Re: [Flightgear-devel] Model Performance and dc3 donuts
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Model Performance and dc3 donuts
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Model Performance and dc3 donuts
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 -- David Megginson [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Model Performance and dc3 donuts
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Model Performance and dc3 donuts
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Model Performance and dc3 donuts
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) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] Model Performance and dc3 donuts
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 [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Model Performance and dc3 donuts
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 -- David Megginson [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Model Performance and dc3 donuts
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Model Performance and dc3 donuts
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? ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Model Performance and dc3 donuts
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel