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Re: Space Shuttle - Development

Postby eatdirt » Tue May 26, 2020 5:38 pm

It could be, what exactly would I see while moving the ARM if this is the case? Does the ARM quit moving at Euler but the HST continues to move?


In SINGLE mode, the arm does not "see" Euler because you move it joint per joint. But the calculation telling by how much the HST should rotate in the Shuttle frame becomes singular, in particular the yaw.
What you see then is the HST not following anymore the motion of the end effector, which is what I see on yaw at high pitching, end effector close to +-90 degrees.
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Re: Space Shuttle - Development

Postby Thorsten » Wed May 27, 2020 5:40 am

What he says.
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Re: Space Shuttle - Development

Postby amalahama » Tue Jun 02, 2020 10:46 pm

Hi,

I've been playing around with Rentry sim recently and a small detail I really like is the sense of "inertia" in the gauges. In the FG space shuttle, all indicators instantly "snap" into their values when rotaries are actuated, for example when checking DC and AC voltages, or when checking different fuel levels. May this request be evaluated for future revisions of the FG space shuttle?
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Re: Space Shuttle - Development

Postby Thorsten » Wed Jun 03, 2020 6:50 am

You can do that yourself - it's pretty menial but straightforward work. Basically there's a filter that selects which of the different properties is shown dependent on the rotary knob position, you'd have to rename the output of that, pass that into a lag filter (or whatever else you fancy) and have the lag filter output what the output previously was called.
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Re: Space Shuttle - Development

Postby eatdirt » Fri Jun 05, 2020 11:49 pm

I really think it is Euler

It could be, what exactly would I see while moving the ARM if this is the case? Does the ARM quit moving at Euler but the HST continues to move?


Got some courage to dig into the arm again, checked again all formulae, everything is fine. But, sadly, enough, I am in complete disagreement with my last post: the problem is not Euler :(

I think it is either deep shit, or great thinking, hidden somewhere in the "rotate" animation. I am succeeding to have a quasi-perfect animation for all angles, even super close to the Euler singularity by doing something I should not do!

For pitch angle > 45, I am yawing the payload with the Shuttle's frame reprojected wrist roll angle :shock: For pitch angles < 45 degrees, I keep the current, namely yawing with the projected yaw angle. How this is working? This should not!

It looks like the animation, and the animation only, reinterprets a roll to a yaw angle, and conversely for pitch angles greater or equal than 45 degs. It might actually be super clever, because then, Euler does not exist anymore, but is this expected or documented? Does anyone have an idea how this is possible?
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Re: Space Shuttle - Development

Postby GinGin » Mon Jun 22, 2020 9:05 am

Hello , I got a question about switche and cb logics

I would like to know in which files I can link a cockpit physical switch to a property

I am planning to implement the logic for the 9 ac circuit breakers ( AC contr) and 3 ac bus sensor ( 3 position switch )

Image


I wrote the logic in electrical.xml with some functions and switch
Wayne already made the above switches movable.
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Re: Space Shuttle - Development

Postby wlbragg » Mon Jun 22, 2020 4:04 pm

Use Models/cockpit.xml or Models/cockpit-detailed.xml depending on where the panel is visible from. Just follow the general idea of commenting the description of what the switch is for and group them under the same overall panel comment as well.
If you need any animations or other questions don't hesitate to ask.

EDIT
Panel R1 switches start at about 25443 in Models/cockpit.xml

Ah, yes, I did animate them already they start at about 26560
see
Code: Select all
<!-- Panel R1                                         -->
<!-- Un-coded switches and talkbacks  -->

Also please move them above that "un-coded' heading when completed.
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Re: Space Shuttle - Development

Postby GinGin » Tue Jun 23, 2020 10:03 am

@Wayne : thanks, I see.
Very well organized file .
Easy to navigate through it

What is the difference between cockpit and cockpit advanced xml?

For latter plans , I got some switches to animate if you have time
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Re: Space Shuttle - Development

Postby wlbragg » Tue Jun 23, 2020 11:49 am

Cockpit-detailrd.xml is the detailed portion of the cockpit that you have to opt in to see.
Sure, animating the switches is no problem. When you get there let me know.
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Re: Space Shuttle - Development

Postby GinGin » Tue Jun 23, 2020 2:16 pm

wlbragg wrote in Tue Jun 23, 2020 11:49 am:Cockpit-detailrd.xml is the detailed portion of the cockpit that you have to opt in to see.
Sure, animating the switches is no problem. When you get there let me know.


Got it thanks .
Actually, I would just need for now a cws addition in model ( I think)
It is the AC overload ( yellow light ) next to ac voltage
That would complete the modelization of ac sensors that will automatically trip inverters in case of overload or overvolt conditions

Image
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Re: Space Shuttle - Development

Postby wlbragg » Wed Jun 24, 2020 10:50 pm

Actually, I would just need for now a cws addition in model ( I think)
It is the AC overload ( yellow light ) next to ac voltage

OK, I've really been wanting to redo the CWS graphics. I started them for the AirCrane and they are so much more realistic maybe I can update the Shuttle's while I'm at it adding this light.
I'll try to take a look in the next couple days.
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Re: Space Shuttle - Development

Postby GinGin » Sun Jun 28, 2020 7:57 am

wlbragg wrote in Wed Jun 24, 2020 10:50 pm:
Actually, I would just need for now a cws addition in model ( I think)
It is the AC overload ( yellow light ) next to ac voltage

OK, I've really been wanting to redo the CWS graphics. I started them for the AirCrane and they are so much more realistic maybe I can update the Shuttle's while I'm at it adding this light.
I'll try to take a look in the next couple days.



Very nice.
The ones in the AirCrane look better indeed.

I wanted to learn the logic in the model.xml ( my idea was to adjust some electrical switches into 3 position Spring loaded switches)
I didnt find a relevant wiki page for all the different functions we can find in that file.
Do you know if there is a kind of tutorial for it ?
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Re: Space Shuttle - Development

Postby WoodSTokk » Sun Jun 28, 2020 7:33 pm

GinGin wrote in Sun Jun 28, 2020 7:57 am:my idea was to adjust some electrical switches into 3 position Spring loaded switches

A simple prop-filter will do it. Look at the generator-switches in the Citation II. They have ON, OFF and spring loaded RESET.
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Re: Space Shuttle - Development

Postby Thorsten » Mon Jun 29, 2020 5:36 am

Actually, please keep it consistent to the other spring-loaded switches we have (I think the HUD declutter would be one example). I think we do it in Nasal - since we have that anyway for every switch to generate a localized click sound in the cockpit it fits nicely.
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Re: Space Shuttle - Development

Postby GinGin » Mon Jun 29, 2020 1:00 pm

Thorsten wrote in Mon Jun 29, 2020 5:36 am:Actually, please keep it consistent to the other spring-loaded switches we have (I think the HUD declutter would be one example). I think we do it in Nasal - since we have that anyway for every switch to generate a localized click sound in the cockpit it fits nicely.


Yes, sure.
I will change it just if it is consistent and transparent logic wise

The declutter HUD is the example I needed to understand better a spring loaded logic with a property change with a same switch position at the end .
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