AVSIM Online - Flight Simulation's Number 1 Site!
AVSIM Online - Flight Simulation's Number 1 Site!
AVSIM Online - Flight Simulation's Number 1 Site!
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<strong>AVSIM</strong> <strong>Online</strong> - <strong>Flight</strong> <strong>Simulation's</strong> <strong>Number</strong> 1 <strong>Site</strong>!<br />
The FSXME Voices menu. You can<br />
choose any voice you have on your<br />
system (but I'd stay away from awfulsounding<br />
Sam!). FSXME will write a<br />
printed script of all your text. Then<br />
you can replace the computer voices<br />
with human talent.<br />
Of course, the best voices are human ones. You can record your own dialogue and easily import it into your Mission<br />
with FSXME. FSXME will also generate a script that you can print out for your voice actors that includes all of the<br />
dialogue text in your Mission. Strangely, I was limited to using the Windows Recorder that is built into XP to do all of<br />
my recording. FSX has certain strict limits regarding what sort of audio it can handle, so depending on whether you<br />
use XP or Vista may affect how you record the voices. I believe that you can put the voice files through another audio<br />
mastering program to sweeten the sound file (and you'd probably want to, if you want the best sounding voices), but<br />
the original recording had to come from Windows Recorder.<br />
FSXME will also play audio cues on command; you set them up in much the same way that you import your voices<br />
into the Mission. That way, for example, if you wanted the sound of an engine blowing up due to a bird strike, you<br />
could easily include that just before you trigger the engine failure and smoke trails in your Mission.<br />
Debugging.<br />
FSXME largely does its debugging in real-time as you work. If you make some massive error, the affected node gets<br />
an obvious red box. A cautionary orange box appears around nodes that could potentially cause confusion in the<br />
Mission, typically when you have incomplete information in the node. A pale blue box surrounds nodes where you are<br />
making a style error. Style errors don't usually affect the Mission. More than anything, to me they indicate a certain<br />
sloppiness or lack of obsessive organization within the node structure.<br />
I've created three error conditions.<br />
FSXME hunts down bugs pretty much<br />
instantly. The red box is a critical<br />
error that will prevent your Mission<br />
from running. The orange box is<br />
cautionary: the Mission should run,<br />
but any event belonging to that node<br />
probably won't work. Blue boxes<br />
represent a style error that usually<br />
has no effect on the Mission, but<br />
instead highlights a possible<br />
inefficiency in the code.<br />
If you import a Mission, you can ask FSXME to debug it. You can also fly the Mission in FSX and ask FSXME to analyze<br />
the Mission for bugs using SimConnect (which is built into FSX). That way, you can find errors in your triggers that<br />
look correct on paper, but for whatever reason just don't work in the Mission. For those really big Missions with<br />
hundreds of triggers, this feature can really help save time and effort.<br />
Mission packaging.<br />
file:///E|/<strong>AVSIM</strong>/Reviews/FSX%20ME/FSXME.htm (10 of 16)21/02/2009 11:03:42 AM