Hi all,
I've noticed that there's quite a performance knock in the virtual cockpit
view ... won't it be better if we just decrease the update rate of the
gauges a little bit ...
Regards
Danie Heath
if (Game.Crash()) {
Fault = NotMine;
}
Danie Heath writes:
I've noticed that there's quite a performance knock in the virtual cockpit
view ... won't it be better if we just decrease the update rate of the
gauges a little bit ...
Nothing noticeable: the performance knock comes mainly from all the
texture work, which has to be
Danie Heath writes:
Hi all,
I've noticed that there's quite a performance knock in the virtual cockpit
view ... won't it be better if we just decrease the update rate of the
gauges a little bit ...
Because of the nature of 3d graphics we need to re-draw the panel
every frame. Besides, in
I was once on check ride (in a DC-6 simulator) where the person flying
the sim (not me!) ran teh fire proceedure as follows:
Throttle close, closed the number one throttle
Feather the engine, feathered the number two engine
Mixture control idle-cut off, placed the number three mixture to cut
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I would guess this is a major factor in the relatively small amount of
aircraft development for Fly! ... I know of several people who have
exterior models, but can't contemplate the effort required to assemble a
working panel.
I think this is a
On Sunday 10 March 2002 05:23 am, you wrote:
On Sat, 2002-03-09 at 22:08, Jim Wilson wrote:
Fly! uses a 3D cockpit. They use 2D for most of the instrumentation,
switches and knobs, and 3D models for the things that really need it like
levers. More than likely the legability problem is
On Sunday 10 March 2002 05:32 am, you wrote:
I would guess this is a major factor in the relatively small amount of
aircraft development for Fly! ... I know of several people who have
exterior models, but can't contemplate the effort required to assemble a
working panel.
I think this is
So David Findlay says:
I think this is a major flaw in developers of aircraft for MSFS and
Fly! If you're going to make an aircraft, that means make an
aircraft, with a model, panel, sounds and everything.
If you're saying what I think you're saying (don't bother creating an
aircraft unless
Jim Wilson writes:
Fly! uses a 3D cockpit. They use 2D for most of the
instrumentation, switches and knobs, and 3D models for the things
that really need it like levers.
I have no experience with FLY2K or FLY2, so I cannot comment on those,
but FLY1 definitely uses a 2D cockpit. Granted
On Sat, 9 Mar 2002, David Megginson wrote:
Jim Brennan jjb - writes:
The photorealistic instruments in some simulators are good to have, but
(IMHO) not as importaint as proper flight modeling.
I personally see NO need for the nice views of the airplane, and its
moving parts as
Jim Brennan jjb - writes:
OK, I'll grant you the validity of those two points.
the propeller from inside the airplane.
but not that one grin!
To start a DC-3 engine, I read that you count 12 blades before you
release the starter. I'm not sure whether, in an engine-out on a
twin,
David Megginson writes:
Jim Brennan jjb - writes:
OK, I'll grant you the validity of those two points.
the propeller from inside the airplane.
but not that one grin!
To start a DC-3 engine, I read that you count 12 blades before you
release the starter. I'm not sure
On Sun, 2002-03-10 at 12:08, David Megginson wrote:
Jim Brennan jjb - writes:
OK, I'll grant you the validity of those two points.
the propeller from inside the airplane.
but not that one grin!
To start a DC-3 engine, I read that you count 12 blades before you
release the
Tony Peden writes:
In a twin, you'll definitely know which engine is out without looking.
If you are well trained and practiced at it ... otherwise if there is
a lot of other stuff going on at the time it really may not be so
intuitive.
Curt.
--
Curtis Olson IVLab / HumanFIRST Program
I agree, full 3D is the way new sims work and FGFS should have that as
well and not implement now a feature that was state of the art some
years ago. It is easy to make the yoke optional. While modelling the
cockpit I would strive for realism and then let FGFS disable it if the
user wants. There
Wolfram Kuss [EMAIL PROTECTED] said:
I agree, full 3D is the way new sims work and FGFS should have that as
well and not implement now a feature that was state of the art some
years ago.
Fly! is a 3D cockpit. I was talking about usability, and IMHO it is a more
usable panel because of its
It amazes me sometimes that people define reality in 3D as being something
that looks like it was done with a video camera. To me its a more realistic
experience if the gauge I'm looking at can easily be used and is closer to
what it would be in size and perspective from my eyes sitting in
Jim Brennan jjb - writes:
The photorealistic instruments in some simulators are good to have, but
(IMHO) not as importaint as proper flight modeling.
I personally see NO need for the nice views of the airplane, and its
moving parts as seen from other airplanes except if one is flying
Jim wrote:
While this is nice to have for some limited purpose, it adds nothing to
the realism of the simulator from the perspective of the person flying the
sim.
I think more people use flight sims for fun or entertainment than for
serious uses. Including me, although I am a pilot.
But lets
Jim wrote:
Fly! is a 3D cockpit. I was talking about usability, and IMHO it is a more
usable panel because of its inaccurate eye point when in use. Just as the
panel disappears when you use the mouse scrolling and reappears with a click,
it'd be easy enough to snap to an operational centered
FWIW thought I'd make a few comments on the new 3D view stuff, realizing that
it is still being worked on.
While the commercial sims give a 3D feel to the cockpit they aren't always
attempting to be true models.
In this screenshot from fs2k, note that while the perspective (eye to panel)
is ok,
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On Sat, 9 Mar 2002 09:48, you wrote:
FWIW thought I'd make a few comments on the new 3D view stuff, realizing
that it is still being worked on.
Note that when you change the 3D cockpit view angle in Fly!, the panel in
effect becomes disabled and
Here's another batch of virtual cockpit stuff. There is a patch
attached, and the two modified files in full can be found at:
http://www.plausible.org/andy/vc-20020305.tar.gz
Folks who want to try the patch (it's easy, really!) can just get into
their just-updated FlightGear source
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On Mon, 4 Mar 2002 16:31, you wrote:
David Findlay wrote:
Andy Ross wrote:
I spent most of today working on a virtual cockpit interface for the
panel, and I'll be damned, it works!
Umm, one problem. When you look down, the panel
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On Wed, 27 Feb 2002 17:32, you wrote:
I spent most of today working on a virtual cockpit interface for the
panel, and I'll be damned, it works!
Umm, one problem. When you look down, the panel follows the bottom of the
screen. Other than that it's
David Findlay wrote:
Andy Ross wrote:
I spent most of today working on a virtual cockpit interface for the
panel, and I'll be damned, it works!
Umm, one problem. When you look down, the panel follows the bottom of
the screen. Other than that it's great. We just need the interiors of
PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, March 04, 2002 7:31 AM
Subject: Re: [Flightgear-devel] Virtual Cockpit!
David Findlay wrote:
Andy Ross wrote:
I spent most of today working on a virtual cockpit interface for the
panel, and I'll be damned, it works!
Umm, one problem. When
I've added the patches.
All the best,
David
--
David Megginson
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I spent most of today working on a virtual cockpit interface for the
panel, and I'll be damned, it works!
What the attached patch does is map your panel definition onto a (non
z-buffered) quad in front of your face. You can twist the view around
and see it move in the appropriate ways.
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