Author Topic: I Hope to do a release Tusday.  (Read 11449 times)

Offline thndregg

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Re: I Hope to do a release Tusday.
« Reply #120 on: August 30, 2026, 07:52:56 PM »
Well, cool..
Not a tech guy here, just a bomber nut.

Not nearly as important as the functionality of the game, but now perhaps some years-long aesthetic bugs will be remedied.

Take a look at the front section interior of the B17 for example - absolutely messed up.
Some aesthetic bugs also exist in the B24.
Noticed an oddity in the way the altimeter functions in the B25.
B26's front compartment instrumentation is non-functional.

Just stuff that's bugged me.

EGG
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Offline Mayhem

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Re: I Hope to do a release Tusday.
« Reply #121 on: August 30, 2026, 07:55:14 PM »
Please get off of Windows 7. It has been out of support for over 6 years.

But everything since 7 has sucked donkey balls!

Heck I'm happy I don't have to upgrade to 11 until OCT 2027 (Win 10 got another year of security updates and support)

Does AH work in Linux?
« Last Edit: August 30, 2026, 07:56:55 PM by Mayhem »
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Offline thndregg

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Re: I Hope to do a release Tusday.
« Reply #122 on: August 30, 2026, 07:56:13 PM »
Well, cool..
Not a tech guy here, just a bomber nut.

Not nearly as important as the functionality of the game, but now perhaps some years-long aesthetic bugs will be remedied.

Take a look at the front section interior of the B17 for example - absolutely messed up.
Some aesthetic bugs also exist in the B24.
Noticed an oddity in the way the bombardier's altimeter functions in the B25.
B26's front compartment instrumentation is non-functional.

Just stuff that's bugged me.

EGG

Meant to say the bombardier's altimeter in the B25..
« Last Edit: August 30, 2026, 07:57:53 PM by thndregg »
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Offline Mayhem

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Re: I Hope to do a release Tusday.
« Reply #123 on: August 30, 2026, 08:19:48 PM »
Returned after 4 yrs and it's great to hear about upcoming updates. Looking to upgrade my GPU for VR and was looking at a 9070 XT but later read that Nvidia is better optimized than AMD for VR. For AH does that hold true? Current pricing just seems insane these days. Curious to hear your perspective for AH specifically..thanks!

If your upgrading to JUST do VR in AH you would be happy to hear it does not take as much horse power to push it to a decent frame rate in AH. This is one of the best things about AH ... It has about the best VR support for any Flight Sim and it does not take a monster system to push it in VR.

I could run AHIII in VR (Valve Index) on my Intel Xeon E3-1231 v3 (= to Gen 4 Intel core I7 4077), 32gb DDR3, a 1080 TI and a 1tb SSD (SataIII) and I got about 45-60FPS. DCS was a slide show ... not that it matters anymore as it cannot run the game in VR on this system since 2.7 came out.

With my 5900x 64gb ddr4 3080 system I can run it maxed out at full 90-120 FPS depending on my Index settings. It gets about 45-60 in DCS with Mid level quality settings

I Have not played it with my 9950x3d 96gb 5080 system yet but eventually when I'm done with the my Damned Den Both my 5900 and my 9950 systems will be in the same room and can share my lighthouses (4) for VR. I can move my index between systems until I get a replacement (Probably Pimax or Big Screen) than it will stay on my 5900 system. however if my Xeon on AMD 5900 systems can push AHIII in VR  .... I'm sure anything modern would have no problem.

Two of the best things going for AHIII is that you can push the game easy with an older slower system even in VR and AHIII has about the best implantation of VR in any sim that includes War Thunder, DCS, IL2, Xplane, and MSFS.
« Last Edit: August 30, 2026, 08:25:45 PM by Mayhem »
"Destination anywhere! So Far Gone, I'm almost There."
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Offline Animl-AW

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Re: I Hope to do a release Tusday.
« Reply #124 on: August 30, 2026, 08:44:55 PM »
But everything since 7 has sucked donkey balls!

Heck I'm happy I don't have to upgrade to 11 until OCT 2027 (Win 10 got another year of security updates and support)

Does AH work in Linux?

11 is way better than XP or 10. No matter what anyone says. It handles memory much better, and you can dumb it down to do better, tweaking is easier. I jumped over vista and 7, I didn't see anything great about either

some rig it to run in linux, it's a chore, but it's more possible if we move to Vaulkan, a cross-platform
« Last Edit: August 30, 2026, 08:49:08 PM by Animl-AW »
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Offline hazmatt

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Re: I Hope to do a release Tusday.
« Reply #125 on: August 30, 2026, 09:06:15 PM »
I ran AH3 on a rift-s with a 4770 and a 1070 for years. I also used the same rig for a Quest 2 without issues.

I actually tested it on an R9 380 just to see if it would work and it ran fine with the exception of those maps with the huge airfields with the cities attached. I'd take some major frame rate hits flying over them.

Offline Vraciu

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Re: I Hope to do a release Tusday.
« Reply #126 on: August 30, 2026, 09:07:16 PM »
I will tell you if you do not mind me lieing

Somebody posted a pretty good theory why it happens.   I can't find the thread but perhaps someone else can.   In Bug Reports maybe? Hardware Software?

I'll try to find it.
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Offline Vraciu

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Re: I Hope to do a release Tusday.
« Reply #127 on: August 30, 2026, 09:09:30 PM »
« Last Edit: August 30, 2026, 09:12:31 PM by Vraciu »
”KILLER V” #1 Fighter Tours 297-298
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Offline BigDawg007

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Re: I Hope to do a release Tusday.
« Reply #128 on: August 30, 2026, 11:09:16 PM »
Awesome news Hi-tech , thanks!

Offline atlau

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Re: I Hope to do a release Tusday.
« Reply #129 on: August 31, 2026, 12:27:36 AM »
If your upgrading to JUST do VR in AH you would be happy to hear it does not take as much horse power to push it to a decent frame rate in AH. This is one of the best things about AH ... It has about the best VR support for any Flight Sim and it does not take a monster system to push it in VR.

I could run AHIII in VR (Valve Index) on my Intel Xeon E3-1231 v3 (= to Gen 4 Intel core I7 4077), 32gb DDR3, a 1080 TI and a 1tb SSD (SataIII) and I got about 45-60FPS. DCS was a slide show ... not that it matters anymore as it cannot run the game in VR on this system since 2.7 came out.

With my 5900x 64gb ddr4 3080 system I can run it maxed out at full 90-120 FPS depending on my Index settings. It gets about 45-60 in DCS with Mid level quality settings

I Have not played it with my 9950x3d 96gb 5080 system yet but eventually when I'm done with the my Damned Den Both my 5900 and my 9950 systems will be in the same room and can share my lighthouses (4) for VR. I can move my index between systems until I get a replacement (Probably Pimax or Big Screen) than it will stay on my 5900 system. however if my Xeon on AMD 5900 systems can push AHIII in VR  .... I'm sure anything modern would have no problem.

Two of the best things going for AHIII is that you can push the game easy with an older slower system even in VR and AHIII has about the best implantation of VR in any sim that includes War Thunder, DCS, IL2, Xplane, and MSFS.

I should have added some context - was looking at a new vr set as well.. Pimax Crystal Light seems to be what I'd like to target so not sure how much horsepower will be needed to run that smoothly

Offline ROC

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Re: I Hope to do a release Tusday.
« Reply #130 on: August 31, 2026, 12:52:47 AM »
Hmmmm.....(heads to hardware closet) Now, where did I put that flight controller....
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Offline hazmatt

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Re: I Hope to do a release Tusday.
« Reply #131 on: August 31, 2026, 01:16:36 AM »

Offline hitech

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Re: I Hope to do a release Tusday.
« Reply #132 on: August 31, 2026, 10:23:55 AM »
Today I was adding the ability to make tank sights have thicker lines if you wish. Here is the ai session that did it all
Tank sight: a conversation with Codex

August 31, 2026 | Dale Addink and Codex

Conversation transcript, including progress updates. Tool output and system messages are omitted; formatting and file links are simplified. Original wording is retained.

Dale

Add user selectable number of lines to tank sight

Codex

I’ll find the tank sight settings and add a control for the number of lines.

Dale

The setting will be coded in the file iset/isetclrs.c

Codex

I’ll put the new setting in iset/isetclrs.c and connect it to the tank sight drawing.

Dale

tanksight drawing is in wasight.cpp do you remember working on that file?

Codex

I don’t have memory of working on it outside this conversation. So far, I’ve only inspected C:\htsim\dx8\wa\wasight.c, which contains the tank sight drawing functions; I haven’t changed anything.

Is your wasight.cpp in a different source folder?

Dale

you have the correct file.
rendpolyRenderPointVertsUp(gr3dPT_LINELIST,Verts,2); is used multiple places in that file, begin by changing that to a function that gets the verts past in along with the new number of lines paramater

Codex

I’ll start by wrapping those two-vertex line calls in a function that accepts the vertices and a line-count parameter.

Codex

I found 25 matching calls, including some split across multiple lines. I’ll route them through _RenderSightLines(Verts, LineCnt), with each existing call passing 1 to preserve the current drawing. This is the initial refactor; the selectable setting is still to come.

Codex

Updated wasight.c with _RenderSightLines(Verts, LineCnt) and replaced all 25 matching calls.

Each passes 1, preserving current rendering. The selectable setting isn’t wired in yet. Changes verified; no build run.

Dale

Add the new line count member to structure isetclrsSETUP

Codex

I’ll add the line-count member to isetclrsSETUP.

Codex

Added int TankSightLineCnt; to isetclrsSETUP in isetclrs.h.

Dale

In the dialog that is used by isetclrs make the Icon Font Size group smaller and put in a new drop down list box for the new line count configureator line count can go from 1 to 4

Codex

I’ll shrink the Icon Font Size group and add a tank sight line-count dropdown with choices from 1 to 4, then connect it to the dialog’s settings.

Codex

The new dropdown will sit beside the smaller Icon Font Size group. I’m also adding save/load support, with a default of 1 for existing configurations.

Dale

The dialog is IDD_GUI_SETTINGS

Codex

Yes—IDD_GUI_SETTINGS is the dialog I’ve updated in the prepared changes. I’ll apply them now.

Codex

Updated IDD_GUI_SETTINGS:

Shrunk the Icon Font Size group.

Added a Tank Sight Lines dropdown with choices 1–4.

Connected selection, defaults, and saving/loading to TankSightLineCnt.

Dialog resource compilation passed. Rendering hookup remains unchanged.

Dale

And a new static to wasight.c make a setter called from isetclrs and use the new varible to call the line function

Codex

I’ll check the current line function, then add the static setting and setter and connect them to isetclrs.

Codex

The wrapper I added assumes each line has its own pair of vertices, but these callers only supply one pair. I’ll correct it to draw that supplied pair the selected number of times, so values 2–4 won’t read uninitialized vertices. Spacing those lines for visible thickness will still need a separate change.

Codex

Added _TankSightLineCnt and wasightSetTankSightLineCnt(), clamped to 1–4. isetclrs now calls the setter, and all 25 line calls use the variable.

Lines currently overlap; spacing for visible thickness remains unfinished. No build run.

Dale

_RenderSightLines needs to be changed so that the verts are adjust by the port size so that 2 visual horizontal lines are drawn.

Codex

I’ll check the viewport conversion code and use it to offset each copy by one screen pixel.

Codex

I’ll space horizontal lines vertically by one pixel and center them on the original position. I’ll also handle vertical and diagonal lines so their copies don’t overlap, without modifying the caller’s vertices.

Codex

Updated _RenderSightLines to use viewport-sized offsets. Selecting 2 now places horizontal copies one pixel apart, centered on the original sight line. Counts 1–4 and other line orientations are supported.

Spacing calculations checked; not yet tested in-game.

Dale

I am testing now.

Codex

Check that 2 produces two adjacent lines and that 1 restores the original appearance. Let me know if the spacing or alignment looks off.

Dale

Will this work for diagonal ines?

Codex

Yes. The offset is perpendicular to the line’s screen direction, so diagonal lines should draw parallel copies one pixel apart, centered on the original line. Diagonal edges may look slightly different due to pixel rasterization.

Dale

make prototypes for all static functions in wasight.c

Codex

I’ll add any missing static function prototypes to the declaration block at the top of wasight.c.

Codex

Added the five missing prototypes at the top of wasight.c. All 10 static functions now have prototypes.

Dale

change _DrawTriArrow to also use linecnt into account

Codex

I’ll update _DrawTriArrow to use the selected line count for each side of the arrow.

Codex

Updated _DrawTriArrow: both sides now use _RenderSightLines with _TankSightLineCnt, applying the selected thickness and pixel spacing. Not yet tested in-game.

Dale

Save this session to a common format file

Codex

I’ll save a Markdown session record in the project folder, including your requests, the changes made, and testing status.

Codex

Saved as Tank Sight Session - 2026-08-31.md, including the conversation record, changes, and testing status.

Dale

I want a simple docx file showing our conversation so that I can show others how you work.


Offline CptTrips

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Re: I Hope to do a release Tusday.
« Reply #133 on: August 31, 2026, 10:54:39 AM »
Today I was adding the ability to make tank sights have thicker lines if you wish. Here is the ai session that did it all

It's hard to tell I'm not talking to a person anymore.  Turing test.

Just in the last year it has improved exponentially.

In the next year, it will be 4 times as good.  The next year, 16 times as good.

Various companies might come and go, but this tech isn't going anywhere.
Toxic, psychotic, self-aggrandizing drama queens simply aren't worth me spending my time on.

Offline popeye

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Re: I Hope to do a release Tusday.
« Reply #134 on: August 31, 2026, 10:57:27 AM »
Real men code assembler!    :old:
KONG

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