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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

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