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Walking through the Scenery: The portable Walker

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Re: Walking through the Scenery: The portable Walker

Postby Hooray » Sun Jul 13, 2014 8:12 pm

it's optional, and very much unlikely to utilize a ton of of resources, especially in comparison with most of our aircraft, so I wouldn't worry about it.
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Re: Walking through the Scenery: The portable Walker

Postby philnx » Fri Jul 18, 2014 10:55 am

Thanks to both for your answers.

Johan G wrote in Sun Jul 13, 2014 7:55 pm:For the most part I agree, though it could potentially be used for pre- and postflight walkarounds. ;)

Sure it could. :) I actually find the currently available external views very useful when I wish to "exit" from the plane.

Hooray wrote in Sun Jul 13, 2014 8:12 pm:it's optional, and very much unlikely to utilize a ton of of resources, especially in comparison with most of our aircraft, so I wouldn't worry about it.

Sounds good, thank you.

Overall, the project is getting better, more complete and realistic with every new release, and the 2.0 scenery was one of the great improvements. Besides, I searched the forum and I'm glad to see that the developers are sticking to the "simulator" concept, rather than willing to switch to "game" mode. Of course flying with FG is great fun.

Greetings.
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Re: Walking through the Scenery: The portable Walker

Postby Jabberwocky » Fri Jul 18, 2014 4:08 pm

More of a theoretical question at the moment, but we were joking around yesterday about business and luxury jets and what would be cool to have. One thing was a flight-attendant bringing coffee to the cockpit. Which, technically sounds like a female walker with a coffee cup to me. So, what about walkers walking around in planes in the future?
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Re: Walking through the Scenery: The portable Walker

Postby chriscalef » Fri Jul 18, 2014 7:13 pm

Ooh, that's always fun, trying to move a character around inside of a moving coordinate system. It would probably be much easier using a modeling format like collada or fbx that includes animation internally, so the base position/orientation of the character could be locked to the transform of the plane, and alls animations would be played relative to that base.

It might not be a big deal either to do it the way we're currently moving the walker, but you'd have to convert the forward/side/back movement vectors to the plane's transform as you went.

Of course being really realistic in terms of turbulence, maneuvers, etc would require either some kind of physics sim or FDM for the human, or else (maybe preferably) to just fake it with animations responding to each type of situation. Hopefully your business class jet won't also be getting in dogfights or aerobatics shows ;-) but at least the prospect of turbulence might deserve a set of response anims.
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Re: Walking through the Scenery: The portable Walker

Postby HJ1AN » Thu Aug 07, 2014 9:25 am

chriscalef wrote in Fri Jul 18, 2014 7:13 pm: Hopefully your business class jet won't also be getting in dogfights or aerobatics shows ;-) but at least the prospect of turbulence might deserve a set of response anims.


Reading this reminds me of all those ragdoll flash games of the falling body, except just inside airplane fuselages.... :lol:
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Re: Walking through the Scenery: The portable Walker

Postby Wombat » Fri Aug 08, 2014 5:49 pm

Which line do I have to Change to enable the walker?
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Re: Walking through the Scenery: The portable Walker

Postby Catalanoic » Fri Sep 05, 2014 6:03 pm

Wombat wrote in Fri Aug 08, 2014 5:49 pm:Which line do I have to Change to enable the walker?

I have the same problem
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Re: Walking through the Scenery: The portable Walker

Postby chriscalef » Fri Sep 05, 2014 6:58 pm

I thought it just came up as a new menu if the files were present in fgdata, but I see that is not the case for me either... did something change?
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Re: Walking through the Scenery: The portable Walker

Postby DFaber » Fri Oct 31, 2014 2:07 pm

The Walker is now available as a "Stand-Alone" Aircraft :-) Along with two new Halloween Characters, so you can be appear properly when you join the Pumpkin Ride:

http://forum.flightgear.org/viewtopic.php?f=10&t=24182

Get the latest Development Snapshot here,

http://cms.flightgear-de.net/index.php/engoben/91-comdiffen/112-humanen

unzip the Archive to your fgdata Directory and look for "walker" in your favourite Launcher. (Adding the --config option is of course still possible if you don't want to walk too far ;-) ).
Meet this new Fella:
Image

and another uglier one...

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Re: Walking through the Scenery: The portable Walker

Postby legoboyvdlp » Fri Oct 31, 2014 2:25 pm

Remind me to download the walker (will do config file so I can do 777 etc post pre flights)
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Re: Walking through the Scenery: The portable Walker

Postby Vladimir Akimov » Sun Mar 20, 2016 10:11 am

I must try this
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https://www.youtube.com/channel/UCBOvOg ... yNsYKuAxbw
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Re: Walking through the Scenery: The portable Walker

Postby benrob0329 » Tue Mar 22, 2016 6:27 am

I'm glad that it's included in 2016.1 but I think that we could use some new models (the current ones don't look very good compared to the aircraft)
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Re: Walking through the Scenery: The portable Walker

Postby SplitDecision » Mon Sep 26, 2016 8:45 am

How is it usable in 2016.1.0, other than when using the 172P? I tried to download it from the website http://cms.flightgear-de.net/index.php/ ... ar-Walker/ but I get an error. I don't think its downloadable from there anymore.
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Re: Walking through the Scenery: The portable Walker

Postby pommesschranke » Mon Sep 26, 2016 5:52 pm

no need for any extra download.
it is included in Aircraft/Generic/Human

change the <PropertyList> line at the beginning of your aircraft's -set.xml:

Code: Select all
<PropertyList include="Aircraft/Generic/Human/Include/walker-include.xml">
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