any programming bugs that may have been overlooked.

For the first time ever, the Air Radar appears together with the ADV Tornado's full-screen. ENJOY THIS MOD!

Attached is the FLIGHT.EXE
Title: Re: Modding Tornado
Post by: Tom N on August 23, 2018, 10:11:03 PM
Yes, kudos to Kevin J. Bezant and David Marshall and all the helpers for this amazing computing and displaying stuff to be seen in the HUD alone, but not only there!

And yes, the Tornado isn't that powerful in dogfights, the MiG-31 and the Su-27 seem to be quite playful when accompanying the Tornado as enemy. The Tornado isn't agile enough in close quarters, but faaaast just above ground with afterburners on and fastest in the greatest heights, given that the packages are no longer at the pylons but have found their targets.

So it's only important to get into the hot zone and "lose some weight" there.
Title: Re: Modding Tornado
Post by: Frankie on August 24, 2018, 02:48:28 AM
> So it's only important to get into the hot zone and "lose some weight" there.
>
After jettisoning ordnance and fuel, if all else fails, hit Ctrl+E and eject the pilot. How's that for weight loss?
Title: Re: Modding Tornado
Post by: Tom N on August 24, 2018, 04:09:36 AM
I asked google about some "tornado ejections":

some are really bad and tragic
http://www.dailymail.co.uk/news/article-1322184/Tornado-navigator-fell-450mph-plane-died-fliers-unaware-safety-checks.html

and here is the VERY detailed data making me reverently running dry:
http://www.tornado-data.com/Production/RAF%20Crash%20Data.pdf

EDIT:
And that's not even including the german, italian and arabic Tornado staff.
Too many issues for my taste!
Title: Re: Modding Tornado
Post by: Frankie on August 25, 2018, 03:28:19 PM
Adding a new feature to the split-screen: Big Map display at the bottom half of the screen!

Work in progress. I managed to get the Big Map to reduce in height by 100 pixels, plus I can bring the halved Big Map down to the bottom half of the screen. I can also get the full-screen FLIR in the upper half of the screen. And there is the Moving Map display at the top-left hand corner.

(http://www.moodurian.com/tornado/images/wip_maps.png)

This is work in progress. Getting the rest of the program/code to accomodate this new feature is not so easy. Below is a video that shows you the 2 maps in action. Multitasking 16 bit x86 assembly language at work here.

https://youtu.be/LUm4XNuqjkQ
Sorry, no audio. I forgot to run FLIGHT.EXE with the sound flag/parameter.

Let's see what comes out of this.
Title: Re: Modding Tornado
Post by: Tom N on August 25, 2018, 05:28:31 PM
Hmmmmm,
could you split the screen vertically?
Title: Re: Modding Tornado
Post by: Frankie on August 25, 2018, 10:03:27 PM
An interesting question! Never before attempted. Not that I know of.  I tried it and ... FAILED. Looks like halving the screen vertically is impossible.
Title: Re: Modding Tornado
Post by: Frankie on August 26, 2018, 06:14:31 PM
96. Big Map now works in Split Screen as half a Big Map - use with TV-Tab and half-screen FLIR
Mod: Split-Screen Big Map (works)
By Frankie
Description:  IMHO, one of the most neglected features of Tornado is the Big Full-Screen Map.

THE PROBLEM

(https://cdn.discordapp.com/attachments/401516875571265536/483298965832335361/unknown.png)

The ORIGINAL BIG MAP does give a wealth of information to the gamer,  BUT!
(1) the gamer has to keep the Tornado on autopilot;
(2) the gamer cannot see anything else as the map covers the entire screen;
(3) continuous prolong use of the big map may result in the gamer neglecting the safety of his plane as he does not have the pilot's front view; (4) constantly switching between Big Map view ('M' key) and the Pilot Panel ('Home' key) is not very practical. 
So in summary, the big map, in my view, has limited use.

As of Mod#95, when you are in split-screen view (F1, followed by ']' and/or '['), hitting 'M' will give you the Big Map (halved) with the Aircraft symbol smack right in the centre:

(https://cdn.discordapp.com/attachments/401516875571265536/483303130390331402/unknown.png)

Major PROBLEM! The fact that you cannot see even one pixel ahead of the aircraft, renders this Map view utterly useless.

My PRIMARY problem was how to bring the centre point (the top pointed tip) of the Aircraft 'cross' symbol, down to the middle of the lower half of the screen. My SECONDARY problem was to integrate the modified Big Map into the rest of the Tornado program so that it would be seamless. My TERTIARY problem was to make this mod BUG-FREE. Not an easy thing to do.


THE SOLUTION

After much work and testing, I believe I have solved it. My solution was to resurrect the Big Map by halving its height. I then added it below the full-screen HUD. A split-screen view where the top half of the screen gives the Pilot's view and the bottom half consisting of the Big Map. So to make the Big Map useful, I have had to compromise. The loss is the shorter vertical height of the map (100 pixels versus 200 pixels of the original big map). The gain is increased gameplay made possible by the synergy of the split-screen components of the full-screen (albeit half height) FLIR , various TV-Tab and MFD (top-left of the screen) AND the Big Map (albeit half height). So I am counting on the whole being greater than the sum of its parts.


SCREENSHOTS

This is what I have done:

(https://cdn.discordapp.com/attachments/401516875571265536/483304200399355906/unknown.png)
The white specks are structures (buildings) on the ground.

As you can see, NOW the centre of the Aircraft 'cross' is at the exact centre of the lower half of the screen. The position of the Aircraft 'cross' of the (halved) Big Map, the Aircraft cross of the TV-Tab Moving Map (top left of the screen) and the view looking out of the Pilot Panel 50% full-screen FLIR (top half of the screen), are perfectly synchronised.

Another screenshot. All three elements of the screen are working in unison and are in sync.

(https://cdn.discordapp.com/attachments/401516875571265536/483305363890765842/unknown.png)
Multitasking assembly language. Digital Integration's Kevin Bezant and company
did a great job synchronising the 3D simulation world with the 2D map!

Another scenario. This time I am flying at night. Without the Night Vision

(https://cdn.discordapp.com/attachments/401516875571265536/483305847951458335/unknown.png)
Flying at night without the Night Vision.


MINI-TUTORIAL

Here's the sequence of keypresses to get the 2 Maps in split-screen:

(1) Hit F1 (Tracking View)
(https://cdn.discordapp.com/attachments/401516875571265536/483307780183162880/unknown.png)

(2) Hit the ']' key to go to the Split-Screen view.
(https://cdn.discordapp.com/attachments/401516875571265536/483308074308993034/unknown.png)

(3) Cycle through the top-left TV-Tab display with the ']' key or '[' key until you come to the Moving Map;
(4) Hit the "M" key to activate the Big Map. It will appear at the bottom of the screen:
(https://cdn.discordapp.com/attachments/401516875571265536/483308689168793601/unknown.png)

4.1 Use the "<" and ">" keys to zoom/unzoom the Big Map;
4.2 Use the Ctrl+LeftMouseClick and Ctrl+RightMouseClick to zoom/unzoom the Moving Map at the top left of the screen;
4.3 Use Alt+RightMouseClick to bring the Moving Map's Aircraft symbol to the centre of the screen.
4.4 Click anywhere on the Moving Map to create a Target "T" Waypoint;
4.5 Hit F7 to actiavate the AFDS Autopilot;
4.6 Press "T" key to fly the plane autopilot towards the "T" Waypoint.

(https://cdn.discordapp.com/attachments/401516875571265536/483309689564561432/unknown.png)
In the screenshot below, the 'T' Waypoint is the crosshairs at the top-left of the screen that is touching the brown line.

Important Note:
with the Big Map visible, if you try to cycle the TV-Tab display past the 10th screen, the game will prevent you by giving a Morse-Dash sound. You won't be able to get past the 10th screen. Likewise, if you try to cycle past the first split-screen screen, you won't be able to as well. You will hear a morse-dash sound. So in other words, with the Big Map visible, I have locked the gamer into a set of 10 split-screen screens.

To unlock this mode, the gamer needs to just hit F1 (or actually any of these keys: F3, F4, F5, Weapon View 'V', and any other external view, e.g., F11 or F12)...
(https://cdn.discordapp.com/attachments/401516875571265536/483311617031798794/unknown.png)

Finally, the gamer hits the "3" key to break out of the split-screen. In the below example, the gamer when from Split-Screen with Big Map, to Split-Screen with F1 Tracking view, to full-screen Tracking View. So this is how to get into the Split-Screen with Big Map and then out of it.
(https://cdn.discordapp.com/attachments/401516875571265536/483312176291905537/unknown.png)

Below is a montage that shows the various TV-Tab and MFD displays at the top left of the screen. You can mix-and match any of them with the half-screen FLIR and the half-Big Map.
(https://cdn.discordapp.com/attachments/401516875571265536/483313750007480331/unknown.png)

So this is synergy I was referring to earlier. Hope you enjoy trying this one out. I spent hours on the coding and testing. If there are any bugs, please do let me know.

Note: you cannot activate the Big Map (with the 'M' key) when in a normal full-screen like the Pilot Panel or Navigator Panel. I had to lock this down because whenever the half-screen Big Map appears on top of a full-screen (e.g., Pilot Panel), the screen layer behind it would freeze.


YOUTUBE VIDEO

Here is the Youtube video showing this mod in action.
https://youtu.be/ytXI5Lm_j44

Below is the FLIGHT.E79 executable as well as the full source code. I will be updating the code to the new Tornado Github repository at https://github.com/TornadoGame/Tornado

As always, I am attaching the latest FLIGHT.EXE file. Enjoy!

Regards
Frankie Kam

Update on 28/8/2018:
Now the Moving Map, Reference Map and Big Map will all sport green flourescent colours when the game is in Night Vision mode (Shift+Tab).
(https://cdn.discordapp.com/attachments/350893592082120705/483623022566178816/flight_145.png)

Update: this mod breaks the code that handles the full screen Big Map ('M' key). See Mod#97 for the solution to this dilemma.
Title: Re: Modding Tornado
Post by: Asid on August 26, 2018, 06:32:29 PM
Nice work Frankie  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on August 26, 2018, 06:34:24 PM
Gee, thanks!
Title: Re: Modding Tornado
Post by: Frankie on August 31, 2018, 02:35:53 PM
97. Big Map now works in 3 roles - as the original Big Map ('M' key), Split-Screen half-screen and in Explore mode
Mod: Big Map restored
By Frankie
Description:  Mod#96 resulted in the Big Map being displayed in half-height. The problem with that mod was that it broke the full-sized Big Map when the user hit the 'M' key. It also broke the VERY USEFUL EXPLORE mode which is commonly used in the briefings to scout the target area and to familiarise the armchair bomber with the shape and size of the target.

(http://www.moodurian.com/tornado/images/explore1.png)

(http://www.moodurian.com/tornado/images/explore2.png)

(http://www.moodurian.com/tornado/images/explore3.png)

The good news is that I have solved the bugs and now when you play Tornado using this modded version of FLIGHT.EXE, you can
(1) hit the "M" key when in almost all views to view the full-screen Big Map;
(2) hit the F1 key followed by "]" for a different split-screen, up to the next nine times, and each time when you hit the "M" key, you will see the half-screen Map appear at the bottom half of the screen;
(3) at the main menu, click the Sub-Menu item "Explore" and you will be able to see a full-screen Big Map where after pressing Enter, it will bring you to the Explore 3D world where you can pan forwards, backwards, speed up, slow down, pitch up or down - using keyboard or mouse;
(4) at any Advanced Mission Planner screen, click the Sub-Menu item "Explore" and you will be able pan around the 3D world of the current mission.

So in effect, I managed to modify the source code MAPVIEW.ASM and MOVEMAP.ASM so that all 4 use-cases are bug-free, and you get the maximum gaming experience when using the Big Map or Half-Screen Map in Tornado.

Attached is the latest FLIGHT.EXE file.

I will be adding some screenshots in this post later today.
Title: Re: Modding Tornado
Post by: Frankie on August 31, 2018, 05:07:13 PM
98. Explore mode improved
Mod: More goodies when using Explore mode
By Frankie
Description:  One of the key ingredients of Tornado is the excellent Advanced Mission Planner (AMP). Connected with the AMP is the Explore view. Tornado gamers would be wise to use the Explore View to scout out the target area and to make observations of its surroundings.

I have done these improvements to the Explore View.

(1) Hit Enter to get an instant directly-looking down view of the spot indicated by the crosshairs a screen ago.

(2) Initial view of the target area is now 1,000 feet directly above the cross-haired spot

(3) No more irritating flickering right after the Enter key is hit in (1)

(http://www.moodurian.com/tornado/images/MOD9_1.png)
Immediately after hitting Enter, in the stock game you had to pitch your view downloads to bear on the target.
In this mod, you are start by immediately looking directly down at the target.

(4) Up (dive) and Down (climb) arrow keys are now more intuitive

(http://www.moodurian.com/tornado/images/MOD9_4.png)
You can dive down to 16 feet with the Up ArrowKey. Conversely, climb with the Down Arrow key.

(http://www.moodurian.com/tornado/images/MOD9_3.png)
Scanning the target area, memorising placements and detail.

(5) You can change the pitch - via the '1' and '0' keys - only within certain limits. If the pitch of the screen reaches a certain positive or negative limit, you will not be able to change the pitch

(http://www.moodurian.com/tornado/images/MOD9_2.png)
View has been tilted up, but you won't be able to fill the screen with the sky!
Pitch is variable, but not a full 360%. Within limits. Use the '1' and/or '0' keys.

(6) To view the Explore Mode world in Night Vision green, hit the Shift+Tab key combination. This helps to better prepare you to visually identify the target when the mission is a night mission.


Attached is the FLIGHT.EXE file.
Title: Re: Modding Tornado
Post by: Frankie on September 01, 2018, 08:13:16 AM
99. Shadow below the Tornado
Mod: Added shadow below the Tornado.
By Frankie
Description:  See that shadow below the Tornado in the screenshot below? It really brings out the 3D in the environment doesn't it? It gives the view an extra dimension of depth! Especially the ground. But Digital Integration's Tornado has never had a shadow. And never will unless someone modifies the code to add a variable-angled and variable-sized shadow below the Tornado. Until and unless that happens, this Mod#99 is but a mere dream. So this Mod exists only in an alternate universe. It isn't real. It's just a mock up, but it gives you an idea of WHAT COULD BE!

(http://www.moodurian.com/tornado/images/ShadowAtLast.png)
Cruising at 200 feet above ground.
The shadow makes a BIG difference, doesn't it?

But hey, after one year and a minimum of 98 modifications to the code, I can dream can't I?

FLIGHT.EXE not attached because there is none.

I don't think I will be completing Mod#99 anytime soon. It will be  a mini-project worthy of my humble programming skills. I will, however, require all the help I can get. If you have any knowledge how to do this, please do let me know. As for Mod#100, it remains to be seen.
Title: Re: Modding Tornado
Post by: Frankie on September 02, 2018, 10:56:53 AM
99. Restored Credits screen with Polygon count meter
Mod: Credits/Polygon screen
By Frankie
Description:  Giving credit where credit is due. With a polygon count to gauge the load on the PC's CPU in case of any slowdown when running FLIGHT.EXE on a retro 286/386/486 PC. Hit "\" and hold down, brings up the credits (centre screen) and polygon count (top left screen).

(http://www.moodurian.com/tornado/images/mod100_1.png)

Note: if you are running the modded Tornado on an old PC (286/386/486 Intel machine), you can reduce more polygons by hitting these keys:
(1) '4' key - removes the clouds;
(2) '5' key - removes the horizon's gradient;
(3) If the Moving Map is active, Ctrl+LeftClick to zoom in;
(4) If the Half-screen Map is active, hit "<" to zoom in.

(http://www.moodurian.com/tornado/images/mod100_2.png)

Attached is the latest FLIGHT.EXE. Enjoy.

And that's a wrap from me. It has been a great run! This is the 100th Mod and may Digital Integration's Tornado never be the same again. In fact I think it was already awesome before August 2018, but it is truly fantabulous this September 2018. One year has gone by and many a night was spent cracking my head to crack the assembly code's secrets. All this would not have been possible without the help from many people in the community. Among whom, Kevin J Bezant's advice and tips were invaluable. Credit to TailFinn for starting this journey's first steps on 3rd August 2018 (http://dogsofwarvu.com/forum/index.php/topic,5046.msg23262.html#msg23262)! You showed me that it was possible to compile, link and to create a brand new FLIGHT.EXE. That inspired me to try my hand at modifying the existing cryptic 16-bit assembly language code. What a journey it has been for me!  Thank you to Speedwagon for your kind words, inspiring thoughts and real-life pilot input into this project. Thank you to TomN for test piloting the modded FLIGHT.EXE and for getting me to remove trees from roads so that you can land your Tornado when no friendly runway presents itself. Thank you to ataribaby for showing interest in this project, enough to craft a mod for the Seitek analogue joystick. Thank you to mupf for getting the modded code on Github and for teaching me Githubese - how to clone, add, push and commit. May the code one day be ported to C. Thank you to everyone who joined the Tornado Discord Server (https://discord.gg/3XdsY2y), and to all who contacted me via my email and via http://www.tornado2.com (aka http://www.moodurian.com) and http://www.moodurian.com/tornado. Also to Graeme Mason for his July 2018 writeup on Tornado in Games TM Magazine. If I have left out anyone, it is because there are too many to thank.

A very special shoutout to Asid of Dogs Of War Virtual Unit for allowing me to host this Tornado modding journey and quest on the Dogs of War Virtual Unit forums (http://dogsofwarvu.com/forum/index.php). Cheers Mate. You rock. Braw, Bro.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Asid on September 02, 2018, 08:48:33 PM
100. Restored Credits screen with Polygon count meter


 :notworthy
Title: Re: Modding Tornado
Post by: Frankie on September 09, 2018, 03:23:48 PM
100. Next Waypoint Counter with ETA solves longstanding bug
Mod: Next Waypoint ETA counter
By Frankie
Description: Mod#58 is given a MAKEOVER. More importantly, with this mod, I have finally SOLVED a LONG-STANDING and PREVIOUSLY UNSOLVED problem of the dreaded "Airfield Strike" Training Mission. The solution involves placing the ETA (Estimated Time Of Arrival) to the Next Waypoint in the format of "MM:SS Waypoint Letter" at the bottom left corner of the screen's status bar.

(https://media.discordapp.net/attachments/401516875571265536/488344840954707981/ETA_Waypoint.PNG)

The problem that remains unsolved since 18th May 2018 was this:  it would rear its ugly head whenever the gamer played the Training Mission "Airfield Atttack". Just as the Next Waypoint changes from "B" to "C", black vertical streaks will appear, spoiling the game! This was during the first incarnation of the visible waypoint mod. See here (http://dogsofwarvu.com/forum/index.php/topic,5046.msg29944.html#msg29944).

(https://media.discordapp.net/attachments/401516875571265536/488346185132802048/problem_black_streaks.png)

At first I thought that this was due to too many variables being used, and too little memory left for the simulation to use. However, this was not the root cause of the black streaks. The cause of the problem was the WayPoint Letter itself! This was a very difficult problem to solve because it only appeared in that one training mission. Furthermore, using various ohers means of code modifications resulted in the Waypoint Letter getting either corrupted or appearing in the wrong colour.

Code soution shown below. This took me more than a week to solve.
(https://cdn.discordapp.com/attachments/401516875571265536/488348590025211905/CodeSolutionToNextWaypointLetterShowing2.png)

Now the black streaks no longer appear during the waypoint changeover. The screenshot below shows that the next Waypoint is C. This means that the changeover from Next Waypoint B to Next Waypoint C is, at last, glitch-free.

(https://media.discordapp.net/attachments/401516875571265536/488348847337111553/solution_to_black_streaks.png)

Now this latest FLIGHT.EXE makes the modded Tornado even more perfect and (hopefully) bug-free!

Note: The "Tornado Shadow" pseudo-mod doesn't quite qualify as a mod. Thus I am making the Credits mod as Mod#99 and this mod as 100th mod.

For the full list of mods, see: http://dogsofwarvu.com/forum/index.php/topic,5046.0.html
Title: Re: Modding Tornado
Post by: Asid on September 09, 2018, 04:18:57 PM
Still at it  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on September 10, 2018, 09:41:43 AM
A man's gotta do what a man's gotta do. Squash bugs.
Title: Re: Modding Tornado
Post by: Frankie on September 10, 2018, 09:47:59 AM
101.    Indirect ALARM plume when diving, is recreated in Tornado1.0a source code!
Mod: Indirect ALARM fiery plume is back
By Frankie
Description: I managed to restore the flame plume of the Indirect ALARM missile. When Tornado was first released in 1993, it was the combat flight simulator with a dizzy array of weapons management and modelling features. One of the best features of Tornado's weapons modelling was the Indirect mode ALARM. However, Tornado 1.0a had a bug in that the ALARM missile, in INDIRECT mode, did not animate its flame nozzle plume when diving towards the target. Tornado 1.0e's FLIGHT.EXE had this fixed - the plume of flame was present in the ALARM's dive. I always thought this  feature was sorely missed in the modded Tornado. After all, the source code is Tornado 1.0a, the very first incarnation of Tornado.

It's a pity that the source code for the patches Tornado 1.0b through to Tornado 1.0e are not available. If they were available, then the SAM proximity sound could have been restored to the correct sound file and code. To download the patches and their readme text files, go here: http://www.gamers.org/pub/archives/cactus/hitech-sim/patches/

Coming back to solving the lack of plume bug, the solution was very simple. I simply added the code mov WPN_Mobile.MOB_ANIM, FLAME in the "ALARM dive" section. Like so:
(http://www.moodurian.com/tornado/images/ALARM_dive_with_plume_flame.png)
It's easy when you have the source code

Now the flame plume is restored. As seen in this sequence of ALARM indirect mode screens!

(https://cdn.discordapp.com/attachments/401516875571265536/488621711424749568/ALARM_sequence_0.png)
After not detecting any radar signals from a target, an ALARM climbs and gets ready to deploy its parachute.

(https://cdn.discordapp.com/attachments/401516875571265536/488622100454703104/ALARM_sequence_1.png)
Its parachute opens (deploys)

(https://cdn.discordapp.com/attachments/401516875571265536/488622345511108618/ALARM_sequence_2.png)
ALARM and its parachute begins their decent to earth. All the time scanning the ground for
any faint RADAR signals from enemy AAA or SAM emplacements.

(https://cdn.discordapp.com/attachments/401516875571265536/488622620984606740/ALARM_sequence_3.png)
RADAR detected! Parachute is discarded (this part is not animated).
Then the ALARM's engine reignites and a long, bright and glorious flame plume is seen this time!

(https://cdn.discordapp.com/attachments/401516875571265536/488622863230697472/ALARM_sequence_4.png)
Target microseconds from total destruction.
Death from above from Indirect mode ALARM.

It's nice to know that one of Digital Integraton's nicest features of Tornado - the Indirect mode ALARM - has been restored to its former glory in the latest modded FLIGHT.EXE file.

Attached is the latest FLIGHT.EXE for your delectation and delight.
Title: Re: Modding Tornado
Post by: Asid on September 10, 2018, 12:19:44 PM
A man's gotta do what a man's gotta do. Squash bugs.

(https://i.imgur.com/j3PYHuY.gif)   :Hammer
Title: Re: Modding Tornado
Post by: Tom N on September 11, 2018, 07:36:42 PM
Interesting, you are really following the developers' footsteps!
Title: Re: Modding Tornado
Post by: Frankie on September 17, 2018, 11:07:02 AM
102. Fancier flyby for tornado with F1 and F3
Mod: Modified flyby
By Frankie
Description: The flyby view now looks nicer. Granted, you have to first hit F1, then followup with F3. Nothing spectacular when you do this ... until you hit F1 again, followed by F3. The first time you hit F1, your Tornado is shown as the normal Tracking View. The second time you hit F1, your Tornado is 800 feet away. So when you hit the F3 key the second time, you will see a nice flyby effect. And the camera angle of the flyby view is randomised for variety!

https://youtu.be/mFwNNWAMLGY

To get the effect again, hit the "F1 followed by F3" sequence as many times as you wish. If you wish to revert to the standard Tracking View where you can rotate around your Tornado, hit Ctrl+F1 instead of F1.

Attached is the latest FLIGHT.EXE executable file. Enjoy.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Asid on September 17, 2018, 12:29:14 PM
That's a great addition Frankie  :thumbsup
Title: Re: Modding Tornado
Post by: Wexodius on September 18, 2018, 05:42:25 PM
Thanks for this mod Frankie. Appreciate the hard work done.
Title: Re: Modding Tornado
Post by: Frankie on September 18, 2018, 07:19:29 PM
Hi Wexodius. You are most welcome.
Title: Some loose ends
Post by: Frankie on September 30, 2018, 02:15:50 AM
I've had a whale of a time modifying the Tornado source code for the past one year. Unless I get a sudden rush and burst of inspiration, or an upgraded new brain cortex, I will be closing this eventful and memorable (at least for me!) chapter of my flight sim life. It's 2018 now and it's time for me to put my 1993 hat off and to look for another hat to put on. Modding Steel Beasts 1.0 looks good, but first I'll have to get the source code. Good luck with that! Alternatively, if you happen to own the source code of a DOS-based flight sim of the 1990s, and you are willing to share it with me, please do contact me.

In the meantime, I leave you, the viewer, with FOUR mini-projects to advance the Tornado project.

1. Add Shadow for Tornado plane
(http://www.moodurian.com/tornado/images/ShadowAtLast.png)
See: http://dogsofwarvu.com/forum/index.php/topic,5046.msg31950.html#msg31950
For better depth cuing - Date of delivery unknown.

2. Modifying Tornado to run on multiple monitors
(http://www.moodurian.com/tornado/images/multiplemonitors.png)
See: http://www.tinmith.net/wayne/blog/2017/06/immersive-flight-sim-4.htm
For a more immersive experience - Date of delivery unknown.

3. Smoke trails for SAMs
(http://www.moodurian.com/tornado/images/zrk_view2.png)
So we can see the SAMs better - date of delivery unknown.

4. Multicrew Navigator+Pilot multiplayer Tornado
(http://www.moodurian.com/tornado/images/instr/PilotCockpit2crush.png)
The ultimate mod - date of delivery unknown.


These are all projects that I no longer have time to plough through. If anyone would like to try their hand at modding the source code, you are most welcome to try!

So THANK YOU, Asid and the DOWVU community, for all the support and encouragement given to me as I sought to make one of the best DOS flight simulators the best. It's been a real blast. Lastly, thank you to Kevin J. Bezant for writing the awesome 16-bit Tornado 3D engine code. His well-written and well-documented x86 ASM source code made it easy for me in many instances. He's the real genius behind Tornado. Cheers mate! I raise my pint of lager to you!


Frankie out.

(http://www.moodurian.com/tornado/images/sunset.jpg)
Title: Re: Modding Tornado
Post by: Asid on September 30, 2018, 02:34:33 AM
It has been an awesome trip Frankie. Your passion for this project has been obvious throughout.

I look forward to your next project and will support you as much as I can  :cheers
Title: Re: Modding Tornado
Post by: Frankie on October 15, 2018, 07:11:33 PM
103. Enhanced flyby for tornado with just F3
Mod: Flyby re-engineered with F3 key
By Frankie
Description:  Modded Flyby view (F3 key). Previous mod required you to hit F1 before hitting F3 for a nice flyby view. Now you just need to hit F3 without F1 to get a nice(r) flyby view. When you hit F3, if the flyby is activated (in some cases it won't especially when nearing Target X or Target Y), the view will swivel so that the Tornado is oncoming. Then the view follows the Tornado as it leaves your field of vision.

https://youtu.be/6-XqhBdoAiE
Some scenes are F1 followed by F3. Most visuals, however, were the result of
just hitting F3 by itself. A Tornado-flyby innovation.

The F3 key works most of the time except for parts of a mission where it becomes a fixed view from some viewpoint way out. I haven't figured out why this is so. Still, there are enough moments in any mission where hitting F3 gives you a nice panaromic view of your Tornado sweeping by.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Asid on October 16, 2018, 02:00:44 AM
 :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on October 26, 2018, 12:16:36 AM
Bug Fix. There was a lingering bug since Mod#97 that went unnoticed until now. If you hit the "M" (Map) key, followed by either PgDn or End, you would end up a screen crash.

(http://www.moodurian.com/tornado/images/flight_224.png)

This has now been fixed. Perfecto.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on November 17, 2018, 09:29:32 AM
104.  A10 Wannabe
Mod: Trading plane models - Swapping the Tornado 3D model for the A-10 3D model (all other aspects unchanged)
By Frankie
Description: I thought this one out of the blue. What if it were to possible to fly the A-10 in external views instead of the usual Tornado IDS? In otherwords, fly the Tornado as usual, except that the Tornado would assume the 3D model and shape of the A10. And like-wise - to make the A10 assume the 3D model and shape of the IDS Tornado. So I decided to try it out for a lark (just for fun). Guess what? It works. Haha. See image below.

(http://www.moodurian.com/tornado/images/a10pretend.PNG)
See the bottom status bar "VIEW="? It shows "TRK" which means tracking view.
So this isn't your usual DRONE view, mate!

What I did was simple. I merely swapped the IDS Tornado and A10 3D object model code. Here's what I did exactly which is (Fair)child's play.

Step 1. Open the file \TORNADO\VISUAL\OBJECTS\MOBILE\TORNADO1.INC using a text editor like Notepad++
Step 2. Edit the first word of the first line by changing the word Tornado1 into A10
Step 3. Open the file \TORNADO\VISUAL\OBJECTS\MOBILE\A10.INC
Step 4. Edit the first word of the first line by changing the word A10 into Tornado1
Step 5. Compile the ASM source file \TORNADO\VISUAL\MOBOBJ1.ASM
Step 6. Link all OBJ files by executing the command "link @main.lnk" (without apostrophes) - usually put inside a batch file like L.BAT (on my system)
Step 7. Execute FLIGHT.EXE and vola!

So what does this mean (other than having some mindless fun flying an A-10 which for all practical intents and purposes is still an IDS Tornado)? This means that which some creativity and time on one's hands (not mine!), one can redesign the simulation to be an A10 flight simulator. For that to happen (which won't, but it is still interesting to consider the possibilities), the cockpits have to be redesigned, not to mention the avionics, and everything else. But the development guys over at Falcon BMS 4.XX have already done this kinda thing, so this thought will just remain ... a thought.

Still nothing beats moving mud as a Fairchild Republic A-10 Thunderbolt.

(http://www.moodurian.com/tornado/images/a10pretend2.PNG)
Letting loose a 1,000 pounder at 200 feet is not my idea of fun!


Checking on the A10 drones with F5 (Drone View) and I can see that where it usually shows an A-10 flying lazily slow at low level, I now see an IDS Tornado. So I rest my case.

(http://www.moodurian.com/tornado/images/IDSpretendA10_.PNG)
Split personality planes to confuse the situation. But it's all for science, so it's okay I guess.

Haha.
Title: Re: Modding Tornado
Post by: Asid on November 17, 2018, 11:35:21 AM
Thats awesome Frankie

Title: Re: Modding Tornado
Post by: Tom N on November 17, 2018, 01:56:15 PM
Overwhelming! I'd wish for the Chinook "skin" :-D
Title: Re: Modding Tornado
Post by: Frankie on November 20, 2018, 04:07:45 AM
Hi All

My long term goal is to mod the actual 3D model files in Tornado. For example, it would be nice to add more 3D points, vertices and surfaces to the Tornado 3D model which at the moment looks like this (see below).

(http://www.moodurian.com/tornado/images/3dtornadoshape.png)

The 3D model is very 1993-ish. For an era when most people were running Intel 286 and 386 PCs!

The purpose of this post is to request for help with GeoGebra. If you know how to use GeoGebra, I appreciate it if you could reply to this post. I am trying to visualise the 3D Model of objects in Tornado. If I can crack the code of the 3D model files, then I stand a better chance of modding the 3D objects themselves in Tornado.

The object data files are found in inside D:\TORNADO\VISUAL\OBJECTS. For the time being, I trying to understand the code inside the file D:\TORNADO\VISUAL\OBJECTS\MOBILE\LGB.INC. I am using a 3D Plotter software named GeoGebra. With GeoGebra, I can translate the lines 004-0031 of the code below (they refer to 28 (x,y,z) points) into plot data. This is the easy part.

;--- Start of D:\TORNADO\VISUAL\OBJECTS\MOBILE\LGB.INC code

Line 001: COL_DK_GREY   EQU   8
Line 002:
Line 003: lgb      OBJECTHEADER <OBJ_SCALE16,1024,-1,1,COL_GREY4,3,5,3>
Line 004:       DB   064,072,064   ;   0
Line 005:       DB   062,070,064   ;   1
Line 006:       DB   066,070,064   ;   2
Line 007:       DB   064,074,064   ;   3
Line 008:       DB   062,066,064   ;   4
Line 009:       DB   066,066,064   ;   5
Line 010:       DB   066,056,064   ;   6
Line 011:       DB   062,056,064   ;   7
Line 012:       DB   070,060,064   ;   8
Line 013:       DB   058,060,064   ;   9
Line 014:       DB   064,070,066   ;  10
Line 015:       DB   064,070,062   ;  11
Line 016:       DB   064,066,062   ;  12
Line 017:       DB   064,066,066   ;  13
Line 018:       DB   064,056,066   ;  14
Line 019:       DB   064,056,062   ;  15
Line 020:       DB   064,060,058   ;  16
Line 021:       DB   064,060,070   ;  17
Line 022:       DB   064,058,064   ;  18
Line 023:       DB   066,060,064   ;  19
Line 024:       DB   064,060,066   ;  20
Line 025:       DB   062,060,064   ;  21
Line 026:       DB   064,060,062   ;  22
Line 027:       DB   064,062,066   ;  23
Line 028:       DB   066,062,064   ;  24
Line 029:       DB   064,062,062   ;  25
Line 030:       DB   062,062,064   ;  26
Line 031:       DB   064,056,064   ;  27   
Line 032:       DB   -1
Line 033:
Line 034:       DW   OFFSET   lgb_1
Line 035:
Line 036:       EVEN
Line 037:
Line 038: lgb_1      DW   74
Line 039:
Line 040:       
Line 040: LGB_0      LABEL   BYTE
Line 041:       DB   00Ch,COL_GREY4,COL_GREY4,00,04,02,-1   ; face 1
Line 042:       DB   00Ch,COL_GREY4,COL_GREY4,20,00,22,-1   ; face 8
Line 043:       DB   00Ch,COL_GREY4,COL_GREY4,26,08,24,10,-1   ; face 14
Line 044:       DB   00Ch,COL_GREY4,COL_GREY4,36,34,32,-1   ; face 11
Line 045:       DB   00Ch,COL_GREY4,COL_GREY4,36,18,16,-1   ; face 11
Line 046:       DB   00Ch,COL_GREY4,COL_GREY4,28,40,44,30,-1   ; face 8
Line 047:       DB   00Ch,COL_GREY4,COL_GREY4,50,54,46,26,06,24,-1   ; face 8
Line 048:       DB   00Ch,COL_GREY4,COL_GREY4,48,54,52,08,06,10,-1   ; face 8
Line 049:       DB   00Ch,COL_GREY4,COL_GREY4,14,42,38,12,-1   ; face 9
Line 050:       DB   -1
Line 051:
Line 052:       EVEN

;--- End of D:\TORNADO\VISUAL\OBJECTS\MOBILE\LGB.INC code

Here's what the LBG1000 looks like in the game:
(http://www.moodurian.com/tornado/images/lgb1000.png)

https://youtu.be/KuBDAWWCXno
As you can see, after plotting the 3D points in GeoGebra, the object clearly resembles the LGB1000 laser guided bomb.
In this video, I also MANUALLY create some polygon surfaces.

It is the section of lines 041-049 of the LGB.INC code above, referring to faces (polygons?), that I do not know how to convert the code into GeoGebra code. Reproduced below again:


Line 040: LGB_0      LABEL   BYTE
Line 041:       DB   00Ch,COL_GREY4,COL_GREY4,00,04,02,-1   ; face 1
Line 042:       DB   00Ch,COL_GREY4,COL_GREY4,20,00,22,-1   ; face 8
Line 043:       DB   00Ch,COL_GREY4,COL_GREY4,26,08,24,10,-1   ; face 14
Line 044:       DB   00Ch,COL_GREY4,COL_GREY4,36,34,32,-1   ; face 11
Line 045:       DB   00Ch,COL_GREY4,COL_GREY4,36,18,16,-1   ; face 11
Line 046:       DB   00Ch,COL_GREY4,COL_GREY4,28,40,44,30,-1   ; face 8
Line 047:       DB   00Ch,COL_GREY4,COL_GREY4,50,54,46,26,06,24,-1   ; face 8
Line 048:       DB   00Ch,COL_GREY4,COL_GREY4,48,54,52,08,06,10,-1   ; face 8
Line 049:       DB   00Ch,COL_GREY4,COL_GREY4,14,42,38,12,-1   ; face 9
Line 050:       DB   -1
Line 051:
Line 052:       EVEN


If you can shed any light on how to translate lines 41 to 49 of LGB.INC into GeoGebra code, I would be most grateful. I am also attaching the Geogebra export file used in the Youtube video, as well as the original LGB.INC file from Tornado 1.0. I am not sure where this road will lead to, but it's worth a shot.

Cheers and regards
Frankie Kam

UPDATE 4th December 2018
I've got it now. Here's how it works.
DB   00Ch,COL_GREY4,COL_GREY4,00,04,02,-1   ; face 1
means Face1 is made up of these three Vertices: Vertice0, Vertice2 and Vertice1. Notice that the values between the COL_GREY4 and -1 are made up of even values. Those even values are always the VerticeNum multiplied by 2. So the "00,04,02,-1   ; face 1[/size][/font] refers to Vertice2.

      DB   064,072,064   ;   Vertice0
      DB   062,070,064   ;   Vertice1
      DB   066,070,064   ;   Vertice2


and DB   00Ch,COL_GREY4,COL_GREY4,14,42,38,12,-1   ; face 9
means that Face9 is made up of Vertice7, Vertice21, Vertice19 and Vertice6. The values are the vertex number * 2. Effectively the index value for the look-up table. Saves doing the * 2 in code.

The polygons are always clockwise in their vertex order. If you were looking straight-on at a polygon, the vertices would be clockwise.
Many thanks to Kevin J Bezant for this information. Now this makes sense to me.

Title: Re: Modding Tornado
Post by: Frankie on November 25, 2018, 05:38:23 PM
105.  Tracer Colour
Mod: Tracer colour variety to distinguish Tornado Mauser cannon rounds from enemy AAA rounds
By Frankie
Description: By default, the game's Mauser cannon shots and enemy AAA are the same colour - yellow. This is especially confusing when performing a head-on cannon attack against enemy AAA. Every cannon shot fired from the Tornado or from the enemy AAA is yellow. So when the action gets furious, all rounds are a yellow mass of pixels.

So this time I decided to mix up the colours for variety and gameplay sake. I edited the source code D:\TORNADO\VISUAL\OBJECTS\MOBILE\TRACER.INC.

(http://www.moodurian.com/tornado/images/TracerColour.png)
Enemy AAA is at my One O'Clock, firing at my aircraft. I have just fired my Tornado's Mauser cannons.
Hence for the criss-cross of light blue (cyan) streak of tracer rounds against the yellow-red AAA rounds whizzing in front of me.

Now the rounds fired from the Tornado are a mixture of white and cyan. The rounds fired off by enemy AAA is a mixture of yellow and red. Both to simulate tracer rounds. This effect is a matter of taste. You may perhaps wish for a more realistic colour mix, but now, visually, I can more easily distinguish between friendly and enemy tracer rounds. These colours work well for dusk and night missions. Less so for daytime missions.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on December 04, 2018, 03:08:40 AM
Update on my modelling Tornado sub-project. 4th December 2018.

I downloaded and installed a trial version of Matlab software. I also downloaded this exercise: https://www.engr.mun.ca/~oscar/wp-content/uploads/2015/01/1A_Matlab-Introductory-Exercise.pdf

Using the attached MATLAB file script, I managed to auto-generate a wire-frame and 3D shaded model of a cube.

(http://www.moodurian.com/tornado/images/matlab1.png)

All I need to do now is to modify the script to input and generate the wire-frame and 3D shaded models of Tornado's INC files. E.g., LGB1000, TornadoIDS INC files. The next step after that is to add more vertices and faces to the models.

The world's my oyster. Stay tuned.
Title: Re: Modding Tornado
Post by: Danjuro on December 16, 2018, 01:04:09 AM
Greetings,

I am new to Tornado. I wasn't blessed with a PC back in those days and I am busy catching up all the wonderful flight sims of yore. Your site made Tornado one of the three I have been dedicating my energy too and led me here. I have yet to learn a lot of the ropes (identifying targets properly is so hard!), but I am astounded by all the work you put in this modification project.

Cheers and best wishes!
Title: Re: Modding Tornado
Post by: Asid on December 16, 2018, 01:20:43 AM
 :Welcome to the forum Danjuro

Frankie has done an incredible amount of work with Tornado. He is very passionate about it  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on December 16, 2018, 07:13:23 AM
Hi Danjuro

Welcome to my world. Won't you come on in? Miracles, I guess. Still happen now and then.

For an overview of DI's Tornado, go here: http://www.tornado2.com.
For everything DI's Tornado, go to: http://www.moodurian.com/tornado.
For more in-depth Tornado, you are welcome to join the Tornado Discord server here: https://discord.gg/c7uCDBG
The Discord server also has a PDF version of the full 332-paged user manual.
Make yourself at home and I am happy to meet another Tornado retro-gamer.  ;)

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on December 17, 2018, 08:10:58 AM
106.  No more "rotation of death" when player's Tornado is destroyed
Mod: Player can switch views even after player's Tornado is clobbered
By Frankie
Description: One of the worst things that can happen to you in Tornado is being shown the exit door when your Tornado is toast. Death and destruction come in many forms. For example, breaking up due to incorrect combination of wing-sweep and air speed, being caught in the blast hemisphere of a 1,00 pound General Purpose bomb at low level, collision with a friendly Tornado, struck by SAM, perforated by AAA, hit by enemy Air-To-Air missiles. The list is long, and they all have one thing in common. In each case, the "Rotating View of Death" kicks in like a huge BAMB!!! Seconds later, the player finds himself back at the menus. This after hours of hard work at the Mission Planner and blood, sweat and tears during a mission. What about the wingmen who were about to pound the enemy airfield moments before your Tornado went into its death throes? Do you get to see them unleash their ordnance? Nope. What about the target? Did the wingmen avenge your death by reducing the target to rubble? We will never know.

Until now.

(http://www.moodurian.com/tornado/images/Stricken.png)
Your Tornado may be out for the count, but the game still goes on!

What I have done in this mod is to modify the MODEL.ASM and VIEWS.ASM files so that even after your Tornado is out of commision, you can still hit the F5 (Drone) key to view your wingmen in action. The other view keys are also available. The only keys disabled are the engine, roll left, roll right, climb and dive keys. So your Tornado would be a control-less projectile emitting a trail of smoke and losing airspeed. Your Tornado would do a "Tom Hardy glides his stricken Spitfire down to the Dunkirk earth" thingy. I thought this would prolonging the game. You will be able to see your wingmen hitting their targets and observe the surrounding external objects long after you have come a cropper. To finally end a mission when you feel that you have had enough of the external visuals, hit Control+Q.

Let me know what you think.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on December 31, 2018, 07:17:41 PM
107.  Tornado death improved#1
Mod: No more irritating sound when Tornado dies
By Frankie
Description: This mod is an improvement over Mod#106. Mod#106 unfortunately gives out an irritating (very high-pitched and at a fast rate) attention-getter sound at the moment of death. In Mod#106, the gamer can silence the noise by hitting the apostrophe which cancels out the attention-getter. However this extra key to hit is irritating.

(http://www.moodurian.com/tornado/images/death01.png)
I crashed in the middle of the runaway. The Tornado deccelerated until it reached zero knots. Then silence.

I managed to locate the source of the bug and now when the Tornado dies, silence ensues once the engines give out. The latest FLIGHT.EXE file is attached. As in Mod#106, you can switch to other views even after your Tornado is kaput.

Regards
Frankie Kam

Update: I RE-uploaded the FLIGHT.EXE on 1st Jan 2019, 10:30pm UTC+8 to get rid of the morsecode sound which the previous FLIGHT.EXE would emit about one minute after a Tornado crash. So this version of the FLIGHT.EXE file has one less sound bug to content with.
Title: Re: Modding Tornado
Post by: Frankie on January 06, 2019, 06:15:26 PM
108.  Improved TAB Flight Plan Display (PLN) - shows AI plane location
Mod: TAB Flight Plan Display (PLN) now shows wingmen location with respect to waypoints
By Frankie

(http://www.moodurian.com/tornado/images/LargePLN.png)

Description: Previously, the TAB PLN only shows the player's Tornado location with respect to the mission waypoints. You could toggle the Drone View (F5) to see a wingman, but you could never know exactly where his plane was in relation to the waypoint references of mission flight plan/path.

Until now, that is. It has taken 26 years for this improvement. The solution is strikingly and surprisingly simple, and I will reveal how I did it at the end of this post.

With my mod however, NOW when you toggle the external view to show a wingman, or an AI plane, the TAB PLN will show the exact location of the plane currently being viewed. This has a striking effect in that it makes a multi-plane mission even more engaging. This mod enhances the multi-plane mission aspect of Tornado in that you now have visual feedback as to the exact location of a plane, at any moment in time, during a mission.

This new feature compliments the hard work spent at the Advanced Mission Planner, Tornado's greatest feature, in that you get the satisfaction of seeing the AI wingmen approach the targets exactly as planned. Below are some screenshots that give you a feel for the power of this mod. Best experienced by yourself by downloading the attached FLIGHT.EXE.

(http://www.moodurian.com/tornado/images/RefMapWaypoint-01.png)
My Tornado's stuck on the tarmac (Waypoint 'A') due to engine malfunction. What a disappointment!
Nevertheless, we can see the progress of the mission in the next few screens!

HOW TO. To get the TAB PLN is show up on screen as shown in the first screenshot above, hit the F1 key to go to Tracking View. Then hit the "[" key once for the TAB PLN to show up on the top-right of the screen. You can also hit the "]" key to toggle the displays until the TAB PLN shows up.

The next step is where the fun begins. Hit F5 and toggle among F5, Shift+F5 and F1. The exact location of the plane currently being viewed is represented by the small luminous circle that shows up on the TAB PLN display. You will see the location circle of each plane jump from location to location as you view your Tornado with F1 (Tracking view) and your wingmen with F5 (Drone views).

This mod will show you clearly the multidirectional approach of Tornados as they ingress the target. The best mission planning is where multiple Tornado enter the target area from different directions to confuse the enemy AAA. This mod shows the visual effect of this strategy in real time! My text description of this post does not do this effect justice. Best experienced by firing up Tornado using the latest modded FLIGHT.EXE file below.

(http://www.moodurian.com/tornado/images/RefMapWaypoint-02.png)
Wingman 1 is approaching the target (ingress).
He is ingressing from the north-west.

(http://www.moodurian.com/tornado/images/RefMapWaypoint-03.png)
Wingman 2 is closing in for the kill...
...he is ingressing from the south.

(http://www.moodurian.com/tornado/images/RefMapWaypoint-04.png)
Wingman 3 has just hit a target on the runaway with 1,000lb retarded bombs!

(http://www.moodurian.com/tornado/images/RefMapWaypoint-05.png)
Wingman 4 has exited the target area and is making for base with all engines firing.

(http://www.moodurian.com/tornado/images/RefMapWaypoint-06.png)
AI Plane (Tornado F3, ADV) is firing some Air-To-Air missles as it provides fighter cover for the mission.
The Tornado F3 is located near Waypoint J!

In each of the screenshots above, the location of the viewed plane is shown on the TAB PLN, with respect to the various waypoints. However, all waypoint paths,nodes and numeric data shown on the TAB PLN belong to the player's Tornado. Ideally, hitting F5 should shown each wingman's mission path - room for improvement!

Hope you find this feature useful. A DI Tornado first.

Cheers and best regards
Frankie Kam

P.S., this mod was surprisingly easy to do. All I did was to edit the file TAB.ASM. I replaced the code "M_VIEW" with "TMP_VIEW" in the procedure "RoutePlanDisp". It took me a long time to find this. Very satisfying to do this.

Update: I re-uploaded the FLIGHT.EXE file because the earlier uploaded file had a bug in that the range waypoint data (bottom-left of the PLN) was wrongly positioned. This has now been corrected.
Title: Re: Modding Tornado
Post by: Asid on January 06, 2019, 06:53:48 PM
 :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on January 19, 2019, 11:02:34 AM
109.  Lower Terrain Following Radar Ride Heights
Mod: Making the Tornado hug the terrain at lower heights.
By Frankie

Description: This mod allows you to fly at lower heights than 200 feet above ground level (AGL). Terrain-following radar (TFR) is an aerospace technology that allows a very-low-flying aircraft to automatically maintain a relatively constant altitude above ground level. It is sometimes referred-to as ground hugging or terrain hugging flight.

(http://www.moodurian.com/tornado/images/tornado_low_level_5209639354_182af0a5b9_z.jpg)
Bwlch middle shelf. Image by tobyjm, Nov 23rd 2010.
Source: https://www.flickr.com/photos/tobyjm/5209639354/

In DI's TORNADO simulation, you can select seven altitudes for terrain following mode: 200, 300, 400, 500, 750, 1000 and 1500 feet AGL. To fly nap-of-the-earth not below 200 feet AGL is not very realistic, given that during the First Gulf War in 1991, IDS Tornados flew missions at altitudes as low as 100 ft AGL (https://www.nytimes.com/1991/01/25/world/war-in-the-gulf-raf-british-pilots-risky-mission-low-level-raids-on-airfields.html). According to the Operation Chastise entry in Wikipedia, the RAF Lancasters of Squadron 617 "flew low, at about 100 ft (30 m) altitude, to avoid radar detection", with "bombing from an altitude of 60 feet (18 meters)". So flying TFR-aided at levels below 100 feet is not uncommon. In 1995, Heinz-Bernd Eggenstein, Basil Copeland and Eric Joiner of TCSC Associates released a Tornado Terrain Following Realism Patch (http://www.moodurian.com/tornado/tor/mods/t_ride_p.zip). The patch swapped the TFR's 1500 feet above ground level (AGL) setting for 100 feet.

In this mod, I modified the yellow-highlighted code of AVIONICS.ASM to use the 11(!) TFR heights of 35, 50, 90, 100, 120, 150, 200, 400, 600, 800 and 1000 feet AGL. To choose a TFR level, hit F9 (to activate the TFR), followed by the Up or Down Arrow key.

(http://www.moodurian.com/tornado/images/Ride01b.png)
The modified AVIONICS.ASM file.

(http://www.moodurian.com/tornado/images/Ride01c.png)
The modified AIRCRAFT.ASM file.

There are a few things to be careful of:

I have tested flying nap-of-the-earth with 90 and 100 feet AGL and above at a speed of 600 knots. The result is the Tornado faithfully hugs the ground. Choosing TFR heights of 35 or 50 feet AGL is more problematic as at certain points of the journey, depending on the steepness of the terrain, the Tornado's B-Risk indicator can light up and the Tonka will initiate an emergency pullup. Flying on relatively level ground at 35 or 50 feet AGL poses no problems for the Tornado's TFR.

I also modified EXTRNPAN to display the value of the TFRideAlt (TFR Ride Altitude) variable on the bottom status bar of an external view. This because once the gamer selects a TFR height, it times a few moments before the Tornado's actual altitude adjusts to match the ride height. The TFRideAlt value also serves as a visual feedback to the gamer as to which ride value he has selected.

(http://www.moodurian.com/tornado/images/Ride02.png)
Note the currently selected Ride Height (35Ft AGL) is shown on the status bar.
The current altitude of 306 feet is yet to match the selected TFR height of 35 feet AGL.

(http://www.moodurian.com/tornado/images/Ride03.png)
The actual altitude now matches the selected TFR height. Both show 35 feet AGL.
An extremely dangerous height to hug the terrain!

The gamer may choose to fly nap-of-the-earth at these two lowest levels, with afterburners fired up, in order to avoid SAM and enemy jet fighters. However one has to be extremely alert to avoid collisions or emergency pullups. Flying at 120 or 150 feet AGL is relatively safe, except for the taller office buildings. Safest is 200 feet AGL which Tornado-out-of-the-box's standard height.

https://youtu.be/Ya9eNCbdcp4
The TFR mod is action, showing the TFR ride height of 90 feet AGL being used most of the time.
Note: I used Kenneth "ICEMAN" Larsen's Tornado Time Compression TSR to speed up the real-time action. It can be found here (http://www.gamers.org/pub/archives/cactus/hitech-sim/programs/tornado/ttc10.zip).

Digital Integration's Tornado is the only DOS combat flight simulator, that I know of, that simulates Terrain-Following-Radar with various modes of autopilot. This attention to avionics authenticity sets it apart from all other DOS combat flight simulator. I hope this mod of mine will help to extend interest and enjoyment of playing this "Blast from the Past" simulation.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Asid on January 19, 2019, 11:17:46 PM
108.  Lower Terrain Following Radar Ride Heights
Mod: Making the Tornado hug the terrain at lower heights.
By Frankie

Some payware planes in flightsim struggle or fail with with the Terrain Follow Radar.


Nice work Frankie  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on January 20, 2019, 11:04:40 AM
Thanks for the encouragement Asid!
Title: Re: Modding Tornado
Post by: Frankie on January 21, 2019, 09:41:32 AM
110.  Pryotechnics
Mod: Adding fire effects
By Frankie

(http://www.moodurian.com/tornado/images/PICTURE_readers_digest_header.jpg)
Tornado Down illustration from Reader's Digest Magazine: September, 1993 Vol. 143, No. 857.
The fate of Tornado GR1, ZD791/BG, of No.15 Squadron on 17th January 1991 over Iragi airspace.

Description: Tornado out-of-the-box is lacking in the special effects department. For example, when a SAM explodes in mid-air, all you see is a puff of gray pixels (smoke effects). Likewise when a SAM ends up slamming into the ground, you will see a puff of smoke and a crater. What I have done is to add a fire effect to some of the game's visuals.

(http://www.moodurian.com/tornado/images/Burning0.PNG)
A SAM explodes behind the Tornado. Notice the yellow pixels surrounded by the gray pixels to the right of the image?


(http://www.moodurian.com/tornado/images/Burning1.PNG)
Tornado is a trail of flames. Not as dramatic as the firestorm that John Peters' and John Nichol's
Tornado was engulfed in as a result of being hit by a hand-held Iraqi Surface-To-Air Missile in 1991.


(http://www.moodurian.com/tornado/images/Burning2b.PNG)
The Tornado is dead. Hurtles to the ground, moments from impact. A dramatic scene.


(http://www.moodurian.com/tornado/images/Burning3.PNG)
Tornado burns in flames and smoke. All that is missing here is the fire crackling sound effects.


In addition, whenever the Tornado gets hit by AAA or SAM, some red flames are emitted. Here's how I did it.

(http://www.moodurian.com/tornado/images/BurningCode1.PNG)
I created a variant of RND_SMOKE_COL macro, named RND_SMOKE_FIRE_COL. The variant has the red colour constant.


(http://www.moodurian.com/tornado/images/BurningCode2.PNG)
In the InitGnd1 procedure, if the Tornado is destroyed and smoke is generated on the ground, make the initial smoke red.


(http://www.moodurian.com/tornado/images/BurningCode3.PNG)
In the InitAir procedure, make the initial smoke shape red.

Tornado is still getting better, visually. As always, I attach the latest FLIGHT.EXE file for your test flying.

Cheers and regards
Frankie Kam

Update: 21/1/2019
I decided to allow the initial ground smoke to be shown in either yellow or red - regardless of whether the Tornado is destroyed or not. I commented off my custome lines 253 to 257 of SMOKE.ASM. This makes for some interesting visuals. For example, the initial smoke generated from the following will now sport either yellow or red smoke, surrounded by the usual black smoke:
(1) Mauser cannon shells striking the ground
(2) craters smouldering
(3) ZSU-23-4 Shilka firing into the sky
(4) ROMB SA-8 firing into the sky
See the collage below.

(http://www.moodurian.com/tornado/images/various_fires.png)
Collage. Amazing what a dash of red and yellow colour will do for the visuals.

The result of this update is FLIGHT2.ZIP which contains FLIGHT2.EXE. You may use this executable - just download, unzip the Zip file's content and rename FLIGHT2.EXE as FLIGHT.EXE. Simple.

Update on 30/1/2019
I have also included a version of FLIGHT.EXE that incorporates the mods up to Mod#110 (this post) PLUS the increased number of trees mod. This version I have uploaded as FLIGHTT.EXE in this post. See the uploaded files section below. You will now see 3 executable files! The PLUS of FLIGHTT.EXE is that you will see more trees. The MINUS is I had to remove the almost all of the credits text (when you hit the "\" key) in order to free up more space that the additional trees demanded. To use FLIGHTT.EXE, just download it and rename to FLIGHT.EXE as usual.
Title: Re: Modding Tornado
Post by: Asid on January 21, 2019, 02:05:17 PM
The visual flames adds a lot to the immersion  :fire

Nice  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on January 29, 2019, 06:46:21 PM
Update on 30/1/2019

I have also included a version of FLIGHT.EXE that incorporates the mods up to Mod#110 (my previous post on 21st Jan 2019) PLUS the increased number of trees mod. This hybrid version of Mod#110, I have uploaded as FLIGHTT.EXE. See the attached file named FLIGHTT.EXE below.

(http://www.moodurian.com/tornado/images/rushoftrees.png)
Run from DOSBox prompt as: C:\TORNADO\TORNADO\FLIGHT\flight /a /av500 /az90 /sb
(start in flight, speed is 500knots, fly at 90 feet above ground level and put on SoundBlaster!

The advantange of FLIGHTT.EXE is that you will see more trees than the stock Tornado! The disadvantages are some trees on roads(!) and I had to remove the almost all of the credits text (when you hit the "\" key) in order to free up more space that the additional trees demanded.

To use FLIGHTT.EXE, just download it and rename to FLIGHT.EXE as usual.

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Asid on January 29, 2019, 08:01:00 PM
Nice one Frankie  :thumbsup


(https://i.pinimg.com/originals/9f/21/45/9f21451e862aae5a72bb18a0518750f8.jpg)
Title: Re: Modding Tornado
Post by: Frankie on January 30, 2019, 11:47:24 PM
Hi.

(http://www.moodurian.com/tornado/images/TornadoLowLevelMachLoop.jpg)
Tornado GR4 from RAF Marham conducting a low-level training sortie. Credit: Defence Images
Reference: https://www.flickr.com/photos/defenceimages/27226982378


My post on 30/1/2019 with the tree-mod embedded code, has a problem in that in Map 1, Mission 5 "IDS: Supply Choke Points", there is a cluster of trees smack on the runway!

So to correct this, I have combined the tree mods of ...
http://dogsofwarvu.com/forum/index.php/topic,5046.msg31719.html#msg31719
http://dogsofwarvu.com/forum/index.php/topic,5046.msg29189.html#msg29189
http://dogsofwarvu.com/forum/index.php/topic,5046.msg29012.html#msg29012

..plus all the latest changes as of 30/1/2019, resulting in a MOST STABLE TREE MOD MASHUP I can come up with. This time, the runways are clear of trees. You will still encounter some trees on the roads. So unless you like to land your Tornado on a road, you should have no problem using this stable tree mashup mod.

(http://www.moodurian.com/tornado/images/TornadoLowLevelTreeModMashup.png)
Tree Mod Mashup in action. Low level action is best seen with 3000 DOSBox cycles. Don't we just love 1990 graphics?

I now give you TWO variants of the latest FLIGHT.EXE:
(1) FLIGHT.EXE  - latest executable minus stable tree mods
(2) FLIGHTT.EXE - latest executable WITH stable tree mods
To use FLIGHTT.EXE, download it and rename it to FLIGHT.EXE and then store it inside Tornado installation sub-folder of "C:\TORNADO\TORNADO\FLIGHT" on your hard drive.

I also attach the modified binary map file that solves the "tree cluster in Warzone2's Mission 3"problem. Download and copy the file "TREE3.BIN" inside your Tornado installation sub-folder of "C:\TORNADO\TORNADO\AMP\MAP3" on your hard drive.

(http://www.moodurian.com/tornado/images/MoreTreesWow.png)
TIALD view at 30,000 feet shows more trees (compared to vanilla Tornado) than you can shake a stick at.

ALL THREE FILES are stored inside the attached ZIP file named FLIGHT.ZIP.

Hope this helps. Enjoy the latest mods and the trees rush feeling!

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Speedwagon on January 31, 2019, 12:08:29 AM
Nice work, Frankie. Thanks for providing us with both options. To me, the more trees the better! Especially since you added the additional colors to them.

As for trees on the roads I just consider that the same as vehicles, bomb craters, etc. that would make landing a challenge.

Cheers, mate!
Title: Re: Modding Tornado
Post by: Frankie on January 31, 2019, 02:04:35 AM
You are most welcome. Having trees on the runway, however, wouldn't go down well with the Ministry of Defense! :-)
Title: Re: Modding Tornado
Post by: Speedwagon on February 01, 2019, 03:03:53 AM
Just clear a path with the Mauser on short final for landing.   :thumbsup
Title: Re: Modding Tornado
Post by: Tom N on February 01, 2019, 08:29:28 AM
So far great mods!

However, the IR-Missile-threat-deactivated-when-no-fuel-left - cheat still is active ;-)

Frankie, I've got a task for you to modify something shown in the HUD.
It's only visible while in air-radar-mode when you lock onto an enemy CAP-fighter (which is above 10000 feet). It may be confsing for fresh gamers and is still irritating for other sim-players like me.

Some pictures and speed examples:
when you lock onto the Mi-24 "Hind" it shows a speed of 160 (kn IAS = indicated air speed)
when you lock onto those 2 planes around allied airfield "A" in free flight mode of the Simulator Missions,
 it shows a speed of 221 (knots IAS)
when you lock onto the enemy AWACS at around 36000 feet it shows a speed of 240 knots IAS

NOW: when you get that "AC" alarm on your radar warning receiver (RWR) on the right side above of your engine readings and you lock onto that CAP-fighter changing course and increasing speed
your heart might drop, because the speed shown is above 400 (?) and steady-blitz-like increases to MORE THAN 900 (?).

The "?" must be the mach numbers of true air speed, because that enemy fighter otherwise would lick the Tornado nose in about a second you locked onto that one.
So all CAPable air-to-air-fighters (3 types) are speed indicator faulty, somehow.

So the holy quest would be: Can you modify that one?
It's so out of order, but still works oddly ;-)


The autopilot height modification is a huge feat, really!!!
You did one of the best mods there!

(Notice that your e-scope alert lamp at the bottom left corner of the terrain following radar screen permanently flashes at the two lowest height settings now at level flight alone; that alert lamp shows autopilot selfshuttingdown sequence about to initiate, because of overwhelming flight conditions, the autopilot then would be pull up the Tornado's nose in a last effort before selfcancelling, you get that situation when flying fast and low above really rocky terrain)
Title: Re: Modding Tornado
Post by: Frankie on February 01, 2019, 02:42:56 PM
111.  Improved status bar with informative autopilot code.
Mod: I reformatted the bottom status bar and made it more informative, especially when the gamer is in the external views.
By Frankie

Description: The bottom status bar now sports a redesigned text look. It also has autopilot mode information built in. The main reason I created this mod is because when I am in an external view (Tracking View, Reverse View, Fly-By View, Spectator View), I usually forget which Autopilot mode has been enabled. So rather than having to hit the Home or PgUp keys to see which Autopilot mode I am currently engaged, now when I am in an external mode, a letter code gives me the information I need.

Here is my take on the new status bar:

(http://www.moodurian.com/tornado/images/ImprovedStatusBar.png)

When the True Radar Altitude (TRA, see appendix) value dips below 5,000 feet, the color changes from cyan to red. This is already in vanilla Tornado. What is different in this mod is I have appended an Autopilot Mode letter code to the TRA.

The altitude value is preceded by a single letter code. The letter represents the Autopilot mode.
LetterAutopilot mode
MAutopilot off (manual)
ASpeed/height Acquired mode
TTrack mode
RTerrain Following Radar (ride) mode

I have also respaced and reworded most of the text along the status bar. I have uploaded two versions of the FLIGHT.EXE. One with the tree mod built-in (FLIGHTT.EXE) and another without the extra trees frills (FLIGHT.EXE). Both files are inside the attached FLIGHT.ZIP file.

Cheers
Frankie Kam

APPENDIX
the True Radar Altitude can be measured using a radar altimeter (or "absolute altimeter"). Also referred to as "radar height" or feet/metres above ground level (AGL). True altitude is the actual elevation above mean sea level. It is indicated altitude corrected for non-standard temperature and pressure. Source: https://en.m.wikipedia.org/wiki/Altitude (https://en.m.wikipedia.org/wiki/Altitude)
Title: Re: Modding Tornado
Post by: Speedwagon on February 01, 2019, 11:41:33 PM
Frankie, nice ideas for improving the status bar. You’re really on to something good here. Just took it for a test flight.

Observations:

1. There is major "gotcha" that needs attention (see suggestions below). To see it, set up the autopilot to track (F7) to any waypoint and terrain follow (F9) at any ride height. The first "Free Flight (Airborne)" simulator mission is perfect for this. Hit F1 for Track view and note the ALT and TFR readouts. Now press F9 again, simulating this happens by accident in the heat of battle. This will change the altitude hold to ACQR (acquired). However in Track view nothing changes in the status bar to indicate that terrain following is no longer active. We’re in for a nasty surprise when we get to the next hill.

2. The term “True Radar Altitude” in your graphic is a bit confusing since the ALT readout serves two purposes. The readout is barometric altitude while we are flying 5000 feet or more above sea level. Below that altitude the readout switches to radar altitude above the ground.

3. It’s also important to distinguish that ALT is an actual readout of altitude (barometric or radar) whereas TFR is only a display of selected Ride Height and not an actual readout of radar altitude.

Suggestions:

1. To emphasize #3 above, change TFR= to RIDE=. And the RIDE readout should be active only when the autopilot is terrain following. Otherwise the readout should say OFF to highlight that TF is not engaged. (If OFF is not possible then perhaps 0000 or ----.)

2. To emphasize the autopilot mode remove it from the ALT readout and create a dedicated readout for it: AP=. I’d suggest putting it between the ALT and RIDE readouts so it’s front and center on the status bar. The options could closely match those shown on the MFD and also color coded:

TRK - autopilot is tracking to waypoint
A/H - autopilot is holding altitude and heading (altitude can be barometric or radar)
OFF - pilot is manually flying

Note that I’ve left out terrain following as a mode for two reasons. First, it’s status would be more properly displayed by the RIDE readout. Second, terrain following is somewhat of a submode since it can be active in both TRK and A/H modes of the autopilot.

3. To free up characters for these changes I’d suggest:

   a. Eliminate ^ symbol for ALT and TFR
   b. Eliminate ^/M symbol for VSI
   c. Shorten the SPD unit to KT
   d. Shorten the FL unit to LB
   e. Shorten the VSI readout to five digits

4. Since I can visually see the roll angle several ways in Track view I don’t see the value of the RL readout. I’ll put in a vote to restore this to a heading readout instead.

More feedback if I think of anything else.

Cheers!
Title: Re: Modding Tornado
Post by: Frankie on February 02, 2019, 01:40:05 AM
Working on it. Tinkering away....Tinker. Tailor. Soldier. Spy.

WIP1.
(http://www.moodurian.com/tornado/images/WIP-01b.png)
VSI readout reduced to 5 digits (check!), KT (check!), LB (check!) and RIDE label used (check!)

More soon.

SPECIFICATIONS CHECKLIST (Green means done!)

1. Terrain Following status to be displayed by the RIDE readout.
   1.1. Change TFR= to RIDE=
   1.2. RIDE readout should be active only when the autopilot is terrain following
   1.3. RIDE readout should say OFF (or 0000) if TF is not engaged
   1.4. When Terrain Following is active in either TRK and A/H modes, colour code the readout

2. Autopilot Mode
   2.1. Remove Autopilot Mode code  from the ALT readout
   2.2. Create a dedicated Autopilot Mode readout AP= positioned between the ALT and RIDE readouts
   2.3. AP= values:
          2.3.1 TRK - autopilot is tracking to waypoint
          2.3.2 A/H - autopilot is holding altitude and heading (altitude can be barometric or radar)
          2.3.3 OFF - pilot is manually flying
          2.3.4 AP = values to be colour coded

3. To free up characters for the status bar,
   3.1. Eliminate ^ symbol for ALT and TFR
   3.2. Eliminate ^/M symbol for VSI
   3.3. Shorten the SPD unit to KT
   3.4. Shorten the FL unit to LB
   3.5. Shorten the VSI readout to five digits
Title: Re: Modding Tornado
Post by: Speedwagon on February 02, 2019, 05:16:24 AM
Tinkering away...nice one!

Looking good mate. Geez you work fast.
Title: Re: Modding Tornado
Post by: Frankie on February 02, 2019, 08:48:52 AM
Hi Speedwagon

Prototype. Still a bit buggy. But the idea is there. I couldn't do the "show RIDE value only when TFR is enabled" thingy as it was quite complicated, but this FLIGHT.EXE will act as a good discussion and testing point. See attached FLIGHT.EXE. I am also attaching the EXTRNPAN.ASM source file as a record. It is the main file that controls the way the status bar looks and works.

Update (5 hours after my post above)
More progress. The hardest part is dealing with the F9 key which, when the Tornado is already in Track Acquire mode (F7), toggle between ALT_ACQUIRE and ALT_TF! This is the submode which you mentioned. Tinkering away.....

Update again (20 minutes after my previous update)
I managed to solve the submodes toggle between ALT_ACQUIRE and ALT_TF when F9 key is pressed, whilst in Track Acquire mode (F7)! I am attaching the latest EXTRNPAN.ASM source file for the record.

The latest FLIGHT.EXE is also attached as always. Please see the attached file FLIGHT.ZIP which contains:
1. Latest FLIGHTT.EXE with trees mod - caveat: the tree mod causes your Tornado to flicker at times.
2. Latest FLIGHT.EXE with vanilla (standard) trees - i.e., without the tree mod, and with NO any flicker problems

Prepare to be have your socks knocked off.

Yet another update (an hour after my last update)!
I managed to solve the colour coding of the various Autopilot Modes.

I am uploading the latest FLIGHT.EXE and FLIGHTT.EXE files. Please see the attached zip file named FLIGHT_AP_COLOR_CODED2.zip. I hope you have coloured socks in your wardrobe because I guarantee you that YOUR SOCKS WILL BE KNOCKED OFF!

Regards
Frankie Kam

APPENDIX
How to test this Status Bar mod:
1. Once you are in the Pilot cockpit, hit F1 to go to external Tracking View.
2. Hit the "[" key twice - you should see the "AFDS THROT" MFD at the top left of your screen.
3. Play around the Esc, F6, F7, F8 and F9 keys. Observe the "AFDS THROT" MFD and your bottun status bar. They should synchronise!
4. Hit F7, F8, F9 and then reverse the order with F8, F7.
5. Play around with Track submodes by first hitting F7, followed by F9 repeatedly - you should toggle between "A&H" and "TFR".
6. Try the Approach autopilot! When you are approaching the landing beam of a runway, hit the F6 key.

Have fun!
Title: Re: Modding Tornado
Post by: Speedwagon on February 02, 2019, 04:20:28 PM
Hi Frankie,

Yup, the socks are off…wow. First thing I notice is how clean the status bar looks. Very easy to read.

I really like the “toggle” you’ve created between RIDE= and ACQR= depending upon the autopilot mode! Makes this readout even more valuable since it now shows the desired altitude for both conditions. And it removes the need to color code RED when terrain following is OFF (unless you think we could/should). An elegant design solution for a complicated coding challenge. Well done!

I realize this is still in prototype so I’m just noting here that:

* The SPD readout appears to be inoperable
* When the autopilot is in TRACK mode the AP readout doesn’t show TRK

Discovered something interesting about the F9 key. When the autopilot is in TRACK mode you can switch terrain following ON and OFF with F9. However in ALT/HDG mode you can only use F9 to switch terrain following ON. If you want to switch back to ACQR you have to use F8. A safety lockout of sorts I guess. This appears to be an original design feature of the game that I never knew before.

Thanks for all your time doing this, Frankie. You do an amazing job of not only incorporating these kinds of ideas but finding ways to make them even better. Your improvements to the status bar are increasing the power of all the external views. Bravo!

Aloha,
SW
Title: Re: Modding Tornado
Post by: Speedwagon on February 02, 2019, 04:37:45 PM
Just read your last update...thanks for the PM. The Techs are loading the new s/w now and we should be in the air shortly...
Title: Re: Modding Tornado
Post by: Frankie on February 02, 2019, 04:44:19 PM
Hi SpeedWagon

Thanks for taking the time to test this! ;-)

>* The SPD readout appears to be inoperable
>* When the autopilot is in TRACK mode the AP readout doesn’t show TRK
>

The SPD readout now works. Previously I used it to show the AUTO_MODE values. So when you hit the F7, F8 and F9 keys, the SPD readout would show 2, 4, 8 (something like that) which are the indices of the three autopilot modes. Yes, right after I uploaded the first prototype, I realised that the TRK wasn't displaying. Now solved. The executable you were testing was most probably the first FLIGHT.EXE that I uploaded. It has been replaced about 4 to 5 times since then. The current (latest) FLIGHT.EXE and FLIGHTT.EXE files that reside inside the uploaded FLIGHT_AP_COLOR_CODED2.zip now work fine.

I never understood about the submodes thingy until I tested the FLIGHT.EXE. Lo and behold, when in Track Autpiot, hittin F9 toggles between the Acquired Autopilot and the Terrain Following Radar Autopilot! I never knew that, and now I see it visually.

As for the ROL (roll) readout, it was a feature requested by TomN who specialises in landing the Tornado on roads, zero fuel as in a glider would land and in extreme crosswinds. He needed the roll degree readout so that (I think), he could make fine banking adjustments even if the Tornado was zoomed way far out from his view. So for now, I think the ROL readout is functional and can remain.

Regards
Frankie Kam
Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on February 02, 2019, 05:20:27 PM
112.  Enhanced status bar with Autopilot data for external views
Mod: The status bar is now embedded with autopilot state/status feedback
By Frankie

Description: This improves status bar gives the gamer visual feedback of FIVE autopilot modes whilst in external view.
AUTO_OFF-Off (Manual)
AUTO_APPROACH-Approach (Auto-Land)
AUTO_TRACK-Track Acquire (fly to next waypoint)
AUTO_HOLD-altitude and heading hold
AUTO_TF-Terrain Follow

So now you can enjoy the external views more and need not switch to the cockpit view so often. Here's what the mod has given to the Tornado simulation.

(http://www.moodurian.com/tornado/images/ap00.png)
Autopilot is off. On manual flying. Not for the faint of heart!


(http://www.moodurian.com/tornado/images/ap01.png)
Track Autopilot with altitude and heading acquired submode.
AP=TRK and ACQR=1000 means the Tonka will fly automatically at fixed altitude as it tracks the flight path.


(http://www.moodurian.com/tornado/images/ap02.png)
Track Autopilot with Terrain Following Radar (Ride) submode.
AP=TRK means the Tonka will twist and turn its way as it follows its flight path automatically.
RIDE=200 means the Tonka is skimming the earth at a height of 200 feet above ground.


(http://www.moodurian.com/tornado/images/ap03.png)
Track Autopilot with Terrain Following Radar (Ride) submode.
AP=TFR and RIDE=200 means the Tonka is at a constant heading, and riding the earth at 200 feet above ground.

(http://www.moodurian.com/tornado/images/ap04.png)
Acquired Altitude and Heading autopilot.
AP=A/H and ACQR=3000 means the Tonka is flying in a constant heading, and at height of 300 feet above ground.


(http://www.moodurian.com/tornado/images/ap05.png)
AP=APR and ALT=AUTO means the Tonka is on landing Approach Autopilot mode.
Its angle of descent follows the glideslope provided the glidescope crosshairs are properly aligned.


Enjoy.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Speedwagon on February 03, 2019, 02:52:25 AM
The info you've added to these exterior views is just amazing. One of your best mods yet. Opens up a whole new way to play Tornado. Well done.

The ALT readout is perfect -- all digits in blue 5000 ft and above sea level, below that switching to amber with prefix R for radar altitude above ground. I sent you an email with some additional ideas to tweak display of autopilot as well as autothrottle status. Adding AP=APR and ALT=AUTO for landing is excellent. I did find one bug in this mode -- details also in the email.

No worries on the RL readout. Just putting in my two cents. I need to try some of TomN's landings so I can put it to good use!

And you were about ready to head off into the sunset...LOL

Title: Re: Modding Tornado
Post by: Tom N on February 03, 2019, 05:34:13 PM
Okay, here some numbers about the speeds, testing it in the ADV-Tornado CAP-fighter, but first for the enemy:

In a video flying a 12minute campaign struggling with 3 enemy CAP interceptors, there is this situation at 6:08 --> an enemy fighter accelerates from 510 kts (that's already mach 1.0 !!! ) to 650 kts at an average height of 15000ft in just 10 seconds

(615kts is the brim for reaching 1.3 mach; 675kts is the threshold to 1.4 mach in that height, roundabout --  that aforementioned leaping from a cozy speed of 500 kts to over 800 kts might be displayed in lower heights for IAS "behavior" is that way, higher numbers (just IAS, not mach or true airspeed) to reach nearer to the ground)

https://www.youtube.com/watch?v=9fi2OO7imu4&t=1s

The Tornado ADV (10 missiles, 11000 lbs of fuel) under same circumstances starting with mach 1.0 / 510 kts at 15000ft speeding up for 10 seconds ends at barely 560 kts.

Same condition (510 kts, 15000ft height, 10 seconds aceleration) but jettisoned everything except 1000 lbs of fuel gets the Tornado to a speed of 570 kts with roughly 250 lbs fuel left ;-) .

Are the engines of the Tornado really that weak compared to MiG-31s, Su-27s?

Data:
Su-27 thrust power 2x 122.5 kN, at average weight of ca. 25000 kg
MiG-31 thrust power 2x 152 kN at average weight of maybe 30000kg

-- Tornado ADV thrust power 2x 73kN at an average weight of maybe 20000kg --

So, oh, uhm, might be all right, I'm a bit baffled there about the acceleration weakness of the Tornado then.
Those awe-inspiring feats of the sowjet interceptors might be very true, now having collected all that data. I'm sorry for the bothering,
but it seemed always so out of fairness, facing enemy interceptors that can get aggressive and ready to just leap in your face in an instant.

Quest cancelled :-(,
or maybe you modify speed indications to be more precise (mach numbers with more digits in HUD, toggle speed display there with "alt"+"H")
Title: Re: Modding Tornado
Post by: Frankie on February 03, 2019, 06:07:23 PM
Hi TomN

Specifications (Su-27SK) Maximum speed: At altitude: Mach 2.35 (2,500 km/h, 1,550 mph) At sea level: Mach 1.13 (1,400 km/h, 870 mph). Source: https://en.wikipedia.org/wiki/Sukhoi_Su-27

The MiG-25's speed was limited to Mach 2.83, but it could reach a maximum speed of Mach 3.2 or more with the risk of engine damage. ... The MiG-31 airframe comprises 49% arc-welded nickel steel, 33% light metal alloy, 16% titanium and 2% composites.[30] Its D30-F6 jet engines, each rated at 152 kN thrust, allow a maximum speed of Mach 1.23 at low altitude. High-altitude speed is temperature-redlined to Mach 2.83 – the thrust-to-drag ratio is sufficient for speeds in excess of Mach 3, but such speeds pose unacceptable hazards to engine and airframe life in routine use. Source: https://en.wikipedia.org/wiki/Mikoyan_MiG-31

Hope this helps. The Tornado IDS is the meat of DI's simulation. The Tornado ADV missions are also fun and a welcome change from the mud-moving ones, but the Tornado ADV manuevers like a pig when it comes to Air To Air combat.

Frankie
Title: Re: Modding Tornado
Post by: Tom N on February 03, 2019, 06:26:46 PM
So that's it then,

either flying low in the mud through all the AAAs and SAMs (in the books there were loads of more AAA sites and tanks and Iraqi airfields, the amounts of SAMs and AAAs need to be doubled at least in this game! (next mod quest ^^) )

or flying high to grab a companion/ witness (enemy CAP fighter).

Dive bombing is REALLY accurate, while LOFT bombing certainly is not at all,
I'm not aware of how close together those aircraft shelters for the 8 would-be-scattering general purpose bombs were.

It's also a "wow" about those Su and MiG speeds, they really CAN outwit a missile by flying high speed turns to make missiles' steering crazy.

There never was a warning label on the CD about superior enemy aircrafts, incoming within half a minute.
Just:
"Fly with your Navigator at day and at night several missions. Drop laserguided bombs, which grant high accuracy. Try staying on top against all enemies. Though caution: enemy interceptor at 12 o'clock."
Title: Re: Modding Tornado
Post by: Speedwagon on February 04, 2019, 03:59:00 AM
Hi Tom,

I watched your video and see what you mean about the acceleration rates shown by the RASH readouts on the HUD. You're asking some very interesting performance questions. Since DI has always done a sterling job with flight modelling I'm really curious about the accuracy of those used for enemy aircraft in Tornado.

Obviously many factors influence acceleration rates but a good place to start is a comparison of thrust-to-weight ratios (that is, engine thrust / aircraft weight). Here are some references I've been exploring:

Short primer from NASA: https://www.grc.nasa.gov/www/k-12/airplane/fwrat.html

List of thrust-to-weight ratios: https://world-defense.com/threads/thrust-to-weight-ratios-of-all-fighter-planes.1316/

Higher thrust-to-weight ratios equal higher acceleration and climb rates. Ratios greater than 1.0 allow vertical climbs. Here is a comparison of fighter/interceptors modeled in the game (number in parentheses is percentage above F3 ADV value):

Mig-31M    1.30    (+56%)
Su-27S      1.26    (+52%)
Mig-29M    1.19    (+43%)
F3 ADV      0.83

Clearly the F3 is at a serious disadvantage right out of the gate. This has always been acknowledged by the designers and overcome by aircrews using good tactics with multiple aircraft. Unfortunately in the game we are always fighting solo in the ADV so our tactics are somewhat limited.

In addition to this ratio the aerodynamic design of each aircraft is a major factor as to how quickly it can be maneuvered to an advantage. Maximum speeds, G-loads, rate-of-climb, turn rates, and service ceiling are just some of the items to consider. Some good info here (use Search button for aircraft thumbnails):

Aircraft info: https://www.fighter-planes.com/

I realize this doesn't directly answer your questions, such as "can any of these aircraft accelerate in straight-and-level flight from 510 KIAS to 650 KIAS in 10 seconds at 15,000 feet"? We'll most likely need some math for that. I'm going to see what I can find along those lines next.

Cheers,
SW

Title: Re: Modding Tornado
Post by: Speedwagon on February 04, 2019, 06:32:28 AM
Hi Tom,

OK, here's my attempt at a rudimentary start with help from Sir Newton: https://www.wikihow.com/Calculate-Acceleration

1. First we'll calculate average acceleration of the aircraft you had locked up on the radar:

∆v / ∆t = a

(650 kts - 510 kts) / 10 sec = (334 m/s - 262 m/s) / 10 sec = (72 m/s) / 10 sec = 7.2 m/s/s

2. Next we'll calculate the acceleration capability of each aircraft using the data you provided in your post:

F / m = a

             Thrust       Weight
Su-27    245 kN  /  25000 kg =   9.8 m/s/s

Mig-31   304 kN  /  30000 kg = 10.1 m/s/s

F3 ADV  146 kN  /  20000 kg =   7.3 m/s/s

3. By these figures it appears that even the F3 can pull off that kind of acceleration. However, that's not what you saw in the game:

∆v / ∆t = a

(560 kts - 510 kts) / 10 sec = (288 m/s - 262 m/s) / 10 sec = (26 m/s) / 10 sec = 2.6 m/s/s

4. Seems that calculating acceleration over time is not that simple, due to factors like excess thrust, fuel burn and increased drag, as detailed here: https://www.grc.nasa.gov/www/k-12/airplane/exthrst.html

"If the excess thrust and the mass remain constant, the basic equation of motion can be easily solved for the velocity and displacement as a function of time. This equation can be used only if the force (and the acceleration) are constant. Unfortunately for aircraft, drag is a function of the square of the velocity. So we can assume a constant force for only a very small amount of time. To solve the actual equations of motion for an aircraft, we must use calculus and integrate the equations of motion, either analytically or numerically."

Without getting into equations with calculus, do our simple calculations in step 2 hint at enough "excess thrust" for the Su-27 and Mig-31 to accelerate as you saw in the game? We still don't have direct answers but perhaps we're a step closer?

Regards,
SW
Title: Re: Modding Tornado
Post by: Frankie on February 04, 2019, 06:56:03 AM
113.  Power Status Bar
Mod: The status bar is now multifunctional, gives better avionics awareness in external views, and is suited for both day and night missions. Formatting has been improved and the text displayed is consistent with the in-game's AFDS MFD data terminology.
By Frankie

Here is the Chinese New Year 2019 Tornado mod! It's the eve of the Lunar New Year (aka Chinese New Year), which means a family reunion in a couple of hours! I am releasing this ENHANCEMENT to all Tornado aficionados for testing purposes. This mod will give you more avionics data at your fingertips, especially when you spend lots of time in the external modes. Either enjoying the scenery, hunting down enemy vehicles, or evading SAM and AAA.

Here are some screenshots to whet your appetite.

(http://www.moodurian.com/tornado/images/cny01.png)
Informative Power Status Bar with data at the Tornado gamer's disposal.

(http://www.moodurian.com/tornado/images/cny02.png)
Night time? The colours change from day colours to night colours to accomodate easy reading.

This mod has the following enhancements (too many to list down, but SpeedWagon knows what it is all about):

1. Enhanced status bar, christened the Power Status Bar, that shows the statuses and visual feedback of
    a. Autopilot modes (F6, F7, F8, F9)
    b. Autothrottle modes (F10)
2. Power Status Bar is colour-enabled for Day and Night for easy viewing of data
3. Power Status Bar appears in ALL external views for additional information awareness of avionics

(http://www.moodurian.com/tornado/images/cny03.png)
NVG screen with the Power Status Bar.

(http://www.moodurian.com/tornado/images/cny04.png)
Power Status Bar is available in ALL full-screen modes of Tornado (TIALD full-screen view is shown).

I have attached the latest FLIGHT.EXE - 593 KB (607,488 bytes).

Test and enjoy!
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on February 04, 2019, 07:27:35 PM
This is an improvement of Mod#113. This version's code is MUCH smaller and its EXTRNPAN.ASM code is more elegant and optimised.

IMPROVEMENT OF MOD#113 SCREENSHOTS
(http://www.moodurian.com/tornado/images/optimised1.png)
Day screenshot.

(http://www.moodurian.com/tornado/images/optimised2.png)
Night screenshot.

The Power Status Bar is best experienced by playing the Tornado simulation with a 19' or 21' or more sized monitor.

This improvement over Mod113 uses a built in palette convertor to change some of the bar's colours from day time to night time colors. However most of the colours from Mod#113 are brought over to the improvement code. The main difference is the code of the improvement is vastly smaller and easier to maintain over time. The FLIGHT.EXE and EXTRNPAN.ASM files are in the attachment section of this post.

Compare the 2 sets of screenshots with Mod#13 below.

MOD#113 SCREENSHOTS
(http://www.moodurian.com/tornado/images/manualCodeLessElegant1BlueBar.png)
Day screenshot from Mod113

(http://www.moodurian.com/tornado/images/manualCodeLessElegant1BlueBar2.png)
Night screenshot from Mod113.

Mod113 sports a nice RAF-type blue status bar. Unfortunately I am not able to make the auto-conversion of Day time colours into night time colours to replicate the color scheme of Mod113's status bar.

The source code of Mod113 is very convoluted and complicated, making it very difficult to make changes in future. I created data structures just to handle the night colour scheme of its status bar, only to realise later that Matt Smith and Kevin Bezant had an elegant solution to changing the day colors into night automatically. So the EXTRNPAN.ASM file of Mod113 is bloated and, in my opinion, poorly coded. The FLIGHT.EXE and EXTRNPAN.ASM files of Mod#113 are in the attachment section of my previous post.

Have a great day.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Tom N on February 04, 2019, 08:55:50 PM
Thank you very much, Speedwagon!
You provided the basic formulas, very well, very good!

But for v/t we need SI-units
https://en.wikipedia.org/wiki/International_System_of_Units
4th EDIT --> sorry, I realized too late, that you already did the right thing about using m/s values, just used IAS instead of TAS.

factor for mach 1 = 1235km/h = 343m/s (I used the google search line for those calculations)
and i used (just now EDIT 3rd and last ^^) a true airspeed calculator
( http://www.csgnetwork.com/tasinfocalc.html )
to calculate 650 kts IAS into 845 kts TAS and 510 kts IAS into 663 kts TAS
so it is not 650 knots - 510 knots, rather (1565km/h[435m/s] - 1228km/h[341m/s])  / 10s
= 94/10 (m/(s*s)) = ~ 9,4 m/(s^2) [2nd EDIT: that's nearly the value of earth's gravitational acceleration, holy s#&§ !]

and 304'000N for the Mig-31 with 30000kg ==> 304000 kg*m(/s^2) / 30000kg (result is correct)

I suggest we move this to a special thread (called "technical data and numbers" or similar) to keep this thread clear to Frankie's update announcements.

The data (already) collected might be useful for finding (editing) these lines in the code again
[EDIT 1st: IF necessary at all]

this includes the early posts by me:
- times to use up fuel from 10720 lbs to 0 lbs for 100% engine use + afterburners, then for 100% engine
thrust only , then for 63% idle thrust
- time intervals the SAM launches missiles at you while using ECM and without ECM
Title: Re: Modding Tornado
Post by: Speedwagon on February 04, 2019, 11:54:43 PM
Hello gents!

Frankie: Before I forget to say it -- Happy Chinese New Year! I hope you have (or had if I'm too late) a great celebration with your family. Can't wait to fire up the improved Mod #113. You can be really proud of this one. One of your best yet.

Tom: Good points in your post and the new thread is a great idea, thanks for starting it. I'll drop in shortly to help continue the research!

Aloha,
Mike

Title: Re: Modding Tornado
Post by: Frankie on February 06, 2019, 04:05:01 AM
Hi Speedwagon

Many thanks for the CNY greeting.

regard
Frankie
Title: Re: Modding Tornado
Post by: Frankie on April 23, 2019, 06:25:42 PM
114-121.  Tornado Easter SuperMod
Mod: This is a compilation of various mods created over a period of three months (February to April 2019). The external views' Status Bar has been greatly enhanced to improve gamer risk assessment. Drone readout data is also shown. Plus a nice Credits Window is now shown.
By Frankie and Speedwagon

I thought I'd share the mods work that I have done over the past three months(!).  Many thanks to Speedwagon for much valuable input for many of these enhancements, especially the Status Bar readouts look and feel.

1. Brought Back Graphics Configuration Controls
Added Keys 2 (Ground texture on/off), 3 (Hill texture on/off), 4 (Clouds on/off), 5 (Graduated horizon on/off) and 6 (Ironwork on/off) to the Pilot View (Home key).

(http://www.moodurian.com/tornado/images/good01.png)
You can now toggle off standard graphics to cater for (really) slower retro PCs


2. Redesigned Kneeboard View (Numlock)
Added Keys 3 (Knots/Mach toggle), 4 (Heading/Roll toggle), 5 (Fuel balance/VAPP toggle), 6 (Drone type/side 4-way toggle), 7 (Horizon level/tilt toggle), 8 (Sound 3-way toggle and 9 (Main/Auxillary status bar toggle) options. These keys change the data displayed on the bottom status bar of the external views. Also added static information on the wingsweep speed limits.

(http://www.moodurian.com/tornado/images/good02.png)
Use this Kneeboard view as a help to the status bar information toggle keys,
and to remind yourself of wingsweep speed limits


3. Drone View Status Bar
Activate by hitting F5 (Drone view) followed by the 9 key. The Drone View status bar will come into view. You will see the following data: Count of Drone Tornado aircraft (maximum 8, i.e., 'B' to 'I'), Current Aircraft letter ('A' to 'I'), Aircraft status based on colour (Blue=airborne, Green=landed/taxing, Red=destroyed), Indicated Air Speed (IAS), Heading (HDG), Altitude (ALT), Range (RNG) from the player's own Tornado, and Aircraft make (e.g., F3, GR4, etc.). Use the bar in tandem with the Flight Waypoint window to enhance gameplay.

(http://www.moodurian.com/tornado/images/good03_.png)
The new Drone Status Bar adds valuable information about a drone. In the example above, the player's Tornado is down (Letter A and KIA text in red). Drones B and C are on the ground (green colour), and Drones D to I are airborne. Current drone shown is Aircraft H (brighter cyan colour).


4. Enemy Drone View Status Bar
Activate by hitting F5 (Drone view) followed by the 6 (Aircraft side toggle) key and 9 key. The enemy status bar readout colours are shown in grey. As are the enemy aircraft themselves. I re-coloured the Mig27s (Flogger), SU-25s (Frogfoot), MI-24s (Hind) and MI-26s (Halo) in greyish hues to make the enemy drones more distiguishable from the allied aircraft.

(http://www.moodurian.com/tornado/images/good4.png)
Frogfoot sporting a grey livery. The new Drone Status Bar readouts are colour coded in grey for enemy drones.


5. Status Bar Readouts are Colour Coded to Risk Assessment Scale
The Status Bar readouts in the external views are current color coded as per a risk assessment scale of Green (Normal), Amber (Caution), Red (Danger!/Attention!). The "dark cockpit" concept has been in use for many years in cockpit design to address human factor issues. The basic idea is that system indicators remain "dark" or use a neutral color while things are normal and safe. How does this tie in with the status bar? Many of the readouts on the Status Bar show us the status of the automation. Is it ON or OFF? If it's ON what mode is engaged? This is extremely important in any aircraft but especially so in a Tornado at high speed close to the ground.

For our purposes in the game we can define the "normal" and safest situation as when the autopilot is tracking to a waypoint and terrain following above the ground. In this case the readouts should be green to indicate low risk. By green we mean the same color used for the other readouts, TTG, SPD, ROL, etc. In other situations the autopilot is doing one of these but not the other. We have to monitor the autopilot more to ensure a safe operation. In these cases the readouts should be a combination of GREEN and AMBER to indicate medium risk. If the autopilot or the autothrottle is disengaged, we must then devote our full attention to manually flying the airplane. In this case the readouts should be RED to indicate high risk.

(http://www.moodurian.com/tornado/images/good05b.png)
The status bar readouts provide textual, numeric and colour information to the gamer.

With the above color coding, the gamer's risk assessment is made easier and faster. Notice that in the first two scenarios shown above, flying an approach and tracking with TF engaged, almost every readout will be in the same green color. This quickly tells us we are in a "normal" state and the risk factor is low. In the next three scenarios one or more readouts are orange. We quickly know we need to pay more attention to controlling the flight path as the risk has increased. In the last two scenarios the red readouts leave no question that the risk is high.

(http://www.moodurian.com/tornado/images/good07.png)
Colour-coded risk assessment aid in action: Autothrottle is engaged (IAS is green),
but Autopilot is disengaged (THROT is red).

(http://www.moodurian.com/tornado/images/good05c.png)
Speed readout in either green or amber depending on Autothrottle status.

(http://www.moodurian.com/tornado/images/good05d.png)
Autothrottle is dis-engaged with F10. IAS is shown in amber.


6. VAPP Readout On Status Bar
Activate with the 5 key. VAPP refers to the approach speed for landing. The game manual provides two tables (pages 188 and 296) for calculating the proper speed based on aircraft weight, flap setting and wing sweep:

(http://www.moodurian.com/tornado/images/good08b.png)
Digital Integration's Tornado manual is acclaimed for its aviation accuracy.

"However, this results in a lot of mental math in the cockpit. We know the autothrottle handles this calculation during an ILS approach, automatically adjusting speed based on weight, flap and wing sweep settings. Try changing the flaps and wing sweep along with jettisoning fuel and you'll see the speed adjust accordingly. So if we can find the approach speed value in the code perhaps we can display it on the status bar anytime we need it using a Kneeboard shortcut Key. And this would be VERY handy during an emergency such as damaged flaps or wing sweep, inoperative autothrottle, landing on a road without the ILS, etc....like many features in the game, one may not appreciate it until you need it -- but once you see the benefit you won't want to be without it." (Speedwagon)

I have now added a VAPP (approach speed) readout to the status bar that automatically adjusts in real-time for changes in weight, flap and wing sweep.

(http://www.moodurian.com/tornado/images/good08.png)
VAPP readout is shown on the status bar (right side)

"V stands for velocity (speed). "V-speeds" are used extensively in flying. As you can see, this partial list of V-speeds is quite long: https://aviationglossary.com/v-speeds/
For landing, two speeds are typically used: (1) VAPP - desired airspeed during the approach; (2) VREF - desired airspeed over the runway threshold.

VAPP is usually based on VREF plus "factors" for things like flap configuration, crosswinds, etc. The "factors" add safety margins during the approach. Once we get close to the runway thrust is reduced, allowing the airspeed to slow to VREF as we cross the end of the runway." (Speedwagon)


7. Simplified Status Bar For Explore Mode
The Explore window's status bar readout and text have now been simplified.

(http://www.moodurian.com/tornado/images/good09.png)
Less is more.


8. New Credits Window
Activate by hitting \ key. Credits window now allows the text to be easily read, no matter the time of day and or weather condition.

(http://www.moodurian.com/tornado/images/good05.png)
Giving credit where credit is due.

The above work was only made possible by extensive re-coding of HUD2.ASM which allowed me to free up more space for data memory. Many thanks to Speedwagon for many email trails which resulted in the above seven mods. With this, I present the Tornado Easter Supermod. Latest FLIGHT.EXE is attached.

Enjoy.
Title: Re: Modding Tornado
Post by: Frankie on May 11, 2019, 06:44:43 PM
122-124.  Three 'useless' views enhanced
Mod: These views have been revamped - Lookup, Look Left Pilot/Navigator and Look Right Pilot/Navigator views.

Lookup View - Before
(http://www.moodurian.com/tornado/images/lookupview.png)
The Lookup View just gave the gamer a static lookup view of the sky. With the canopy frame shown.

(http://www.moodurian.com/tornado/images/lookupview2.png)
With the canopy frame hidden with key '6'. Since the view was static, its usefulness was limited.

Lookup View - AFTER
(http://www.moodurian.com/tornado/images/LookupEnhanced.png)
Now you can raise/lower the view with the '1' and '0' keys. You may also pan from left to right with the 'z' and 'x' keys.

Look Left/Right View (Pilot) - Before
(http://www.moodurian.com/tornado/images/LookLeftPilot.png)
The original Pilot's Lookup Left view gave the gamer a fixed view out of the window. Not too useful or interesting.

(http://www.moodurian.com/tornado/images/LookRightPilot.png)
The original Pilot's Lookup Right view was just as sterile. Looking straight out of the window.
But what if you wanted to tilt your head up, down, left and right, looking for boogies?

Look Left/Right View (Pilot) - AFTER
(http://www.moodurian.com/tornado/images/EnhancedLookRight.png)
Now you can raise/lower the view with the '1' and '0' keys. You may also pan from left to right with the 'z' and 'x' keys.

(http://www.moodurian.com/tornado/images/EnhancedLookLeft.png)
Now you can raise/lower the view with the '1' and '0' keys. You may also pan from left to right with the 'z' and 'x' keys.

The end result is this: these much ignored views are now made more useful as they can be adjusted as per taste and desired functionality.

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on May 12, 2019, 05:31:44 PM
125.  Early Warning Radar sub-status bar
Mod: Sub-status bar to show whether the player's Tornado is flying above or below the enemy's Early Radar Warning floor. The sub-status bar is displayed when you hit the '9' key when in any of the external views. "RDF" is the Radar Floor height in feet.

EWR sub-status bar - displays whether current aircraft altitude is above or below floor of enemy early warning radar
EWR=ABV    current altitude is above floor of EWR
EWR=BLO    current altitude is below floor of EWR
EWR=CLR    aircraft is clear of EWR coverage

"The EWR was not showing up on the RWR display and the EWR readout was BLO. I turned on the aircraft ground radar and -- bingo -- the enemy picks that up, turns on the EWR, and the EWR readout immediately changes to ABV.

The more I think about this, the more it seems to me that your readouts are just fine. We are simply learning more about how the simulator works. The Profile window in the mission planner does indeed show the EWR floor for the flight-planned route. But I suspect that obviously assumes the EWR has been switched on. During the mission if the enemy is keeping electronically quiet so we can't fire an ALARM at the radar site then it's logical that the EWR floor would be some higher value (perhaps based on other active sites in the area). Once they do turn on that EWR the floor will instantly drop to a lower value.

So...you're work on the readouts might be complete and we just have to figure out the best way to use them. At first pass I'm thinking we should keep both the EWR and RDF readouts. Here's the logic:"
(SpeedWagon)

If EWR=CLR we are not in horizontal range of any radar sites (whether they are on or off).
If EWR=BLO and RDF is a relatively high value, we are in range of a least one radar site but it is most likely staying quiet (i.e., turned off).
If EWR=BLO and RDF is a relatively low value, we are in range of at least one radar site and it is actively looking for us (i.e., turned on).
If EWR=ABV ... well, this one is self-explanatory. :)



Using the Simulator mission "IDS - Free Fire" the screenshot below is a flight where
the plan is to overfly an EWR site (waypoint G) from east to west (waypoints D to J)

(http://www.moodurian.com/tornado/images/ewr0.png)

Use the Point Data window to show the EWR Floor (e.g., 1,523 feet).
Use the Profile Window to show the EWR coverage from waypoint to waypoint

(http://www.moodurian.com/tornado/images/ewr0b.png)

Illustrated Examples of Four Scenarios

Scenario #1: If EWR=CLR we are not in horizontal range of any radar sites (whether they are on or off)
(http://www.moodurian.com/tornado/images/ewr1.png)

Scenario #2: f EWR=BLO and RDF is a relatively high value,
we are in range of a least one radar site but it is most likely staying quiet (i.e., turned off)

(http://www.moodurian.com/tornado/images/ewr2.png)

Scenario #3: If EWR=BLO and RDF is a relatively low value, we are in range of at least one radar site and it is actively looking for us (i.e., turned on)
(http://www.moodurian.com/tornado/images/ewr3.png)

Scenario #4: If EWR=ABV ... well, this one is self-explanatory. :)
(http://www.moodurian.com/tornado/images/ewr4.png)

Hope your find the EWR sub-status bar useful.
Cheers.
Frankie Kam
Title: Re: Modding Tornado
Post by: Asid on May 12, 2019, 10:22:35 PM
Awesome Frankie  :thumbsup
Title: Re: Modding Tornado
Post by: Frankie on May 24, 2019, 05:34:58 PM
126.  New JP233 Explosion and Crater Effects
Mod: Reworked splash effects used for JP233 explosions and craters.

Digital Integration's Tornado models the JP-233 weapon. The JP233 is (was!) a British submunition delivery system consisting of large dispenser pods carrying several hundred submunitions designed to attack runways. The weapon consists of two main sections: the rear section with 30 SG-357 runway cratering submunitions, while the front section carried 215 HB-876 anti-personnel mines. Both types of submunitions were retarded by small parachutes.

(https://militarymachine.com/wp-content/uploads/2017/02/gr1jp233-2.jpg)
In the image above, you can clearly see both the anti-personnel mines (smaller cascading dots at the front) and the
submunitions (larger bomb-like projectiles with parachutes) being dispensed from the JP-233 pod.


One of the weak points of the simulation are the bomb explosion effects. Ideally, an explosion should be a finitely-expanding sphere of a fireball, ending in a crater. DI's designers got the crater part right, but the fireballs were always, IMHO, rather disappointing in that the fireball was too short in height.

What the JP-233 explosions look like in the game.

(http://www.moodurian.com/tornado/images/JP233-01-before.png)
Flashes of bright colours...

(http://www.moodurian.com/tornado/images/JP233-02-before.png)
...followed by cracks and fissures (craters) on the surface


Strangely enough, I find the splash effect (which simulates a bomb hitting a waterway/river/lake) more 'spectacular'. The splash animation features a classic polygon explosion - the splash animation graphics is higher than it is wide. So what I did was I...
1. ...made a copy of the file D:\TORNADO\VISUAL\OBJECTS\MOBILE\SPLASH.INC by saving it as a file named KABOOM.INC
2. ...recolored most of the white-shaded polygons. into red, yellow and amber hues.
3. ...edited the file D:\TORNADO\VISUAL\MOBOBJ1.ASM as such (see the green highlighted code):

(http://www.moodurian.com/tornado/images/new_jp233_effects_00.png)
The code heave (line 69) is responsible for the default JP-233 effects. So I renamed it to kaboom.
I also had to include in line 102, the code of KABOOM.INC inside MOBOBJ1.ASM.
I also modified line 63 to show a BL755 cluster bomb's explosion as the modified splash effect.



(http://www.moodurian.com/tornado/images/new_jp233_effects_02.png)
JP-233 runaway strike in progress with the modded JP-233 explosion and crater effects.

(http://www.moodurian.com/tornado/images/new_jp233_effects_04.png)
Explosions of the JP233 contents (i.e., SG-357 runway cratering submunitions) are now more 'impressive'.

(http://www.moodurian.com/tornado/images/new_jp233_effects_01.png)
Crater trail in the day

(http://www.moodurian.com/tornado/images/new_jp233_effects_03.png)
What the craters look like at night

Attached is the lastest FLIGHT.EXE.

Cheers.
Frankie Kam

Update: 11th June 2019
WARNING! This FLIGHT.EXE will HANG your system when an ALARM missile hits an enemy Shilka. The 'solution' is found in Mod#127b.
Title: Re: Modding Tornado
Post by: Frankie on June 08, 2019, 07:14:33 PM
127.  Muzzle Flash and Firing Effects Of Soviet Anti-Aircraft Weapons
Mod: Added firing effects for ZSU-23-4 and ZRK ZOMB (SA-8)

(http://www.moodurian.com/tornado/images/shilka_firing.png)
Shilka ZSU-23-4 firing in the night. Note the muzzle flash.

(http://www.moodurian.com/tornado/images/gecko_firing.png)
ZRK ZOMB's SA-8 missile firing into the sky

In Tornado, the visual firing effects of the ZSU-23-4 (Shilka) Anti-aircraft guns and the SA-8 missile launches are quite sterile. For example, the Shilka would be firing a stream of hot lead into the sky, but there was no muzzle flash to light up the barrel and surroundings. In vanilla-out-of-the-box Tornado, you almost never got to see the Shilka or ZOMB ZRK vehicles up close, so perhaps DI's design team decided not to spend too much time and effort to touch up the 3D models.

(http://www.moodurian.com/tornado/images/defaulttornadoshilkanomuzzle.jpg)
The default in-game Shilka animations omitted the muzzle flash.
All you see is are a string of yellow beads streaming upwards to wards the air target.

Compare that to Microprose's ancient but classic M1 Tank Platoon for DOS.

(http://www.moodurian.com/tornado/images/m1tankplatoonmuzzle.jpg)
The outdated graphics of M1 Tank Platoon featured generous sized muzzle flashes

I thought I'd change that. Below is the result. You will also hear the "guns going off" sound when the Shilka is firing.

https://youtu.be/G2eJseOToOY
New firing effects of the ZSU-23-4 in Tornado.
To see the new firing effects of the SA-8, go to 00:45 and 1:46 of the video. I think it's cool.

To achieve this, I modified the AIRBURST.INC, AAA.ASM, SAM.ASM and WEAPONS.ASM assembly source codes. I also created a new file named MUZZLEFL.INC. Attached is the latest linked FLIGHT.EXE file.

Keys used: When your Tornado is being fired upon, hit the Ctrl+Alt keys. Then toggle between a firing Shilka and ZRK ZOMB by hitting the Shift+Alt keys.

regards
Frankie Kam

Update: 11th June 2019
WARNING! This FLIGHT.EXE will HANG your system when an ALARM missile hits an enemy Shilka. The 'solution' is found in Mod#127b.
Title: Re: Modding Tornado
Post by: Frankie on June 09, 2019, 04:04:12 PM
Attaching the file D:\TORNADO\VISUAL\OBJECTS\MOBILE\MUZZLEFL.INC and D:\TORNADO\VISUAL\MOBOBJ1.ASM which are the other two files in the list to be modified.

The other files (attached in the last post) being:
D:\TORNADO\TORNADO\AAA.ASM
D:\TORNADO\TORNADO\SAM.ASM
D:\TORNADO\TORNADO\WEAPONS.ASM
D:\TORNADO\VISUAL\OBJECTS\MOBILE\AIRBURST.INC

Cheers
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on June 10, 2019, 04:02:13 PM
Apparantly, the last two mods, i.e., Mod#127 and Mod#126 will HANG your DosBox system. This always happens just before an ALARM hits a target. Especially when the target is a Shilka firing lead away moments from its doom. A pity since the FLIGHT.EXE of Mod#127 has some pretty nice (I think) pyrotechnic and sound effects.
 :(
I roughly know what is causing the problem and am trying to rectify the problem.
Title: Re: Modding Tornado
Post by: Frankie on June 10, 2019, 05:22:14 PM
127b.  Muzzle Flash and Firing Effects Of Soviet Anti-Aircraft Weapons - Part 2
Mod: Added firing effects for ZSU-23-4 and ZRK ZOMB (SA-8) - Solved the 'DosBox hang' bug of Mod#126 and Mod#127.

I managed to solve the bug which hung your DOSBox if you ran the FLIGHT.EXEs of Mod#126 and Mod#127. The corrected FLIGHT.EXE retains the "Reworked splash effects used for JP233 explosions and craters." found in Mod#126.

This latest FLIGHT.EXE also re-centres the ALARM countdown clock in the full-screen FLIR mode (Shift+D) (a coordinate bug which went unnoticed, until today that is!).

Most importantly, the game now NO longer hangs during your ALARM runs against enemy Shilkas. See attached the remedy FLIGHT.EXE.
Title: Re: Modding Tornado
Post by: Frankie on June 14, 2019, 02:07:59 PM
128.  Restored the Fuel Indicator Counter to the Pilot Panel (Cockpit)
Mod: Fuel Weight Counter ala Tornado 1.0E

In Tornado 1.0a, the fuel gauge looked like this:
(http://www.moodurian.com/tornado/images/FuelGaugeOff.png)

Technically and design-wise, Digital Integration was spot on with the gauge. The real one looks like this (http://www.moodurian.com/tornado/seats/pilot.html):
(http://www.moodurian.com/tornado/images/fuelquantityindicator.png)

The analog fuel gauge that Digital Integration modeled did not tell you the exact amount (actually the weight) of fuel left. You needed to hit an external view key (F1, F2, F3, F4 or F5) to see the fuel counter at the status bar. So perhaps for this reason, Tornado 1.0e modified the look of the Fuel Gauge to display the Fuel Indicator digits. Since the Tornado source code is Tornado 1.0a, the Pilot Panel (cockpit) sadly lacks the numeric fuel weight counter that made its debut in Tornado 1.0e. Too bad that one would need the services and expertise of Dr Indiana Jones to track down the source code of Tornado 1.0e! The good news is that with very little work and effort, you can have that counter back where it rightly belongs! Just follow these three steps.

Step#1. Get the right PILOTPAN.BT2 file

Re-compile PILOTPAN.ASM, and link a new FLIGHT.EXE executable. Your Pilot Panel will look like this:
(http://www.moodurian.com/tornado/images/FuelGaugeOnWithoutNumbers.png)

Where are the digits of the Fuel Weight Digital counter? All I can see is a black rectangular void. Almost there! On to Step#2.


Step#2. Modify the PILOTPAN.ASM source file
Open the source file D:\TORNADO\TORNADO\PILOTPAN.ASM and go to modify the rpm$ definition from this....
(http://www.moodurian.com/tornado/images/rmpBefore.png)

...to this:
(http://www.moodurian.com/tornado/images/rmpAfter.png)

Now after you have saved and compiled PILOTPAN.ASM, and linked a new FLIGHT.EXE executable, your pilot panel will now sport the much missed Fuel Weight Digital Counter.

(http://www.moodurian.com/tornado/images/FuelGaugeOnWithNumbers.png)
At last, the fuel weight digital counter is restored.


You may download the latest FLIGHT.EXE file. Now the modded Tornado is even more complete! Many thanks to Mandjare for requesting this mod.

Regards
Frankie Kam
Title: Re: Modding Tornado
Post by: Frankie on June 15, 2019, 07:06:02 PM
129.  Restored the LookUp View (Pilot's Cockpit) with improvements
Mod: Improved LookUp View and some other bug fixes

In Tornado, hitting the Home key twice yields the Lookup view. Here is the default Lookup view of out-of-the-box Tornado.

(http://www.moodurian.com/tornado/images/StandardLookup.PNG)
In Mod#124 I removed this default Lookup view! I thought it was 'useless' since it seemed to me
more suited for Tornado ADV missions, what with its total emphasis on the sky.

Recently, I have been informed by Mandjare78 that "this function was very useful for a real Tornado pilot in low flying, as to predict the next turn between hills and mountains." I never knew that! I always thought the second Home key was for air-to-air (Tornado ADV) combat, which was pretty useless to for me, since 90% of the time I am flying the Tornado IDS! 

So now that I've been informed how important the view is, I've restored the original "sightpoint above the canopy rail" feature. With FIVE improvements.

(1) I raised the horizon a bit so that now you will see majority of sky with some earth. This should help orientate the gamer.
(http://www.moodurian.com/tornado/images/YetImprovedLookUpView.png)
You can see an unobstructed view of the horizon, with a status bar to boot!

(2) The Lookup view now comes with a status bar. More information to the gamer. I had to modify the LoadFramePan procedure of the  FRAMEPAN.ASM file so that the status bar is flicker-free.

(3) I have made the free-style external view (see the third screenshot of my previous post here (http://dogsofwarvu.com/forum/index.php/topic,5046.msg36406.html#msg36406)) as the third Home key press.
(http://www.moodurian.com/tornado/images/LookupEnhanced.png)
Hitting the Home key a THIRD time gives you this nice external view of Mod 122-124 (http://dogsofwarvu.com/forum/index.php/topic,5046.msg36406.html#msg36406).
You can pan this view left (z key) and right (x key), and pitch up (0 key) and down (1 key)

(4) A fourth Home key press will cycle the gamer back to the PilotPanel view. A slight inconvenience of having to toggle/cycle through three Home key screens, but balanced by the increased functionality and gameplay made available.

(5) Fixed a graphics bug where hitting Control+F5 (Change Drone Type) will cause a screen anomaly in many views (Pilot View, Lookup View, etc.). I modified the MODEL.ASM and VIEWS.ASM files for this.

Summary
Hit Home once  - Pilot Panel (cockpit) view
Hit Home again - Modified Lookup view with status bar
Hit Home a third time - the freestyle external view which is fully adjustable
Hi Contrl+Home anytime to return to the Pilot Panel (cockpit) view

(http://www.moodurian.com/tornado/images/MfJhn7nZTP.png)
Six seconds away from the target. Trees are whizzing by at 420 knots, 150 feet above ground.
The Lookup view in gorgeous green Night Vision colours

See the latest attached FLIGHT.EXE.

Cheers and Happy Father's Day
Frankie Kam

Update on 16th June 2019 (Father's Day in Malaysia) - Control+Home key added (shortcut to Pilot Panel view)
A problem feature with this mod is that it takes 3 hits of the Home key to return to the Pilot Panel view. This can be tedious if, let's say, from the Pilot Panel view, the gamer jumps into the Navigator Panel view with the PgUp key, and then decides to revert to the Pilot Panel view. Not possible! Hitting the Home key at this point will show the Lookup view. Another hit on the Home key will bring up the Freestyle External view. So the gamer has to hit the Home key THREE times to get the Pilot Panel view! A usability problem indeed.

So solve this frustrating problem, I added the Control+Home key combination to shortcut back to the Pilot Panel view.  This key immediately brings the gamer back to the Pilot Panel view.

(http://www.moodurian.com/tornado/images/PilotFrontPanel.png)
The Control+Home key will shortcut to Pilot Panel view

No matter which view is currently active, Control+Home will show up the Pilot Panel view immediately! So there is no need for the user to hit Home three times to return to the Pilot Panel view. In my humble opinion, this is a 'finesse' move, to borrow a chess term.

I've removed the previous FLIGHT.EXE upload. In its place, I have UPLOADED the latest 'finesse' FLIGHT.EXE. I have re-uploaded the latest modified VIEWS.ASM and MODEL.ASM source code. The latter two files are uploaded just in case I may need to refer to them in future.

ENJOY!