Orbiter Units & Scaling (humorous)

Hielor

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So I was testing out the Surface MFD to make sure that the version I make for my simpit will be at least as capable. I was working on the atmospheric data section, and noticed that the pressures (STP/DNP) had their units scale similar to the way distances/velocities in the HUD do (ie, Pa->kPa when more than 1000 Pa). So naturally, I wanted to see just how far the scaling would go--would it continue to scale properly into mega pascals, which would not be encountered normally?

One very-high altitude dive later, I had ended managed to display in units of MPa. Now of course, the question becomes: what happens when I reach 1000 MPa? Does it go to GPa (gigapascals?) So of course I had to try it.

Using the Shuttle-A and unlimited fuel, I made a dive into the Jovian atmosphere from approximately 100 Jovian radii out.

Peak velocity by Mach was about 2600, and I did indeed acquire a dynamic pressure of over 1000 MPa. However, to my surprise, it's not GPa -- it's AUPa!

That is, whatever scaling is used by distances/velocities (which switches to fractions of an AU when over 1000 Mega) is also used by the pressures. I have for your viewing pleasure photographic proof, attached to this message.

Now, the real question is: can you reach a parsecpascal, which I assume is what comes after an AUpascal? That's 10,000 times the dynamic pressure I managed, and I don't think it would be possible without specifically definining a planet for it (ie, with an atmosphere thick enough that you can dive in at several million m/s and not hit the surface in the first frame).
 

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Sick ! :blink:

Are you 'under pressure' to reach a parsecpascal? :P
 
Are you 'under pressure' to reach a parsecpascal? :P

:dry:

Anyway, you said you're making your own version for your simpit, I assume that it's for use with Orbiter so why not just use the built in one?
 
:dry:

Anyway, you said you're making your own version for your simpit, I assume that it's for use with Orbiter so why not just use the built in one?

I understand he explained in another thread: he'll use very low-end systems for the MFDs, and they're not powerful enough to run Orbiter, or even windows. So he wants to make custom versions of the MFDs that run in a light-weight Linux system, and probably connect them to a fast central computer running Orbiter, through something like a network connection.

Anyway, I've also seen the 'AU bug', though I think it was with some other quantity (maybe time?). I suggest you don't imitate it in your own plugins ;).
 
I understand he explained in another thread: he'll use very low-end systems for the MFDs, and they're not powerful enough to run Orbiter, or even windows. So he wants to make custom versions of the MFDs that run in a light-weight Linux system, and probably connect them to a fast central computer running Orbiter, through something like a network connection.

Anyway, I've also seen the 'AU bug', though I think it was with some other quantity (maybe time?). I suggest you don't imitate it in your own plugins ;).

CJP got it, mostly. Technically they can run Windows 2000, but I suspect that the performance would take a significant hit. That's the basic design though.

The other reason to not use Orbiter's built-in MFDs (other than the obvious difficulty in not being able to get them on another computer) would be if I wanted to run other sims in the pit; e.g. FSX. There's a system out there (FSUIPC with WideFS) that's essentially Orb:Connect for FSX, but it does cost money.
 
There's a system out there (FSUIPC with WideFS) that's essentially Orb:Connect for FSX, but it does cost money.
In principle, they're similar, but FSUIPC uses memory-mapped files (I think) direct to the FS internals. I thought about that approach just long enough to realize my C++ wasn't up to efficient memory operations, and given the wide range of vessel systems possible, the map would be hard to maintain. It would be nice, as there are lots of plug-and-play hardware interfaces that could be used if the system could be duplicated.
 
The other reason to not use Orbiter's built-in MFDs (other than the obvious difficulty in not being able to get them on another computer) would be if I wanted to run other sims in the pit; e.g. FSX.

Sorry to take this further off-topic, but as you did not mentioned this in the other thread: I am wondering how you plan on doing that: If using it for FSX will you have a yoke? Wouldn't this look kinda out of place for Orbiter?
 
Sorry to take this further off-topic, but as you did not mentioned this in the other thread: I am wondering how you plan on doing that: If using it for FSX will you have a yoke? Wouldn't this look kinda out of place for Orbiter?

Currently I'm not planning on having a yoke, as I already have a good stick and a stick is not completely unreasonable in FSX (ie, the F-18...heck, even the newer Airbus models use a sidestick instead of a yoke).

In the longer-term, I was considering having swappable primary inputs, so in like 5-10 minutes you could go from a fighter-like stick/throttle to a more "realistic" yoke/throttle combo, and then perhaps even to a steering wheel for racing games.

I haven't thought much about that at all yet though. It's on the distant horizon, if it will ever happen at all.
 
"You haven't heard of Heilor's Shuttle A? It's the ship that made the Kessel run in less than 12 parsec-pascals."
 
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