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"Real Cockpit" Shaking effect script

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"Real Cockpit" Shaking effect script

Postby mmagnin » Tue Dec 30, 2014 8:41 pm

Hello everyone!

This is my first post ever, so first I want to apologize in advance because English is not my native language, so I may do some grammar errors; in second place I want to thank all of you, for these wonderful peace of software.
I made some code additions to the dynamic_view.nas script, to add some “cockpit shaking” effects just like those addons for FSX that you can see youtubeing (like 3d real cockpit).
I think it turned out pretty nice, I use it all the time, maybe it worth sharing it, and some of you can take a look at it and help me do that.
Explanation:
In the function that do the “default calculations for a plane”, I added the following logic
1) Shake effect when taxing proportional to the aircraft speed.
2) Reverse thrust induced shake, proportional to the amount applied.
3) Speedbrake actuation induced shake (flying), proportional to the aircraft speed.
4) Flaps induced shake (flying), proportional to the aircraft speed and flap value.

My ToDo list:
1) Share it, to get feedback about the coding (first nasal script for me), and to see if some one like it.
2) Eliminate the hardcoded factor numbers that affects the intensity of the effects, adding sliders in the gui.

My first question would be, how can I upload the script? Shoud I copy / paste all of it here?

Thank you in advance.

Greetings
Martín
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Re: "Real Cockpit" Shaking effect script

Postby Michat » Tue Dec 30, 2014 10:41 pm

I think 707 from Lake of Constance has shake effects.
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Re: "Real Cockpit" Shaking effect script

Postby wlbragg » Tue Dec 30, 2014 11:02 pm

Should I copy / paste all of it here?

If it's not huge you could do that. Put it in "code" tags.
Kansas(2-27-15)/Ohio/Midwest scenery development.
KEQA (2-27-15), 3AU, KRCP Airport Layout
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Re: "Real Cockpit" Shaking effect script

Postby hamzaalloush » Wed Dec 31, 2014 12:56 am

i think Marius_A is doing something similar with fg_camera, but for turbulence!

[/quote]
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Re: "Real Cockpit" Shaking effect script

Postby mmagnin » Wed Dec 31, 2014 1:10 am

Oh I see… ok, I will try the code tag; if you want to give it a try, backup your dynamic_view.nas and put the new code; I removed all the comments to try to make it smaller (except where I ended putting mine). Let me know what you think, may be if someone else is working on some thing similar I can search other thing to contribute.

Thank you very much!

Martín

Code: Select all
var FREEZE_DURATION = 2;
var BLEND_TIME = 0.2;

var sin = func(a) math.sin(a * D2R);
var cos = func(a) math.cos(a * D2R);
var sigmoid = func(x) { 1 / (1 + math.exp(-x)) }
var nsigmoid = func(x) { 2 / (1 + math.exp(-x)) - 1 }
var pow = func(v, w) { v < 0 ? nil : v == 0 ? 0 : math.exp(math.ln(v) * w) }
var npow = func(v, w) { v == 0 ? 0 : math.exp(math.ln(abs(v)) * w) * (v < 0 ? -1 : 1) }
var clamp = func(v, min, max) { v < min ? min : v > max ? max : v }
var normatan = func(x) { math.atan2(x, 1) * 2 / math.pi }

var normdeg = func(a) {
   while (a >= 180)
      a -= 360;
   while (a < -180)
      a += 360;
   return a;
}

var Input = {
   new : func(prop = "/null", factor = 1, offset = 0, filter = 0, min = nil, max = nil) {
      var m = { parents : [Input] };
      m.prop = isa(props.Node, prop) ? prop : props.globals.getNode(prop, 1);
      m.factor = factor;
      m.offset = offset;
      m.min = min;
      m.max = max;
      m.lowpass = filter ? aircraft.lowpass.new(filter) : nil;
      return m;
   },
   get : func {
      var v = me.prop.getValue() * me.factor + me.offset;
      if (me.min != nil and v < me.min)
         v = me.min;
      if (me.max != nil and v > me.max)
         v = me.max;

      return me.lowpass == nil ? v : me.lowpass.filter(v);
   },
   set : func(v) {
      me.prop.setDoubleValue(v);
   },
};

var ViewAxis = {
   new : func(prop) {
      var m = { parents : [ViewAxis] };
      m.prop = props.globals.getNode(prop, 1);
      if (m.prop.getType() == "NONE")
         m.prop.setDoubleValue(0);
      m.reset();
      return m;
   },
   reset : func {
      me.applied_offset = 0;
   },
   add_offset : func {
      me.prop.setValue(me.prop.getValue() + me.applied_offset);
   },
   sub_offset : func {
      var raw = me.prop.getValue() - me.applied_offset;
      me.prop.setValue(raw);
      return raw;
   },
   apply : func(v) {
      var raw = me.prop.getValue() - me.applied_offset;
      me.applied_offset = v;
      me.prop.setDoubleValue(raw + me.applied_offset);
   },
   static : func(v) {
      normdeg(v - me.prop.getValue() + me.applied_offset);
   },
};

var view_manager = {
   init : func {

      me.elapsedN = props.globals.getNode("/sim/time/elapsed-sec", 1);
      me.deltaN = props.globals.getNode("/sim/time/delta-realtime-sec", 1);

      me.headingN = props.globals.getNode("/orientation/heading-deg", 1);
      me.pitchN = props.globals.getNode("/orientation/pitch-deg", 1);
      me.rollN = props.globals.getNode("/orientation/roll-deg", 1);
      me.slipN = props.globals.getNode("/orientation/side-slip-deg", 1);
      me.speedN = props.globals.getNode("velocities/airspeed-kt", 1);

      me.wind_dirN = props.globals.getNode("/environment/wind-from-heading-deg", 1);
      me.wind_speedN = props.globals.getNode("/environment/wind-speed-kt", 1);

      me.axes = [
         me.heading_axis = ViewAxis.new("/sim/current-view/goal-heading-offset-deg"),
         me.pitch_axis = ViewAxis.new("/sim/current-view/goal-pitch-offset-deg"),
         me.roll_axis = ViewAxis.new("/sim/current-view/goal-roll-offset-deg"),
         me.x_axis = ViewAxis.new("/sim/current-view/x-offset-m"),
         me.y_axis = ViewAxis.new("/sim/current-view/y-offset-m"),
         me.z_axis = ViewAxis.new("/sim/current-view/z-offset-m"),
         me.fov_axis = ViewAxis.new("/sim/current-view/field-of-view"),
      ];

      # accelerations are converted to G (Earth gravitation is omitted)
      me.ax = Input.new("/accelerations/pilot/x-accel-fps_sec", 0.03108095, 0, 0.58, 0);
      me.ay = Input.new("/accelerations/pilot/y-accel-fps_sec", 0.03108095, 0, 0.95);
      me.az = Input.new("/accelerations/pilot/z-accel-fps_sec", -0.03108095, -1, 0.46);

      # velocities are converted to knots
      me.vx = Input.new("/velocities/uBody-fps", 0.5924838, 0, 0.45);
      me.vy = Input.new("/velocities/vBody-fps", 0.5924838, 0);
      me.vz = Input.new("/velocities/wBody-fps", 0.5924838, 0);

      # turn WoW bool into smooth values ranging from 0 to 1
      me.wow = Input.new("/gear/gear/wow", 1, 0, 0.74);
      me.hdg_change = aircraft.lowpass.new(0.95);
      me.ubody = aircraft.lowpass.new(0.95);
      me.last_heading = me.headingN.getValue();
      me.size_factor = getprop("/sim/chase-distance-m") / -25;

      # "lookat" blending
      me.blendN = props.globals.getNode("/sim/view/dynamic/blend", 1);
      me.blendN.setDoubleValue(0);
      me.blendtime = BLEND_TIME;
      me.frozen = 0;

      if (props.globals.getNode("rotors", 0) != nil)
         me.calculate = me.default_helicopter;
      else
         me.calculate = me.default_plane;
         
      me.reset();
   
   },
   reset : func {
      me.heading_offset = me.heading = me.target_heading = 0;
      me.pitch_offset = me.pitch = me.target_pitch = 0;
      me.roll_offset = me.roll = me.target_roll = 0;
      me.x_offset = me.x = me.target_x = 0;
      me.y_offset = me.y = me.target_y = 0;
      me.z_offset = me.z = me.target_z = 0;
      me.fov_offset = me.fov = me.target_fov = 0;

      interpolate(me.blendN);
      me.blendN.setDoubleValue(0);
      foreach (var a; me.axes)
         a.reset();

      me.add_offset();
   },
   add_offset : func {
      me.heading_axis.add_offset();
      me.pitch_axis.add_offset();
      me.roll_axis.add_offset();
      me.fov_axis.add_offset();
   },
   apply : func {
      if (me.elapsedN.getValue() < me.frozen)
         return;
      elsif (me.frozen)
         me.unfreeze();

      me.pitch = me.pitchN.getValue();
      me.roll = me.rollN.getValue();

      me.calculate();

      var b = me.blendN.getValue();
      var B = 1 - b;
      me.heading = me.target_heading * b + me.heading_offset * B;
      me.pitch = me.target_pitch * b + me.pitch_offset * B;
      me.roll = me.target_roll * b + me.roll_offset * B;
      me.x = me.target_x * b + me.x_offset * B;
      me.y = me.target_y * b + me.y_offset * B;
      me.z = me.target_z * b + me.z_offset * B;
      me.fov = me.target_fov * b + me.fov_offset * B;

      me.heading_axis.apply(me.heading);
      me.pitch_axis.apply(me.pitch);
      me.roll_axis.apply(me.roll);
      me.x_axis.apply(me.x);
      me.y_axis.apply(me.y);
      me.z_axis.apply(me.z);
      me.fov_axis.apply(me.fov);
   },
   lookat : func(heading, pitch, roll, x, y, z, time, fov) {
      me.target_heading = me.heading_axis.static(heading);
      me.target_pitch = me.pitch_axis.static(pitch);
      me.target_roll = me.roll_axis.static(roll);
      me.target_x = me.x_axis.static(x);
      me.target_y = me.y_axis.static(y);
      me.target_z = me.z_axis.static(z);
      me.target_fov = me.fov_axis.static(fov);

      me.blendtime = time;
      me.blendN.setValue(0);
      interpolate(me.blendN, 1, me.blendtime);
   },
   resume : func {
      interpolate(me.blendN, 0, me.blendtime);
      me.blendtime = BLEND_TIME;
   },
   freeze : func {
      if (!me.frozen) {
         me.target_heading = me.heading;
         me.target_pitch = me.pitch;
         me.target_roll = me.roll;
         me.target_x = me.x;
         me.target_y = me.y;
         me.target_z = me.z;
         me.target_fov = me.fov;
         me.blendN.setDoubleValue(1);
      }
      me.frozen = me.elapsedN.getValue() + FREEZE_DURATION;
   },
   unfreeze : func {
      if (me.frozen) {
         me.frozen = 0;
         me.resume();
      }
   },
};

view_manager.default_plane = func {
   var wow = me.wow.get();

   var hdg = me.headingN.getValue();
   var hdiff = normdeg(me.last_heading - hdg);
   me.last_heading = hdg;
   var steering = normatan(me.hdg_change.filter(hdiff)) * me.size_factor; # mhm

   var az = me.az.get();
   var vx = me.vx.get();

   var wspd = me.wind_speedN.getValue();
   var wdir = me.headingN.getValue() - me.wind_dirN.getValue();
   var u = vx - wspd * cos(wdir);
   var slip = sin(me.slipN.getValue()) * me.ubody.filter(normatan(u / 10));

   me.heading_offset =                     
      -15 * sin(me.roll) * cos(me.pitch)      
      + 40 * steering * wow               
      + 10 * slip * (1 - wow);            

   me.pitch_offset =                     
      10 * sin(me.roll) * sin(me.roll)      
      + 30 * (1 / (1 + math.exp(2 - az))      
         - 0.119202922);                  

   var speed = getprop("/velocities/mach");
   me.roll_offset = wow * rand() * speed;       # taxing
   
   #mhm reversethrust induced shake
   if(reverser_act)
      me.roll_offset = me.roll_offset + rand() * getprop("/engines/engine/itt-norm") * reversethrust_factor;
   
   if(wow < 1)
   {
      #mhm speedbrake induced shake
      if(speedbrake_act)
         me.roll_offset = me.roll_offset + rand() * speed * speedbrake_factor;
      
      #mhm flap induced shake
      if( flaps_value > 0.01)
         me.roll_offset = me.roll_offset + rand() * flaps_value * speed * flaps_factor;
   }
   
}

view_manager.default_helicopter = func {
   var lowspeed = 1 - normatan(me.speedN.getValue() / 20);
   me.heading_offset =                                    
      -50 * npow(sin(me.roll) * cos(me.pitch), 2);            
   me.pitch_offset =                                    
      (me.pitch < 0 ? -35 : -40) * sin(me.pitch) * lowspeed      
      + 15 * sin(me.roll) * sin(me.roll);                     
   me.roll_offset =                                    
      -15 * sin(me.roll) * cos(me.pitch) * lowspeed;            
}

var main_loop = func(id) {
   id == loop_id or return;
   if (cockpit_view and !panel_visible) {
      if (mouse_button)
         freeze();
      else
         view_manager.apply();
   }
   settimer(func { main_loop(id) }, 0);
}

var freeze = func {
   if (mouse_mode == 0)
      view_manager.freeze();
}

var register = func(f) {
   view_manager.calculate = f;
}

var reset = func {
   view_manager.reset();
}

var lookat = func {
   call(view_manager.lookat, arg, view_manager);
}

var resume = func {
   view_manager.resume();
}

var original_resetView = nil;
var panel_visibilityN = nil;
var dynamic_view = nil;

var cockpit_view = nil;
var panel_visible = nil;
var elapsedN = nil;
var mouse_mode = nil;
var mouse_button = nil;
var enabled = nil;

var flaps_value = 0;    # mhm
var speedbrake_act = 0; # mhm
var reverser_act = 0;    # mhm

#todo mhm: get these values from gui
var flaps_factor = 0.50;         # mhm: flaps_factor range [0 0.5 1]
var speedbrake_factor = 0.55;    # mhm: speedbrake_factor range [0 0.55 1.1]
var reversethrust_factor = 0.25; # mhm: reversethrust_factor [0 0.25 0.5]

var loop_id = 0;

_setlistener("/sim/signals/nasal-dir-initialized", func {
   var fdms = {
      acms:0, ada:0, balloon:0, external:0,
      jsb:1, larcsim:1, magic:0, network:0,
      null:0, pipe:0, ufo:0, yasim:1,
   };
   var fdm = getprop("/sim/flight-model");
   if (!contains(fdms, fdm) or !fdms[fdm])
      return;

   enabled = props.globals.getNode("/sim").getChildren("view");
   forindex (var i; enabled)
      enabled[i] = ((var n = enabled[i].getNode("config/dynamic-view")) != nil) and n.getBoolValue();

   props.globals.initNode("/accelerations/pilot/x-accel-fps_sec", 0);
   props.globals.initNode("/accelerations/pilot/y-accel-fps_sec", 0);
   props.globals.initNode("/accelerations/pilot/z-accel-fps_sec", -32);
   props.globals.initNode("/orientation/side-slip-deg", 0);
   props.globals.initNode("/gear/gear/wow", 1, "BOOL");
   elapsedN = props.globals.getNode("/sim/time/elapsed-sec", 1);

   setlistener("/sim/panel/visibility", func(n) { panel_visible = n.getValue() }, 1);
   setlistener("/sim/current-view/view-number", func(n) { cockpit_view = enabled[n.getValue()] }, 1);
   setlistener("/devices/status/mice/mouse/button", func(n) { mouse_button = n.getValue() }, 1);
   setlistener("/devices/status/mice/mouse/x", freeze);
   setlistener("/devices/status/mice/mouse/y", freeze);
   setlistener("/devices/status/mice/mouse/mode", func(n) {
      if (mouse_mode = n.getValue())
         view_manager.unfreeze();
   }, 1);
   setlistener("/sim/signals/reinit", func(n) {
      n.getValue() and return;
      cockpit_view = enabled[getprop("/sim/current-view/view-number")];
      view_manager.reset();
   }, 0);

   setlistener("/controls/flight/flaps",func(n) { flaps_value = n.getValue() });                 #mhm
   setlistener("/controls/flight/speedbrake",func(n) { speedbrake_act = n.getValue() });           #mhm
   setlistener("/controls/engines/engine/reverser",func(n) { reverser_act = n.getValue() });       #mhm
   
   view_manager.init();

   original_resetView = view.resetView;
   view.resetView = func {
      original_resetView();
      if (cockpit_view and dynamic_view)
         view_manager.add_offset();
   }
   
   settimer(func {
      setlistener("/sim/current-view/dynamic-view", func(n) {
         dynamic_view = n.getBoolValue();
         loop_id += 1;
         view.resetView();
         if (dynamic_view)
            main_loop(loop_id);
      }, 1);
   }, 0);

});
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Re: "Real Cockpit" Shaking effect script

Postby Hooray » Wed Dec 31, 2014 2:30 am

I agree, you should probably team up with Marius_A and get your changes integrated with the fgcamera work he's doing
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
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Re: "Real Cockpit" Shaking effect script

Postby hamzaalloush » Wed Dec 31, 2014 2:35 am

tested, i really quite like it! good work, yes Hooray, really good idea!

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Re: "Real Cockpit" Shaking effect script

Postby Hooray » Wed Dec 31, 2014 2:42 am

For details, please refer to: http://wiki.flightgear.org/FGCamera
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
Hooray
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Re: "Real Cockpit" Shaking effect script

Postby mmagnin » Wed Dec 31, 2014 3:06 am

I’m glad you liked it! The flaps and speedbrake shake, gives the approach a touch of vibration, just like the video you posted.
I was thinking of adding four sliders to the gui dialog, to make possible adjustments to the shake factors; I thought the default ones (as harcoded in the script I posted) would be the middle of the range.
But, I will love to help if someone is kind enough to guide me; I discovered flightgear a few weeks ago and I am a total junior…
Cheers
Martín
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Re: "Real Cockpit" Shaking effect script

Postby mmagnin » Wed Dec 31, 2014 3:07 am

Ok, thank you very much, I will read the WIKI.
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Re: "Real Cockpit" Shaking effect script

Postby Hooray » Wed Dec 31, 2014 9:29 am

The main things useful for fgcamera related additions are Nasal, the property tree and PropertyList XML files:

http://wiki.flightgear.org/Nasal
http://wiki.flightgear.org/Property_tree
http://wiki.flightgear.org/PropertyList_XML_File
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
Hooray
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Re: "Real Cockpit" Shaking effect script

Postby abassign » Thu Jan 01, 2015 11:40 am

I tried it and it is very nice, is the same function that runs for years in X-Plane, it seemed strange that was not present in FGFs. Certainly with fgcamera you can have an even better, but at present the extension fgcamera is not very usable, I hope in version 1.2 that I have not been able to try, but the 1.1, at least in Linux, does not work very well.
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Re: "Real Cockpit" Shaking effect script

Postby mmagnin » Fri Jan 02, 2015 2:47 pm

I`m glad you think it`s nice. I`m having a nice read of the wiki, it`s very interesting, I`m very impressed by this awesome simulator.
Happy new year.
Martìn
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Re: "Real Cockpit" Shaking effect script

Postby legoboyvdlp » Fri Jan 02, 2015 10:38 pm

Congratulations Martin! Unlike others, whose first post is a complaint of a bug, your first post is to add a feature that makes FlightGear even more realistic! Thanks!
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Re: "Real Cockpit" Shaking effect script

Postby mmagnin » Sat Jan 03, 2015 7:27 pm

Thank you very much, legoboyvdlp.

To continue with my learning, I changed part of the code, and added several sliders to the gui dialog to control the parameters in the script, so you can now adjust to taste the shaking strength; I also added sliders to control the dynamic view parameters, like for example if you want it to turn the heading less degrees while steering, or the other effects in the air, like while changing the heading.

I hope you like it, and enjoy it like I am doing :).

I leave a link to download the two files, remember to backup the originals (I hope the sharing of the zip file Works It´s the first time I use it).

https://onedrive.live.com/redir?resid=5069D249BD9C0D83!13444&authkey=!AM1O9B2FITPRpD0&ithint=file%2czip

Let me know what you think.

Cheers

Martin
mmagnin
 
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