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Cargo Towing Addon

FlightGear has support for add-ons, to further extend the simulator's core functionality.

Re: Cargo Towing Addon

Postby wlbragg » Thu Jan 30, 2020 10:42 pm

Starting of the winch arm idea.

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Re: Cargo Towing Addon

Postby wlbragg » Fri Jan 31, 2020 8:45 am

I have the winch arm added to the GUI. Anyone wishes to submit a different style arm or attachment point, feel free to do so. If it is nice and fits well, I will incorporate it into the addon.
I added another property to the presets list (wincharm), value 0 to 4, left interior/exterior, right interior/exterior.
I added a preset for the wincharm to the M-XE and bo105, others to follow.
Pushed to the repository.

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Re: Cargo Towing Addon

Postby wlbragg » Fri Jan 31, 2020 11:04 pm

-WARNING-

I think the Addon is causing some issues with other "on demand" models that are loaded through the normal Aircraft/Models/aircraft.xml file with a select animation. I had the addon loaded in the background and was working on the c172p and in the amphibious and float variant, the pontoon on the side of the last known rope position was invisible. Very strange behavior, just beware!
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Re: Cargo Towing Addon

Postby wlbragg » Sun Feb 02, 2020 12:10 pm

Another good milestone to pull an update from.

Refactored to the props.globals.getNode method.
Added weight/loadpoint logic for jsbsim aircraft.
Corrected resource paths to aircraft used and cargo towing addon locations.
Added the rest of the helicopters in fgdata including SVN AirCrane and Alouette-III. The SVN AirCrane never had towing capability but can now. The Alouette-III had a modified version without the "hauling" and "stacking" capability but can now. Just use ctrl+w to extend the winch arm and use the addon instead of the built in towing options. So it technically has three versions of roping capability.
Added one jsbsim blimp so far "Submarine Scout". Now that is challenging. By the way, mad respect for @Anders for that ship. really well done.

Next up weight additions to AI scenario models.
Correct some model placement elevations.
Work on dragging animation and over all animations.
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Re: Cargo Towing Addon

Postby wlbragg » Mon Feb 03, 2020 12:41 am

There were a couple bugs relating to the ground check and the FDM check in a couple locations I think it is all correct now. The addon is working correctly for both JSBSim and YASim aircraft and weight is being applied correctly to the chosen load point in either case. All FGADDON helicopters and a couple blimps are pre-configured in aircraft.xml.
I need to go back through them and make sure the rope is set to a reasonable diameter and adjust the location appropriately. Pushed and update just now.
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Re: Cargo Towing Addon

Postby wlbragg » Mon Feb 03, 2020 7:55 pm

FYI:

A version of the AirCrane with all cargo towing stripped out for use with addon but with all the interior upgrades can be found here.
This more than likely will be the version that survives and will eventually wind up in fgaddon or the current fgaddon version will end up with the best of this version.

https://github.com/wlbragg/AirCrane/tree/comp-addon

Or you can use the one in fgaddon.
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Re: Cargo Towing Addon

Postby wlbragg » Thu Feb 06, 2020 9:08 pm

Pushed a fix for a "nil" variable check that wasn't consistent.
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Re: Cargo Towing Addon

Postby wlbragg » Mon Apr 13, 2020 7:56 am

Pushed a major change to the Cargo Towing Addon. Beware though it has a few bugs in the current state, like cargo persistence is a bit mucked up. I hope by tomorrow night that will be corrected/finished.

What I am working on is making it so you can create and define your own cargo sets. Then you can select what cargo set you want to be active and use. Right now only one set allowed at a time, but I plan on changing that in the next few days/weeks.

Currently you can select from 4 different cargo sets. Really it is different iterations of the one big existing set i originally made. The sets are now grouped mainly for demonstration purposes to show how to make a new set.

The four sets are...

Base (mostly non-stackable models)
Stackable (all are able to stack with at least one other model in the set, there are a couple duplicate models, for example the dumptruck, it is in three different sets, Base, Stackable and TreeFarm)
TreeFarm (the only models in it are the x-masstrees and the dump-truck)
AIScenario (all that is in this set is any AIScenario models that are currently running in sim)


The basic steps to create a new set are...

1) Make a new folder in Cargo-Towing-Addon/Models/[newfoldername]
2) Add a new file called newfoldername+cargoset.xml in that new folder (see Cargo-Towing-Addon/Models/basecargoset/basecargoset.xml for template of what that file should look like based on your new model set).
Template:
Code: Select all
<?xml version="1.0"?>
<!--
Cargo Towing - Cargo Towing Addon for Flightgear
Written and developed by Wayne Bragg (wlbragg)
Copyright (C) 2020 Wayne Bragg
basecargoset.xml
Version 1.0.0 beta 1/21/2020
Cargo Towing is licensed under the Gnu Public License v3+ (GPLv3+)
-->

<!--
  This is the Long Line portion of the cargo hauling capability.
  Syncs animation of the cargo and harness to the rope.
  Any new cargo model must be included in this file.
  Each model also needs to have its own definition file - see cargo1.xml, cargo2.xml, etc.
-->

<PropertyList>

  <model>
    <path>cub-ground.ac</path>
     <offsets>
      <x-m>-0.175 </x-m>
      <y-m>-0.1 </y-m>
      <z-m> 2.0 </z-m>
     </offsets>
    <condition>
      <and>
        <!-- flags for animating -->
        <property>sim/cargo/cargo1-onhook</property>
        <property>sim/gui/dialogs/aicargo-dialog/connection</property>
      </and>
    </condition>
  </model>
  <model>
    <path>cubharness.ac</path>
     <offsets>
      <x-m>-0.175 </x-m>
      <y-m>-0.1 </y-m>
      <z-m> 1.5 </z-m>
     </offsets>
    <condition>
      <and>
        <property>sim/cargo/cargo1-onhook</property>
        <property>sim/gui/dialogs/aicargo-dialog/connection</property>
        <not>
          <property>sim/cargo/rope/pulling</property>
        </not>
      </and>
    </condition>
  </model>

  <model>
    <path>shipping-container-big.ac</path>
     <offsets>
      <x-m>-0.175 </x-m>
      <y-m>-0.1 </y-m>
      <z-m> 2.0 </z-m>
     </offsets>
    <condition>
      <and>
        <or>
          <!-- same model used three times, see  cargo2.xml. cargo3.xml, cargo4,xml-->
          <property>sim/cargo/cargo2-onhook</property>
          <property>sim/cargo/cargo3-onhook</property>
          <property>sim/cargo/cargo4-onhook</property>
        </or>
        <property>sim/gui/dialogs/aicargo-dialog/connection</property>
      </and>
    </condition>
  </model>
  <model>
    <path>shippingcontainerbigharness.ac</path>
     <offsets>
      <x-m>-0.175 </x-m>
      <y-m>-0.1 </y-m>
      <z-m> 1.5 </z-m>
    </offsets>
    <condition>
      <and>
        <or>
          <property>sim/cargo/cargo2-onhook</property>
          <property>sim/cargo/cargo3-onhook</property>
          <property>sim/cargo/cargo4-onhook</property>
        </or>
        <property>sim/gui/dialogs/aicargo-dialog/connection</property>
        <not>
          <property>sim/cargo/rope/pulling</property>
        </not>
      </and>
    </condition>
  </model>

  <model>
    <path>ground-tank.ac</path>
     <offsets>
      <x-m>-0.175 </x-m>
      <y-m>-0.1 </y-m>
      <z-m> 2.0 </z-m>
     </offsets>
    <condition>
      <and>
        <property>sim/cargo/cargo5-onhook</property>
        <property>sim/gui/dialogs/aicargo-dialog/connection</property>
      </and>
    </condition>
  </model>
  <model>
    <path>groundtankharness.ac</path>
     <offsets>
      <x-m>-0.175 </x-m>
      <y-m>-0.1 </y-m>
      <z-m> 1.5 </z-m>
    </offsets>
    <condition>
      <and>
        <property>sim/cargo/cargo5-onhook</property>
        <property>sim/gui/dialogs/aicargo-dialog/connection</property>
        <not>
          <property>sim/cargo/rope/pulling</property>
        </not>
      </and>
    </condition>
  </model>

  <model>
    <path>ground-tank-large.ac</path>
     <offsets>
      <x-m>-0.175 </x-m>
      <y-m>-0.1 </y-m>
      <z-m> 2.0 </z-m>
     </offsets>
    <condition>
      <and>
        <property>sim/cargo/cargo6-onhook</property>
        <property>sim/gui/dialogs/aicargo-dialog/connection</property>
      </and>
    </condition>
  </model>
  <model>
    <path>groundtanklargeharness.ac</path>
     <offsets>
      <x-m>-0.175 </x-m>
      <y-m>-0.1 </y-m>
      <z-m> 1.5 </z-m>
    </offsets>
    <condition>
      <and>
        <property>sim/cargo/cargo6-onhook</property>
        <property>sim/gui/dialogs/aicargo-dialog/connection</property>
        <not>
          <property>sim/cargo/rope/pulling</property>
        </not>
      </and>
    </condition>
  </model>

  ...
 
</PropertyList>

3) Add a new file called cargoset.nas in that new folder (see Cargo-Towing-Addon/Models/basecargoset/cargoset.nas for template of what that file should look like based on your new model set).
Template:
Code: Select all
# Cargo Towing - Cargo Towing capability for Flightgear
# Written and developer by Wayne Bragg (wlbragg)
# Copyright (C) 2020 Wayne Bragg
# cargoset.nas
# Version 1.0.0 beta 1/21/2020
# Cargo Towing is licensed under the Gnu Public License v3+ (GPLv3+)

#################### inject cargo models into the scene ####################

var cargo1 = {};
var cargo2 = {};
var cargo3 = {};
var cargo4 = {};
var cargo5 = {};
var cargo6 = {};
var cargo7 = {};
var cargo8 = {};
var cargo9 = {};
var cargo10 = {};
var cargo11 = {};
var cargo12 = {};
var cargo13 = {};
var cargo14 = {};

  #set initial position of the cargo models out of site and out of range
  var lat = getprop("/position/latitude-deg")-.0002;
  var lon = getprop("/position/longitude-deg")-.0002;
  var alt = -999;

  #property tree location of cargo models
  var model_path = "[addon=org.flightgear.addons.CGTOW]Models/basecargoset/";

  #                            offset ft    cargoheight m     harnessheight m
  #container-big    -3.879 m = 12.72        2.66              6.10
  #cub-ground       -3.209 m = 10.53        1.83              5.98
  #ground-tank      -3.737 m = 12.26        2.42              6.44
  #ground-tank-lg   -5.884 m = 18.58        4.18              6.02
  #ground-tank-tall -4.976 m = 16.32        3.69              6.02
  #tank-stand       -3.562 m = 11.68        2.12              6.08
  #pine-tree        -3.334 m = 10.93        2.08              6.12
  #dump-truck       -6.937 m = 22.76        9.3              10.59
  #micro-relay      -7.257 m = 23.81        5.98              6.06
  #micro-wave       -8.101 m = 26.58        5.99              6.99
  #tower-sec-one   -14.053 m = 46.14       12.81              8.52
  #tower-sec-two   -14.129 m = 46.35       12.94              8.52
  #tower-sec-three -14.323 m = 46.99       13.06              8.52
  #tower-sec-four  -14.416 m = 47.29       13.24              8.52
  #tower-sec-five  -14.436 m = 47.36       13.22              8.52
  #tower-sec-six   -14.435 m = 47.35       13.22              8.52
  #tower-sec-seven -14.469 m = 47.47       13.25              8.52
  #tower-radio    -162.331 m =532.58      173.63              8.52
  #radio-tower-sec -26.058 m = 85.49       24.84             16.75
  #mobile-pod       -4.059 m = 13.32        2.86             14.39

  # there are three types of cargo depending on connection capability
  # 1) long line only
  #     (stack = 0, offset = distance from blender 0 z to cargo bottom z), alt = alt-90)
  # 2) long line and hard docked
  #     (stack = 0, offset = distance from blender 0 z to cargo bottom z), alt = def of -999
  # 3) stackable
  #     (stack = position of object it can stack on)
  #     (can be either 1 or 2 connection type, but is implemented only when in long line)
  #     TODO: limit stackable to on long line only?

  #use height in feet or *3.28 for ground
  #use height in feet or *3.28 or drop height for connection to stack

  #inject new cargo models into the scene                           stack   drop         height                             
  #                     itemnum index name              location    index   height  weight      harness                 
  cargo1 =  place_model( "1",    0, "cub-ground",       model_path,  0,     0.0,    1200, 1.83, 5.98, lat, lon, alt,    0, 0, 0, -1);
  cargo2 =  place_model( "2",    1, "container-big",    model_path,  8,     2.66,   1500, 2.66, 6.10, lat, lon, alt,    0, 0, 0, -1);
  cargo3 =  place_model( "3",    2, "container-big",    model_path,  8,     2.66,   1000, 2.66, 6.10, lat, lon, alt,    0, 0, 0, -1);
  cargo4 =  place_model( "4",    3, "container-big",    model_path,  8,     2.66,   5000, 2.66, 6.10, lat, lon, alt,    0, 0, 0, -1);
  cargo5 =  place_model( "5",    4, "ground-tank",      model_path,  8,     6.44,   2000, 2.42, 6.44, lat, lon, alt,    0, 0, 0, -1);
  cargo6 =  place_model( "6",    5, "ground-tank-lg",   model_path,  8,     6.02,   4200, 4.18, 6.02, lat, lon, alt-90, 0, 0, 0, -1);
  cargo7 =  place_model( "7",    6, "ground-tank-tall", model_path,  8,     6.02,   3000, 3.69, 6.02, lat, lon, alt-90, 0, 0, 0, -1);
  cargo8 =  place_model( "8",    7, "tank-stand",       model_path,  8,     6.08,    250, 2.12, 6.08, lat, lon, alt-90, 0, 0, 0, -1);
  cargo9 =  place_model( "9",    8, "dump-truck",       model_path,  0,      .5,   10000, 5.69,15.45, lat, lon, alt-90, 0, 0, 0, -1);
  cargo10 = place_model("10",    9, "tower-radio",      model_path,  0,      0.0,   5000,  161, 8.52, lat, lon, alt-90, 0, 0, 0, -1);
  cargo11 = place_model("11",   10, "mobile-pod",       model_path,  0,     0.0,    1200, 2.86,14.39, lat, lon, alt,    0, 0, 0, -1);
  cargo12 = place_model("12",   11, "hvac",             model_path,  0,     7.64,  24000, 7.64,15.45, lat, lon, alt,    0, 0, 0, -1);
  cargo13 = place_model("13",   12, "tank",             model_path,  7,     1.00,    500, 3.00, 6.08, lat, lon, alt-90, 0, 0, 0, -1);
  cargo14 = place_model("14",   13, "ball",             model_path, -1,    0.564,   1200, 0.76, 0.01, lat, lon, alt-90, 0, 0, 0, -1);

  cargo_init();

#});

4) Add cargo1.xml through cargoXX.xml and any .ac models and textures as needed per cargoXX.xml file you create. (Follow existing examples in each of the set folders).
cargo1.xml
Code: Select all
<?xml version="1.0" encoding="ISO-8859-1"?>

<!--
Cargo Towing - Cargo Towing Addon for Flightgear
Written and developed by Wayne Bragg (wlbragg)
Copyright (C) 2020 Wayne Bragg
cargo1.xml
Version 1.0.0 beta 1/21/2020
Cargo Towing is licensed under the Gnu Public License v3+ (GPLv3+)
-->

<!--
  This is the model injected into the scene for the cargo hauling capability.
  Any new cargo must be have a file like this one and a definition in Cargo-Hauling/long-line.xml.
-->

<PropertyList>

  <model>
    <path>cub-ground.ac</path>
    <name>cub-ground</name>
    <condition>
      <and>
        <property>sim/cargo/enabled</property>
        <or>
          <not>
            <property>sim/gui/dialogs/aicargo-dialog/connection</property>
          </not>
          <and>
            <property>sim/gui/dialogs/aicargo-dialog/connection</property>
            <property>sim/cargo/hitsground</property>
            <property>sim/cargo/cargo1-onhook</property>
          </and>
          <and>
            <property>sim/gui/dialogs/aicargo-dialog/connection</property>
            <not>       
              <property>sim/cargo/cargo1-onhook</property>
            </not>
          </and>
        </or>
      </and>
    </condition>
  </model>

    <!--animation>
    <object-name>cub-ground</object-name>
    <enable-hot type="bool">false</enable-hot>
  </animation-->

</PropertyList>

cargo2.xml
Code: Select all
<?xml version="1.0" encoding="ISO-8859-1"?>

<!--
  This is the model injected into the scene for the cargo hauling capability.
  Any new cargo must be have a file like this one and a definition in Cargo-Hauling/long-line.xml.
-->

<PropertyList>

  <model>
    <path>shipping-container-big.ac</path>
    <name>shipping-container-big</name>
    <condition>
      <and>
        <property>sim/cargo/enabled</property>
        <or>
          <not>
            <property>sim/gui/dialogs/aicargo-dialog/connection</property>
          </not>
          <and>
            <property>sim/gui/dialogs/aicargo-dialog/connection</property>
            <property>sim/cargo/hitsground</property>
            <property>sim/cargo/cargo2-onhook</property>
          </and>
          <and>
            <property>sim/gui/dialogs/aicargo-dialog/connection</property>
            <not>       
              <property>sim/cargo/cargo2-onhook</property>
            </not>
          </and>
        </or>
      </and>
    </condition>
  </model>

  <!--animation>
    <object-name>shipping-container-big</object-name>
    <enable-hot type="bool">false</enable-hot>
  </animation-->

</PropertyList>

cargo3.xml (note: it uses the same model as cargo2. This wasdemonstrating the use of the same model, ie; different weight containers)
Code: Select all
<?xml version="1.0" encoding="ISO-8859-1"?>

<!--
  This is the model injected into the scene for the cargo hauling capability.
  Any new cargo must be have a file like this one and a definition in Cargo-Hauling/long-line.xml.
-->

<PropertyList>

  <model>
    <path>shipping-container-big.ac</path>
    <name>shipping-container-big</name>
    <condition>
      <and>
        <property>sim/cargo/enabled</property>
        <or>
          <not>
            <property>sim/gui/dialogs/aicargo-dialog/connection</property>
          </not>
          <and>
            <property>sim/gui/dialogs/aicargo-dialog/connection</property>
            <property>sim/cargo/hitsground</property>
            <property>sim/cargo/cargo2-onhook</property>
          </and>
          <and>
            <property>sim/gui/dialogs/aicargo-dialog/connection</property>
            <not>       
              <property>sim/cargo/cargo2-onhook</property>
            </not>
          </and>
        </or>
      </and>
    </condition>
  </model>

  <!--animation>
    <object-name>shipping-container-big</object-name>
    <enable-hot type="bool">false</enable-hot>
  </animation-->

</PropertyList>

5) In addon-config.xml add a new set entry
Code: Select all
<sets n="4">
            <name type="string">NewSetName</name>
            <path type="string">newfoldername</path>
          </sets>

6) Change the setselected flag to the set you want to initialize at first start up
Code: Select all
<setselected type="string">4</setselected>

7) in long-line-uc.xml add a new model path entry for your new set location (newfoldername)
Code: Select all
    <model>
        <name>newfoldernamecargoset</name>
        <path>[addon=org.flightgear.addons.CGTOW]Models/newfoldernamecargoset/newfoldernamecargoset.xml</path>
        <condition>
            <equals>
                <property>/sim/cargo/setselected</property>
                <value>4</value>
            </equals>
        </condition>
    </model>


The changes are at https://github.com/wlbragg/Cargo-Towing-Addon

You can all thank Stuart for putting a fire under me. He asked a couple questions about some additional capabilities and flexibility and this is what the discussion evolved into. This is going to be really flexible when all done and I think it will add a whole new layer of capability.
Last edited by wlbragg on Wed Apr 15, 2020 4:28 pm, edited 2 times in total.
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Re: Cargo Towing Addon

Postby massima » Mon Apr 13, 2020 9:48 am

Good job man!!! :mrgreen:
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Re: Cargo Towing Addon

Postby wlbragg » Mon Apr 13, 2020 7:21 pm

Make sure you always clear you aircraft cache after updating the addon or your going to have some really weird issues.
I pushed some more changes but its still in a state that is a little buggy. As of right now persistence across sessions is only working for the currently selected cargo set. Eventually I think I'll be able to save position of cargo regardless of current cargo set selection.
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Re: Cargo Towing Addon

Postby wlbragg » Tue Apr 14, 2020 5:54 am

It's now at a good state for testing. The persistence is working correctly. You can select different cargo sets, set model positions in each set, make those cargo positions persistent and switch between sets and it will load the selected set correctly. Whatever set you have selected when you exit the sim will initialize upon restarting the sim and load any models in that set you marked as persistent. If you then select some other set it will load any model in that set that you marked persistent last time you used that set. It is also aircraft dependent and will save all persistent cargo and current set selection per aircraft. So different aircraft can have different persistent sets and cargo.

Please report any bugs you come across.
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Re: Cargo Towing Addon

Postby GinGin » Tue Apr 14, 2020 1:52 pm

Impressive feature Wayne, very nice job.
I remember on DCS the fun I had with Slingload.

I will try it for sure
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Re: Cargo Towing Addon

Postby Hooray » Tue Apr 14, 2020 1:57 pm

Indeed, this is really impressive - and may help re-surrect the old "christmas tree" challenge "addon" :lol:

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Re: Cargo Towing Addon

Postby wlbragg » Tue Apr 14, 2020 4:31 pm

Thanks guys!

may help re-surrect the old "christmas tree" challenge

@Hooray, I can't imagine the amount of flight time these pilots have to be able to do that as precisely and quickly as they do.
I guess I'll have to set bar to get this challenge started. My problem is, the only helicopter I am at all proficient in is the AirCrane and I doubt it is the right aircraft for the job. i need to get good flying one of the smaller copters.
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Re: Cargo Towing Addon

Postby Hooray » Tue Apr 14, 2020 6:07 pm

Actually, I am sure that if you provide the hooks/tooling for something like this, it will inevitably happen sooner or later - the original topic used to be pretty popular around here.
In other words, all that is needed is a corresponding truck, a 3D model for the tree and some tooling for scoring purposes. I believe, in the original thread, Thorsten even began posting some ideas to make it all work ?

It might make sense to reach out to Marius_A who's previously done similar stuff, and even once worked on a "missions" addon, too - maybe, things will all work out, just in time for christmas ? :D

Either way, rendering a dartboard via a shader or texture/3D model for training purposes should not be that difficult with all the tooling we have already, and using the canvas system, we can even create fancy graphics for each try.

So, I guess it's mainly a matter of providing the hooks - sooner or later, someone is going to put everything together :)
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