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Re: Decaff's Garage

Posted: Thu Apr 21, 2016 6:56 am
by NajmiCreative
the cockpit looks cool!
yet for the "lite" version you can take my modified 747-400 on the VMA Pack...and the cockpit also looks nice yet make some modification for -8 variant (and some more edit if you want make it even more detail)
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yet the buttons and gauges all 2d,so good enough for lite version...

Re: Decaff's Garage

Posted: Thu Apr 21, 2016 11:32 pm
by Turbofan
I would suggest making one with the medium-level flightdeck/flightpanel details as has been suggested here, and one completely without, maybe just add in the default instrument panel, similar to what TF 58 has done with the Simple Airliners (747s). That way, for those who have very low-end computers, they can fly the plane with not much lag but those who want the actual flight panel will get a fairly detailed one without comprosiming on FPS rates too much.

Re: Decaff's Garage

Posted: Fri Apr 22, 2016 6:33 am
by Copperhead
Its things like this that make me wonder why decaff is modding for YS and not for FSX or something... We do not deserve and we can not have nice things,... just ask Eric.

Re: Decaff's Garage

Posted: Fri Apr 22, 2016 10:33 am
by decaff_42
Copperhead wrote:Its things like this that make me wonder why decaff is modding for YS and not for FSX or something.
It is an FSX cockpit originally. I believe I stated that earlier, but it bears repeating.

Anyhoo I like the ideas yu guys have been proposing. Now I'm thinking 3 versions. HD, normal and bare bones just a window frame and forward instrument panel with nothing on it.

Re: Decaff's Garage

Posted: Sat Apr 23, 2016 10:31 pm
by decaff_42
Creating all-new screen displays. I'm tempted to animated some of them, but that may be pushing things a bit too far. :D This is already complicated enough.
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Re: Decaff's Garage

Posted: Sat Apr 23, 2016 10:35 pm
by ksh
decaff_42 wrote:Creating all-new screen displays. I'm tempted to animated some of them, but that may be pushing things a bit too far. :D This is already complicated enough.
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that´s awesome! i thought flash had the best cockpit ever with the vulcan, but this is going into my number one veeeeeery fast!

Re: Decaff's Garage

Posted: Sat Apr 23, 2016 11:06 pm
by u2fly
Here is one greate example with animated radar inside cockpit (using trick with gun tracking), that show nearest enemy aircrafts.
YSFLIGHT@2ch二代目 wrote:レーダーパネル付きF-5
f5投稿用.zip
自動回転機銃を応用し、実際に敵機の位置を表示するレーダーパネルを
作ってみました。
皆さんの機体制作の参考になればと思います。
From here - http://www41.atwiki.jp/ysflight/m/pages/21.html

Re: Decaff's Garage

Posted: Wed Apr 27, 2016 12:57 am
by decaff_42
Working on a python tool to help pull data from a replay file. I've got the backend mostly hashed out in theory, but the GUI is coming along nicely. I will have to adapt an older code to extract the data from the replay file, but all the nuts and bolts is there.

The idea is that you can extract the flight data of a particular aircraft from a replay and export the raw and derived parameters to a .csv file which can be used in an program of your choice to plot and analyze data.

(Not shown) the user will be able to select certain analysis modules to perform which will calculate parameters like angle of attack, roll rate, climb rate, angle of bank, etc.

Additionally, the data will be extracted at a user-selected rate (full (~17Hz), 10Hz, 5Hz, 1Hz, 1/60Hz)

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Re: Decaff's Garage

Posted: Wed Apr 27, 2016 1:45 am
by Flake
decaff_42 wrote:Working on a python tool to help pull data from a replay file.
Check out YSFlight Replay Merger source to see my structured approach for loading a YFS files into classes.

Obviously python is not c# but the code structure and variable names are easy enough to follow I think. Perhaps it may help you?

See me if you need help, happy to assist. ;)
decaff_42 wrote:The user will be able to ... calculate ... angle of attack, roll rate, climb rate, angle of bank, etc
Now, this has my attention. OpenYS can load replays, yes, but I don't know how to calculate the change in attitude in each step of a replay. For example, how much has the pitch changed? and the bank? and the roll? This is something your expertise may be able to help with Decaff. Currently replays streamed in OpenYS are "blocky" due to me "making do" for now by setting all V_Rotation values on H P and B axes to be always 0... It's like watching crudely drawn stop motion watching an aircraft roll for example. If you can find a solution for calculating this, I would definitely pull the solution into OpenYS, and it would be much appreciated. If you do end up doing this, please let me know.

Re: Decaff's Garage

Posted: Wed Apr 27, 2016 2:19 am
by u2fly
decaff_42 wrote:The idea is that you can extract the flight data of a particular aircraft from a replay and export the raw and derived parameters
This operation have name - it's "parsing"! ;-)
+1 for choosing Python, that can run on any OS including mobile! (I hope you will chose Py2.x, and not 3.x)
I hate C++ & C#...
*
Also recommend you look at AeroPython, maybe something interesting can be found for YSFlight
> https://github.com/AeroPython
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Re: Decaff's Garage

Posted: Wed Apr 27, 2016 11:17 am
by decaff_42
OfficerFlake wrote:It's like watching crudely drawn stop motion watching an aircraft roll for example.
At 17 Hz, the full-rate data is definitely something that may appear stop-motion-esk, but there really isn't a way around it without doing some interesting math (which would add a ton to the computation time). It might be possible to have that go into a later update, but I'd have to crack open my numerical methods book from grad school.

Also I'm not sure how YSFlight would react to data coming in at say 100Hz, or even 50Hz. It might be worth experimenting manually with setting up a YFS file with that kind of data rate to see if it is even possible. I can just imagine the file-size would get crazy. All you would really have to do is change the time values on the recorded data to find out, although your replay would fly at like mach 30 with that kind of time-shift.

@u2fly
This tool is written in python 3.4 and I will not be using AeroPython for the simple reason that aeropython needs numpy. This tools is meant to be a simple and numpy adds a whole host of issues with installation, that for a casual user is a bit much. I am much more comfortable in python 3.x rather than 2.x, especially when it comes to tkinter for the GUI.

If I were to be doing an actual aircraft design/analysis project then I'd definitely consider numpy and AeroPython for it. Thanks for making me aware of it!

Re: Decaff's Garage

Posted: Wed Apr 27, 2016 12:12 pm
by u2fly
decaff_42 wrote:If I were to be doing an actual aircraft design/analysis project then I'd definitely consider numpy and AeroPython for it. Thanks for making me aware of it!
Think especially PythonFME would be usefull.
https://github.com/AeroPython/PyFME
Also, can you little bit discover what you mean when told about Hz (herzes) in YFS file?
Anyway, take this https://xkcd.com/353/

Re: Decaff's Garage

Posted: Wed Apr 27, 2016 8:09 pm
by Richard Vo
The other aircrafts are getting jealous with your 748! :lol:

Re: Decaff's Garage

Posted: Thu Apr 28, 2016 11:04 pm
by decaff_42
The GUI is now complete enough to proceed with the project's meat.
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Starting to work on the actual code for this now. The dat and yfs file import process is going great! I'm also able to recycle some code from my proof-of-concept of this program to help with extracting meaningful data.

Phase 1: Get the YFS data extracted at the right Hz and exporting to csv properly.
Phase 2: Add in support for the three initial modules (shown Above)
Phase 3: release Beta and fix any bugs that are found.
Phase 4: Add in more modules.

Re: Decaff's Garage

Posted: Sat Apr 30, 2016 6:32 pm
by decaff_42
I'm really excited for the kind of data that I can get from this tool. Right now I've got the first module and the different data rates working well. I decided to add in a button to toggle between selecting all the modules and deselecting all the modules.

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I've attached the test csv files I've generated from a quick flight. In order to make things simpler (less columns of data), I separated the raw YFS data and the derived parameters into two different files. This is also because the Coordinate system used to calculate the Angle of Attack (Tangential Plane Reference Coordinate System) and the reference frame attached to the aircraft (Figures 2 and 1 respectively) are different from the YSFlight coordinate system used in the YFS file.

As I mentioned in the chat, the raw data comes in at 1mb per 8.5 minutes of full rate flight data. If you took 1Hz data you'd be able to store roughly 2.4 hours of data in 1mb of csv file. The data storage changes when you look at the derived parameters because they are a lot of decimal numbers in addition to a lot more columns of data.

One of the cool things that you can see in the last column of the derived data is the flight path angle. As the auto pilot is engaged shortly after the start of the flight, you can scroll through the data and see the flight path angle slowly change to 0 as the autopilot gradually eases the aircraft to the target altitude.

Re: Decaff's Garage

Posted: Sun May 01, 2016 2:09 am
by decaff_42
Running into a weird issue. When I export the cockpit mesh as an srf, some, not all, of the color disappears. Really strange. Has anyone else run into an issue like this with Blender?

Before:
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After:
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Re: Decaff's Garage

Posted: Sun May 01, 2016 4:00 am
by Deleted User 1872
That looks top notch! Loving those colors, too :D Dude we need a Van's RV-8 with your modding skills, no doubt.

Re: Decaff's Garage

Posted: Sun May 01, 2016 4:32 am
by u2fly
Kujo wrote:That looks top notch! Loving those colors, too :D Dude we need a Van's RV-8 with your modding skills, no doubt.
+1
As I remember, here was topic for that! - viewtopic.php?t=8364

Re: Decaff's Garage

Posted: Sun May 01, 2016 7:32 am
by lorDuckFeet
Nice work on this 748 cockpit Decaff!
This happens to me with logos and after export. I solved this problem by importing again and repainting the logo again (second time).

Re: Decaff's Garage

Posted: Sun May 01, 2016 1:19 pm
by decaff_42
I was able to figure out a work around. The cockpit now looks great!
(1) Make sure all modifiers are applied
(2) Delete all materials from objects.
(3) Make Object Centers at Origin and clear any rotations (ctrl-a-1)
(4) Export as DNM
(5) import DNM
(6) Join Meshes
(7) Export as SRF

With everything loaded into the base -8i model there are ~50k vertices. 9k in cockpit mesh, 8k in cockpit animations(4k in the instrument screens alone), 33k for external model. With the cockpit mesh being stored outside the model, the blank will be around 40k vertices. This leaves the DNM hovering at @ 2.2mb without any paint schemes.

With my idea for a simple model, The cockpit will lose all animations and have ~300 vertex mesh for dash and basic room. The blank of this model will be ~33k for a 1.7mb DNM file.