Re: [Flightgear-devel] Model Performance and dc3 donuts

2002-03-14 Thread Arnt Karlsen

On Wed, 27 Feb 2002 06:05:18 -0500, 
David Megginson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 John Check writes:
 
   Hey David, I was thinking of getting another controller, what was
   that one you recommended?
 
 I use a Logitech WingMan RumblePad.  It is USB-based and has two
 thumb-controlled joysticks, a throttle, two triggers, a view hat, and

...2 proportional joysticks, just like a model airplane radio 
control transmitter??

 seven or eight additional usable buttons, for about USD 25 or so.  The
 joysticks are pretty sensitive, and it takes some getting used to, but
 it travels nicely with my notebook.  If you buy one, I can send you my
 bindings.



-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)

  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Model Performance and dc3 donuts

2002-03-14 Thread John Check

On Sunday 10 March 2002 03:20 pm, you wrote:
 On Wed, 27 Feb 2002 06:05:18 -0500,
 David Megginson [EMAIL PROTECTED] wrote in message

 [EMAIL PROTECTED]:
  John Check writes:
Hey David, I was thinking of getting another controller, what was
that one you recommended?
 
  I use a Logitech WingMan RumblePad.  It is USB-based and has two
  thumb-controlled joysticks, a throttle, two triggers, a view hat, and

 ...2 proportional joysticks, just like a model airplane radio
 control transmitter??

  seven or eight additional usable buttons, for about USD 25 or so.  The
  joysticks are pretty sensitive, and it takes some getting used to, but
  it travels nicely with my notebook.  If you buy one, I can send you my
  bindings.

It's a lot like the Playstation2 controller

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Re: [Flightgear-devel] Model Performance and dc3 donuts

2002-03-14 Thread David Megginson

Arnt Karlsen writes:

  ...2 proportional joysticks, just like a model airplane radio 
  control transmitter??

I'm not sure what you mean by proportional, but they look exactly like
regular joysticks to Linux.


All the best,


David

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David Megginson
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Re: [Flightgear-devel] Model Performance and dc3 donuts

2002-03-14 Thread Arnt Karlsen

On Thu, 14 Mar 2002 13:24:09 -0500, 
John Check [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 On Sunday 10 March 2002 03:20 pm, you wrote:
  On Wed, 27 Feb 2002 06:05:18 -0500,
  David Megginson [EMAIL PROTECTED] wrote in message
 
  [EMAIL PROTECTED]:
   John Check writes:
 Hey David, I was thinking of getting another controller, what
 was that one you recommended?
  
   I use a Logitech WingMan RumblePad.  It is USB-based and has two
   thumb-controlled joysticks, a throttle, two triggers, a view hat,
   and
 
  ...2 proportional joysticks, just like a model airplane radio
  control transmitter??
 
   seven or eight additional usable buttons, for about USD 25 or so. 
   The joysticks are pretty sensitive, and it takes some getting used
   to, but it travels nicely with my notebook.  If you buy one, I can
   send you my bindings.
 
 It's a lot like the Playstation2 controller

..yeah, I'll chk it out, it costs like 35US $ over here.
I use thumb and index fingers on my sticks, on the rumblepad
I'll need stick extensions.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)

  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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[Flightgear-devel] Model Performance and dc3 donuts

2002-02-26 Thread Jim Wilson

The new model animation is very cool so far.

One thing I did notice is that there seems to be significantly greater CPU
overhead when running these models as opposed to some of the msfs models I've
tried.  When taking off in chase view there's a great deal of interuption in
the sound.  Also and this might be a clue,  the frame rates run almost double
what the same exact view provides with the MDL models I'm using.  So it seems
like Dave's models are easier on the card but harder on the CPU.

Note that I tried this without any animation enabled and the result was the
same.  Higher frame rate but more breaks in the sound (in fact more silence 
than sound).

Also noticed the rudder control seems to be broken on the dc3 at the moment.

Best,

Jim

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Re: [Flightgear-devel] Model Performance and dc3 donuts

2002-02-26 Thread Andy Ross

Jim Wilson wrote:
  Also noticed the rudder control seems to be broken on the dc3 at the
  moment.

Blame David. :)

The DC-3 is a taildragger, and therefore doesn't have a steerable
wheel to turn with.  Instead, real aircraft use differential braking
to do this.

The problem is, typical control setups don't have toe brakes on the
rudder pedals.  So I cheated in the initial configuration and mapped
the outer (+/- 0.5-1.0) range of the rudder pedals to the brakes.  I
thought this was nifty and clever, but David (who spends a lot more
time flying it and cares more about the model behavior) didn't like
it.  The DC-3 is his baby, after all.

The lines are still in there, but commented out.  Look in your dc3.xml
file for the control mapping in the gear tags, and take out the
comments.

It's not really an issue with the rudder.  You'll notice that the
rudder works fine, once you get moving fast enough.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
  - Sting (misquoted)


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re: [Flightgear-devel] Model Performance and dc3 donuts

2002-02-26 Thread David Megginson

Jim Wilson writes:

  One thing I did notice is that there seems to be significantly
  greater CPU overhead when running these models as opposed to some
  of the msfs models I've tried.  When taking off in chase view
  there's a great deal of interuption in the sound.

I notice more interruptions at first, but then the framerate settles
down to about the same -- you're right that it seems to be unrelated
to the animation (which adds almost no extra overhead -- the model has
to be redrawn every frame anyway).

  Also and this might be a clue, the frame rates run almost double
  what the same exact view provides with the MDL models I'm using.

Yes, I designed the models (especially the C172) for low poly-counts
and texture use.

  So it seems like Dave's models are easier on the card but harder on
  the CPU.

That's strange.  One possible problem is the propeller animations --
they use a while loop to get down to 360 degrees, and if the prop has
done many rotations, it could take a while.  I'll have to do some
testing.  How fast is your CPU?

  Note that I tried this without any animation enabled and the result was the
  same.  Higher frame rate but more breaks in the sound (in fact more silence 
  than sound).

Strange -- the extra code should be skipped when there are no animated
parts.

  Also noticed the rudder control seems to be broken on the dc3 at the moment.

On the 3D model or the YASim aero model?  The DC-3 model hasn't
implemented the control-surface animations yet.


All the best,


David

-- 
David Megginson
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Re: [Flightgear-devel] Model Performance and dc3 donuts

2002-02-26 Thread David Megginson

Andy Ross writes:

  The problem is, typical control setups don't have toe brakes on the
  rudder pedals.  So I cheated in the initial configuration and mapped
  the outer (+/- 0.5-1.0) range of the rudder pedals to the brakes.  I
  thought this was nifty and clever, but David (who spends a lot more
  time flying it and cares more about the model behavior) didn't like
  it.  The DC-3 is his baby, after all.

Here's something I tried a while back -- rebind whatever you're using
for brakes (I use the two triggers on my gamepad) to increment the
brake by, say, 0.01 rather than setting it to 1.0, and bind the
release event to set it to 0.0.  That way, the brakes come on a little
more gradually, and you can pump the button to avoid full brakes.

If you have some spare joystick axes, they'd work great for the brakes.


All the best,


David

-- 
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[EMAIL PROTECTED]


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Re: [Flightgear-devel] Model Performance and dc3 donuts

2002-02-26 Thread John Check

On Tuesday 26 February 2002 10:14 pm, you wrote:
 Jim Wilson writes:
   One thing I did notice is that there seems to be significantly
   greater CPU overhead when running these models as opposed to some
   of the msfs models I've tried.  When taking off in chase view
   there's a great deal of interuption in the sound.

 I notice more interruptions at first, but then the framerate settles
 down to about the same -- you're right that it seems to be unrelated
 to the animation (which adds almost no extra overhead -- the model has
 to be redrawn every frame anyway).

   Also and this might be a clue, the frame rates run almost double
   what the same exact view provides with the MDL models I'm using.

 Yes, I designed the models (especially the C172) for low poly-counts
 and texture use.

   So it seems like Dave's models are easier on the card but harder on
   the CPU.

 That's strange.  One possible problem is the propeller animations --
 they use a while loop to get down to 360 degrees, and if the prop has
 done many rotations, it could take a while.  I'll have to do some
 testing.  How fast is your CPU?

   Note that I tried this without any animation enabled and the result was
   the same.  Higher frame rate but more breaks in the sound (in fact more
   silence than sound).

 Strange -- the extra code should be skipped when there are no animated
 parts.

   Also noticed the rudder control seems to be broken on the dc3 at the
   moment.

 On the 3D model or the YASim aero model?  The DC-3 model hasn't
 implemented the control-surface animations yet.


 All the best,


 David

I noticed that sometimes the dc3 will get into a rotation on the ground
sometimes, especially after a reset. Maybe this is what he is seeing.
TTYL
J


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Re: [Flightgear-devel] Model Performance and dc3 donuts

2002-02-26 Thread John Check

On Tuesday 26 February 2002 10:16 pm, you wrote:
 Andy Ross writes:
   The problem is, typical control setups don't have toe brakes on the
   rudder pedals.  So I cheated in the initial configuration and mapped
   the outer (+/- 0.5-1.0) range of the rudder pedals to the brakes.  I
   thought this was nifty and clever, but David (who spends a lot more
   time flying it and cares more about the model behavior) didn't like
   it.  The DC-3 is his baby, after all.

 Here's something I tried a while back -- rebind whatever you're using
 for brakes (I use the two triggers on my gamepad) to increment the
 brake by, say, 0.01 rather than setting it to 1.0, and bind the
 release event to set it to 0.0.  That way, the brakes come on a little
 more gradually, and you can pump the button to avoid full brakes.

 If you have some spare joystick axes, they'd work great for the brakes.


 All the best,


 David

Hey David, I was thinking of getting another controller, what was
that one you recommended?

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Re: [Flightgear-devel] Model Performance and dc3 donuts

2002-02-26 Thread Jim Wilson

John Check [EMAIL PROTECTED] said:

 
 I noticed that sometimes the dc3 will get into a rotation on the ground
 sometimes, especially after a reset. Maybe this is what he is seeing.
 TTYL
 J
 

Yep. It does. Applying both brakes seems to stop it.  The rudder to brakes
binding doesn't seem to work quite right...not sure why yet.

Best,

Jim

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