Orbiter-Forum  

Go Back   Orbiter-Forum > Orbiter Addons > Addon Support & Bugs > Addon Developer Forums > Space Shuttle Ultra
Register Blogs Orbinauts List Social Groups FAQ Projects Mark Forums Read

Space Shuttle Ultra Support & development threads for Space Shuttle Ultra addon.

Reply
 
Thread Tools
Old 06-28-2018, 09:34 PM   #1861
GLS
Addon Developer
 
GLS's Avatar
Default

Quote:
Originally Posted by Urwumpe View Post
 And every switch actually has three electrical switches inside, providing three signals to their MDM.
...and some have 2 and other have 4. Anyway, RM is the tricky part.
GLS is offline   Reply With Quote
Old 06-29-2018, 05:38 AM   #1862
Urwumpe
Certain Super User
 
Urwumpe's Avatar

Default

Quote:
Originally Posted by GLS View Post
 ...and some have 2 and other have 4. Anyway, RM is the tricky part.

Yeah - not that it matters right now, since we don't simulate switch failures. And if we would somebody would kill us.
Urwumpe is offline   Reply With Quote
Old 06-29-2018, 12:01 PM   #1863
GLS
Addon Developer
 
GLS's Avatar
Default

Another piece of the puzzle: https://sourceforge.net/p/shuttleultra/tickets/181/
Why does the order of the groups change so much?
GLS is offline   Reply With Quote
Old 06-29-2018, 12:37 PM   #1864
Urwumpe
Certain Super User
 
Urwumpe's Avatar

Default

Quote:
Originally Posted by GLS View Post
 Another piece of the puzzle: https://sourceforge.net/p/shuttleultra/tickets/181/
Why does the order of the groups change so much?
Likely because of the implementation - no array or list of group indices, but a starting group index
Urwumpe is offline   Reply With Quote
Old 06-29-2018, 01:30 PM   #1865
GLS
Addon Developer
 
GLS's Avatar
Default

Quote:
Originally Posted by Urwumpe View Post
 Likely because of the implementation - no array or list of group indices, but a starting group index
The problem is that it makes isolating changes in the meshes very hard...
GLS is offline   Reply With Quote
Old 06-29-2018, 01:46 PM   #1866
Urwumpe
Certain Super User
 
Urwumpe's Avatar

Default

Quote:
Originally Posted by GLS View Post
 The problem is that it makes isolating changes in the meshes very hard...
Yeah. The complaints also make me think if it would be smarter to push the reference data for the animations into configuration files that could be edited by the graphics department.

Maybe just something like YAML:

Code:
---
Name: animation_component_name
Groups: [1,2,3,4,5]
Reference: [1,0,0]
Axis: [0,1,0]
Angle: 90
---
Name: animation_component_name
Groups: [1,2,3,4,5]
Reference: [1,0,0]
Axis: [0,1,0]
Angle: 90
...
We could make use of this library then, MIT license should be compatible:

https://github.com/jbeder/yaml-cpp

We would then still use the C++ animation definitions for the logic, but the many constants could be moved into a configuration file.

Last edited by Urwumpe; 06-29-2018 at 01:50 PM.
Urwumpe is offline   Reply With Quote
Old 06-29-2018, 02:05 PM   #1867
DaveS
Addon Developer
 
DaveS's Avatar


Default

Quote:
Originally Posted by GLS View Post
 Another piece of the puzzle: https://sourceforge.net/p/shuttleultra/tickets/181/
Why does the order of the groups change so much?
The reason why the order changes is that no msh exporter for any of the 3D modelling programs (be it GMAX/3DSMAX, Wings3D, Blender and AC3D) that have one are consistent or intercompatible. A msh can be exported successfully in one program but fail in another. One flaw that they do share is that none of them keeps the mesh group order the same between runs. One run results in one order and the next is different. The same goes for everything, mesh groups, texture lists as wells as the materials list.


So if any of you are game to write a new msh importer/exporter script for AC3D, I'm certainly going to use them.
DaveS is online now   Reply With Quote
Old 06-29-2018, 02:08 PM   #1868
GLS
Addon Developer
 
GLS's Avatar
Default

Quote:
Originally Posted by Urwumpe View Post
 Yeah. The complaints also make me think if it would be smarter to push the reference data for the animations into configuration files that could be edited by the graphics department.

Maybe just something like YAML:

Code:
---
Name: animation_component_name
Groups: [1,2,3,4,5]
Reference: [1,0,0]
Axis: [0,1,0]
Angle: 90
---
Name: animation_component_name
Groups: [1,2,3,4,5]
Reference: [1,0,0]
Axis: [0,1,0]
Angle: 90
...
We could make use of this library then, MIT license should be compatible:

https://github.com/jbeder/yaml-cpp

We would then still use the C++ animation definitions for the logic, but the many constants could be moved into a configuration file.
IMO, that's another thing to go wrong... changing some coordinates here
Code:
const VECTOR3 animXYZaxis = _( 1.2, 3.4, 5.6 );
vs there is the same. Also, the animations aren't something that change every day, so...
The coding of the animations needs a coder, but AFAIK it's pretty much all done.
GLS is offline   Reply With Quote
Old 06-29-2018, 03:49 PM   #1869
Urwumpe
Certain Super User
 
Urwumpe's Avatar

Default

Quote:
Originally Posted by GLS View Post
 The coding of the animations needs a coder, but AFAIK it's pretty much all done.
And if something changes, we are all talking about who is going to code it. Also its better to have less specialized code than more - and constants in the source code are code as well. We need quality assurance on those as well, and its easier to do if they are all in one place and can at least be sanity checked (For example, such a configuration file could be automatically tested for grave position or direction errors, literals in code can't)

In the best case we could create an animation just by saying:

Code:
animStarTrackerDoorY = animationFactory->create("StarTrackerDoorY");
Which would mean: We have lots of code less. And lots of error sources less. And better testability. And more possibilities for code reuse. For example, such an animation framework could also be ported to other add-ons, like the launch pads, the crawler or whatever payload. All having the same code. All using the same configuration file syntax.

Last edited by Urwumpe; 06-29-2018 at 03:55 PM.
Urwumpe is offline   Reply With Quote
Old 06-29-2018, 04:13 PM   #1870
GLS
Addon Developer
 
GLS's Avatar
Default

How much more will animations change in the future and how much time would that eat on the "coding department", versus how long will it take to change EVERY SINGLE ANIMATION to that new system? I think the latter one is much more expensive...
GLS is offline   Reply With Quote
Old 06-29-2018, 04:24 PM   #1871
Urwumpe
Certain Super User
 
Urwumpe's Avatar

Default

Quote:
Originally Posted by GLS View Post
 How much more will animations change in the future and how much time would that eat on the "coding department", versus how long will it take to change EVERY SINGLE ANIMATION to that new system? I think the latter one is much more expensive...
Fine.

I'll copy a permalink to these posts for next year, just so the "I have told you" has more momentum.
Urwumpe is offline   Reply With Quote
Old 06-29-2018, 04:27 PM   #1872
GLS
Addon Developer
 
GLS's Avatar
Default

Quote:
Originally Posted by GLS View Post
 Another piece of the puzzle: https://sourceforge.net/p/shuttleultra/tickets/181/
Why does the order of the groups change so much?
I'm changing the hide/show logic so the groups don't have to be sequential.

---------- Post added at 05:27 PM ---------- Previous post was at 05:24 PM ----------

Quote:
Originally Posted by Urwumpe View Post
 Fine.

I'll copy a permalink to these posts for next year, just so the "I have told you" has more momentum.
Just because I don't see the (immediate) need for it and because I don't have the time, doesn't mean you can't do it.
GLS is offline   Reply With Quote
Old 06-29-2018, 04:33 PM   #1873
Urwumpe
Certain Super User
 
Urwumpe's Avatar

Default

Quote:
Originally Posted by GLS View Post
 Just because I don't see the (immediate) need for it and because I don't have the time, doesn't mean you can't do it.
Just because I am not seeing any agreement to implement this in SSU (And get the nagging because we are again releasing late), doesn't mean I can't implement it elsewhere. Its a too good idea to waste.
Urwumpe is offline   Reply With Quote
Old 06-29-2018, 11:17 PM   #1874
GLS
Addon Developer
 
GLS's Avatar
Default

Quote:
Originally Posted by Urwumpe View Post
 Just because I am not seeing any agreement to implement this in SSU (And get the nagging because we are again releasing late), doesn't mean I can't implement it elsewhere. Its a too good idea to waste.
The SSU Workbench is also a good idea, but ATM nobody is coding it...

Anyway, I now closed ticket #181 as now the code no longer depends of mesh group order.

---------- Post added 06-30-18 at 12:17 AM ---------- Previous post was 06-29-18 at 05:44 PM ----------

Radar Altimeter data now reaches the HUD!
Maybe the "regular altitude" does have just a 20ft precision (or whatever the number is)... with the radar taking over at 5Kft it is smooth all the way down, so we don't really see what it would be like without it.

Anyway, I haven't added any RM on the data so turning the MDMs off will just freeze the data and no warning will be given. That will have to wait.
GLS is offline   Reply With Quote
Old 07-01-2018, 08:40 PM   #1875
GLS
Addon Developer
 
GLS's Avatar
Default

Aside for more tuning on the FCS, the only major item left to do in Autoland is adding the other 3 trajectories, and this is where I-LOADs come into play... I just need to figure out how.
For selecting, e.g. the aim point, there is one variable that keeps "1" or "2" according to the selection, and 2 I-LOADs with the position of the aim point. What I don't know is if the selection of one of the I-LOADs is made "on-the-fly" each time it is needed, or if when the selection is made/altered there is a memory location that gets the selected I-LOAD value, and thus the code always goes to that memory location and doesn't have to bother selecting anything.
GLS is offline   Reply With Quote
Reply

  Orbiter-Forum > Orbiter Addons > Addon Support & Bugs > Addon Developer Forums > Space Shuttle Ultra


Thread Tools

Posting Rules
BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
Forum Jump


All times are GMT. The time now is 02:34 AM.

Quick Links Need Help?


About Us | Rules & Guidelines | TOS Policy | Privacy Policy

Orbiter-Forum is hosted at Orbithangar.com
Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Copyright 2007 - 2017, Orbiter-Forum.com. All rights reserved.