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A320-family development

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Re: A320-family development

Postby Cole » Thu Jun 11, 2020 1:36 pm

Thanks for the info, I feel like there are a few items that flightgear, as a whole, could develop to, honestly, be a better "sim" than other expensive "sims" out there: a save/resume function, a random baggage/passengers button you could push to have it sort it out without the artificial feeling of "choosing it yourself", and a generalized system of cargo/passengers much like "eurotrucks sim" has done for itself, where you get some random "contracts" to take stuff from point A to point B. This is not something that should be perfect, but any simple solution that would "engage" a little bit more, I think would make flightgear better than others out there. Things that are not related to graphics or some other more "budget-related" issues. But things that would allow the player to not have to play as a "god" that decides everything around him including how many passengers. A sort of a "career mode" would be a huge deal for flightgear. And I am not saying it ought to be something complex and huge, any simple system would make a big difference. But all in all, I honestly do not see why, with excellent aircraft out there like your a320 etc, is flightsimulator, xplane, etc is really a big difference from flightgear. I do not find those to be dramatically better. They are different, but even in the "flightsimulator" preview clips after 30 seconds it is possible to spot major graphic unrealism like "cars disappearing", trees covering tarmac roads. The level of graphics of flightgear is perfectly reasonable already, what I think now should be a priority for flightgear as a whole would be finding optimized solutions to major hotas products out there, and work on a "career" system of some simple kind, or at least randomized passenger manifests.

Not everything has to be a "graphics competition", that problem will never be solved, its always possible to spot major graphics failures, regardless what machine you have, the attention ought to be focused now on other "back office" aspects of "flying".
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Re: A320-family development

Postby legoboyvdlp » Thu Jun 11, 2020 1:38 pm

Ah - I see -- so, the engine dynamics are more accurate :)

But, functionally, in terms of systems, no variant is more complete than the other. Just, different numbers are input in, and for the IAE, they are more accurate.

As for those, well, those are more aircraft-side things. Sorry, but my time is not infinite - I have to prioritize, at the minute I am prioritizing the FMGC.
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Re: A320-family development

Postby Cole » Thu Jun 11, 2020 1:45 pm

I wasn't suggesting you or anyone in particular do anything more about it, it was general comment of flightgear as whole, not your team.
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Re: A320-family development

Postby J Maverick 16 » Thu Jun 11, 2020 9:58 pm

Today both A320 and A330 received a GUI restyling. Here's a preview:

Image

Hope you'll like it :wink: .
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Re: A320-family development

Postby merspieler » Fri Jun 12, 2020 10:40 am

ew... back to the dirty grey... :-/
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Re: A320-family development

Postby merspieler » Fri Jun 12, 2020 10:45 am

Cole wrote in Thu Jun 11, 2020 11:48 am:edit: A save function exactly like the cessna 172 has would make a world of difference.


There is a save funktions... in the Aircraft Config -> Save aircraft state between flights.

For the random failures/always brand new aircraft thing, there's as well something WIP...
Basically, once you've enabled the option above, you'll have to do regular maintenance on the aircraft.
Worn down things are more likely to fail.

But it's still WIP... in the early stages.

As for the PAX/Cargo... I've got plans for that too...
I just need to find the time to implement all that.
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Re: A320-family development

Postby legoboyvdlp » Fri Jun 12, 2020 3:58 pm

Coming soon :)

Image
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Re: A320-family development

Postby Cole » Sat Jun 13, 2020 7:25 am

merspieler wrote in Fri Jun 12, 2020 10:45 am:
Cole wrote in Thu Jun 11, 2020 11:48 am:edit: A save function exactly like the cessna 172 has would make a world of difference.


There is a save funktions... in the Aircraft Config -> Save aircraft state between flights.

For the random failures/always brand new aircraft thing, there's as well something WIP...
Basically, once you've enabled the option above, you'll have to do regular maintenance on the aircraft.
Worn down things are more likely to fail.

But it's still WIP... in the early stages.

As for the PAX/Cargo... I've got plans for that too...
I just need to find the time to implement all that.



That sounds great, thank-you.

What about the brake pressure, the pressure gauges are not functional yet, right? The 2 gauges in the center right.

Have you ever used "euro truck simulator 2"? They have a really good working system of random contracts of cargo, something much simpler, that does not even need to have anything to do with money but would simply say "ok if you want to fly from EDDL to EDDH, at this moment, there are 110 people who want to fly there at this particular hour, from 11:00 to 12:00" for example.

In a slightly more advanced stage, passenger numbers could accumulate in the 48 hours they are dispatched and enable real "feeder" airliners to work in conjunction with jumbo jets...

Some sort of a crude algorithm that would, regardless of how realistic it would be, assign passenger quotas every hour, would be really great.

This would also mean that if 1 A320 is taking off from EDDL full with all passengers in that hour who want to go to EDDH, then if another online multiplayer "pilot" would want to take passengers also from EDDL to EDDH, he would have to wait for the next hour, because there would be no more passengers from 11:00 to 12:00... For example.
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Re: A320-family development

Postby merspieler » Sat Jun 13, 2020 9:48 am

Never used euro truck sim... cause a) you need steam, b) it's not open source.

There won't be such an environment... it's not possible to implement on top of the current multiplayer infrastructure.

Asinging random PAX/Fright is something a want to work on (adding all the paperwork ) at some point... but I've just got limited time to work on things... and right now, even my other A320 work is more or less stale.
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Re: A320-family development

Postby Cole » Sat Jun 13, 2020 12:34 pm

You don't need to install and play it to understand it, you just need to look at a video on youtube about it.

Again, none of this discussion about pax and cargo is about the a320 team, my comments are about the flightgear structure, and whether its impossible, its probably possible, if they decide to do it. I wasn't suggesting you or anyone in a320 team do that.
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Re: A320-family development

Postby merspieler » Sat Jun 13, 2020 1:29 pm

Sorry, then I missunderstood you... it's just not the right place to ask for that...

This would be a better place for it.
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Re: A320-family development

Postby Bjoern » Thu Jun 18, 2020 11:09 pm

merspieler wrote in Sat Jun 13, 2020 9:48 am:Asinging random PAX/Fright is something a want to work on (adding all the paperwork ) at some point...


If you need inspiration for an aircraft-independent "haul payload, earn reputation for better contracts and money to spend on maintenance and repairs lest a part fails" add-on (mechanics and initial balancing), you can check out my magnum opus for FSX. If the reverse polish notation in the code doesn't scare you off, you can even outright port it to FG and GPL license it.
I also have a Lua-based remake for X-Plane in the works whose code should be easier to read, but it isn't complete yet as I get sidetracked way too often with recreating stuff as I learn new coding and UI styling tricks.
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Re: A320-family development

Postby legoboyvdlp » Tue Jun 23, 2020 12:27 pm

Animating is definitely going well :)


Image



:lol:
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Re: A320-family development

Postby Avionyx » Tue Jun 23, 2020 1:06 pm

Great stuff :D I personally hate animating as it always goes so wrong.
Looking forward to the MCDU changes though, looks awesome!
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Re: A320-family development

Postby WoodSTokk » Tue Jun 23, 2020 1:23 pm

The best way is to animate the main part (i think the trunion with all assemblies on it) with a rotate animation and most (or all) other parts use a locked-track animation.
I dont know what animation this little part use, but it looks not correct ;)
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