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View Full Version : ArrestorCables v2.2 is out



rhogen
03-19-2002, 08:29 AM
For those not in the know, Arrestor Cables uses FSUIPC v2.83+ to simulate
cable-catch (trap) and catapult ops for aircraft carriers.

Version 2.2 is out. It fixes a bug that under certain conditions could cause
the program to get "stuck" and stop detecting traps (yech!). Didn't happen
often, but when it happened, well, you can imagine.

As with 2.1.0.4, the .dat file contains 14 cable catch zone definitions (all
default carriers, FS2000 Saratoga and Stennis, all ArrCab carriers, and the
KNHK and KNFE land-based cables -- see related links page on the ArrCab web
site http://www.speakeasy.org/~rhogen/arrestorcables.htm for the ArrCab
carriers, the Oceana/Fentress add-on, Frigate helipads, Seahawk configs, and
more)

I've also reduced the volume of the main sounds, as they were a tad loud
before, and I provide alternative wav files that are of lower quality than the
originals provided by Aaron Swindle. The lower-quality wav files are smaller
and might help on some systems that struggle with resources.

There are also some new compatibility tweaks for those experiencing sound
problems and/or frame rate problems.

NOTES

Let me take the opportunity to explain a bit about how this program works. It
does ABSOLUTELY NOTHING to your scenery. It reads memory registers made
available through FSUIPC to detect your aircraft's location and attitude and
compares that information to stored data about where cable catch zones are
located. That data is stored in a .dat file used by Arrcab, it is NOT read
from the scenery, since the scenery is just a bunch of polygons and textures
and has no real information about where arrestor cables are found in the
scenery.

When your aircraft is detected within the nearest catch zone, ArrCab sends
deceleration commands to FS through FSUIPC which stops your aircraft.
Similarly, when you launch from the catapult ArrCab sends acceleration commands
to FS through FSUIPC.

This is why ArrCab does not and can not affect your scenery, nor does it know
anything about your scenery. It relies solely on the active .dat file to
determine where the nearest catch zone is. Technically speaking you could
define a catch zone at FL100 in the middle of a continent and it would not
question your sanity, although everyone else would.

When trap or cat are detected, ArrCab (an independent program running outside
of FS) attempts to play its sounds. It's not FS playing those sounds, it's
ArrCab.

On the issue of sounds, make absolutely certain you are running the very latest
sound drivers, DirectX package, Media Player, and any FS patches that may be
available.

enjoy,

Rich