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6.0 6.0 2.0 13.86 MB

A Pilot Airplane and Zeppelin Editor for the out-of-print Crimson Skies Boardgame

Home Page: http://www.foxforcefive.de/cs/

ActionScript 99.92% CSS 0.08%

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aeronaut's Issues

New Components count towards Special Characteristics limit

"New Components" (like "Nitro Injectors" or "Brake Chutes") are falsely counted as "Special Characteristics". The amount of the latter is limited by the base to-hit number of the craft, whereas "New Components" should only be limited by weight.

High Torque Engine effects calculation incorret

When adding a "High Torque Engine", Aeronaut adds weights for the "Max. Gs" and Max. Acceleration of the plane instead of adding weights for "Max. Speed" and Max. Acceleration. This can result in wrong Max-G numbers on the record sheet.

Reimplement Rockets

in BaseData:
2 new attributes: weight and toHitMod
also if slot=0 only bomb rack allowed
Also in Frame Definition a max Rocket slot is needed.

Total Costs does not include Additional Costs

Additional Costs are not included in Complete Costs. Thus costs from certain Special Characteristics and some components have to be figured into the listing price afterwards. Although this might be intentional, IMO the entry for Complete Costs should include Additional Costs for clarity.

Special Characteristics count wrong when loading plane

When constructing a new plane, the counter for Special Characteristics is working fine, i.e. it ignores equipment marked with 'countsToSCLimit="false"' in the baseData.ae.
But when saving that plane and reopening it after closing, Aeronaut displays the warning: invalid data, along with the Free Spec Char. counter being one (or more) lower than before saving.
I don't know how the plane is parsed upon reloading, but I assume that a simple line count of the Special Characteristics is done without taking into account equipment that should not be counted.
Tried this with different and multiple equipment types that should not be counted, e.g. Nitros and Brake Chutes. It's the same for all equipment.
Aeronaut 1.1.0 beta 01

Heavy Fighter BTN broken since 1.0.1

Posted by Carthaginian in CS Forums:
1.01 seems to have it's own problem: I cannot select a BTN <5.
Even after selecting the Heavy Fighter option, you just can't build a BTN 4, 3, 2, or 1 aircraft!

Drag&Drop AE Files

Supporting Drag&Drop .ae files onto the window, to open the dropped file within aeronaut.

Aircraft frame defaults xml

ae config file with frame defaults. e.g.:

  • min max BTNs, Speed, Gs, Accel, Decel
  • allowed prop types
  • min crew
  • max allowed weapon slots (autogyros)

Also define here the BTNs payload/weight matrix which needs an overhaul for Bombers and Cargoplanes.

Extend Loadout Window for Bombs

Split up Loadout Window in 3 pages Guns, Rockets and Bombs.
So Issue #36 is now only for the cargo of Cargo planes.

Also loadout xmls need to be extended. with bombs tag

Save As...

so if you hit the save button you won't get the anoying overwrite dialog.

Superior/Inferior Weapons not counted as Special Characteristics

In BtCV it is stated that Superior or Inferior Weapon should count as a Special Characteristic. You may add more than one weapon and it will still count as a single Special Characteristic. But at the moment it is not counted at all...
Aeronaut 1.1.0 beta 01

Add Nitro boxes

Add Nitroinjector Boxes (for crossing out the useage) to the print sheets.

Add new crew types

These crew types are new with Z&B

  • Bombardier
  • Turret Gunner
  • Crew Chief
  • Load Master
  • Security Guard
  • Loader

The old Co-Pilot/Gunner becomes type crewmember.
If linked to a pilot/wingman he uses the stats of the pilot as base.
If not linked you can setup the stats by your own.
And all new types from above become a subtype of crewmember.
Also Co-Pilot and Gunner become a subtype.

Additional 2 new flags useInAircrafts and useInZeppelins are needed.
if a flag is true the filter for crews can selected only relevant crew members.

Update Crew Page

Crew page needs to be extended for bomber and cargo planes.
We need to fit in 18 crew slots.

Weapon loadout selection offers all loadouts

When selecting a Loadout from the Weapons tab for an aircraft, all saved loadouts are made available, instead of limiting the selection to those linked to the current aircraft.

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