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Cessna 172P detailed (was "Cockpit textures for the c172p")

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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby wlbragg » Wed Mar 07, 2018 9:08 am

c172p gets some much needed TLC!

Image

Image
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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby GabrielYV » Wed Mar 07, 2018 5:32 pm

Great work :D, when will the new changes be available?
New Boeing 737-800YV (Improved version) https://github.com/YV3399/737-800YV

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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby wlbragg » Wed Mar 07, 2018 5:50 pm

You can get it now from the dev repo (first post), except there are few things like the window frames that are still to be merged into master branch. Master+ issue-622 = all available additions. You might want to wait until issue-622 branch is merged and closed as we are still tying up some loose ends.
It will be the next release before it makes it into fgaddon.
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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby gsagostinho » Wed Mar 07, 2018 5:53 pm

@GabrielYV It should be only a couple of days before we merge these new modifications. I will try to remember to write a note here when that happens.
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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby wlbragg » Sat Mar 17, 2018 10:00 am

Anyone know what causes this and how to fix it? I tried recalc normals and re-mapping. It was re-mapping that appeared to cause it in the first place. I also tried smoothness settings, but nothing seems to work.
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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby wlbragg » Sat Mar 17, 2018 7:32 pm

Problem solved, it was a twisted UV mapping, only thing is, it didn't show up in Blender until I deleted the faces involved and looked at the mapping of the new face. I'm not sure there was anyway to see this in Blender without deleting the faces and recreating them like I did.
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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby gsagostinho » Sat Mar 17, 2018 7:37 pm

Hurray! :D
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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby gsagostinho » Sun Mar 25, 2018 9:28 pm

We just added some improved sounds to the aircraft:

* better engine sound based on a real recording
* new idle engine sound which is cross-faded with the regular engine sound so that it is only perceived at low RPMs. It has that characteristic "rumbling" of low RPM
* new crank and engine start sounds, much improved from the default ones. In particular, the engine now starts with a large "thump" just like a real engine does
* new sound for when the engine is cut, also based on a real 172 recording
* new sounds to the primer lever, a low volume squeak sound based on reference videos of startup

Available at the master branch of our repository.
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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby gsagostinho » Thu Mar 29, 2018 1:35 am

We just merged some new changes to the exterior model which is now looking better than ever!

Image

Image]

Next part of the project: improving the cockpit and interior :)
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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby wlbragg » Thu Mar 29, 2018 3:30 am

We just added some improved sounds to the aircraft:

And they are really good. It improves your immersion into the simulation 10 fold in my opinion. I can hear subtle little details we never had before. Thanks to @gsagostinho for locating and preparing these new sounds.

If your still using the default c182p in fgdata you really need to consider updating to the development version if your comfortable with installing custom aircraft on your system. There has been so much work completed over the last few weeks it looks and feels like a new aircraft.

Thank you to the team for all your efforts!
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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby wlbragg » Fri Apr 13, 2018 5:31 am

Help!

Does anyone have any idea why a model that is input into the scene using the geo.put_model() function would show up in some locations of the world but not in other locations? Every indication is the model is loaded and should be visible, but it just isn't visible in some locations. I can't make sense of it whatsoever. There is no select condition and the logic that triggers the models insert into the scenery is identical in all situations. What is really perplexing is that it worked in one of the locations at the end of the day one day and the next day, with no modification to the code it quit working in the identical startup and location. I thought maybe it was only in that particular location, even though it worked the day before. But I just found another location where it isn't working.

Anyone who wants a real challenge can download the issue-1037 development repository branch version and try the following locations and see if it works for you. So far this is what I am experiencing.

EDIT:
not working
KEQA - Kansas
FZAA - Congo
HSSS - Sudan
working
SBNT
PHNL
KFSO
PMDY
RPLL
KBWI
KLGA
high in the water
YGLA
low in the water
EINN

The problem object is the mooring buoy. It doesn't appear to matter if you fly to the water or spawn there using either the "auto spawn" or "go now" button. They all either work of fail so I don't think it has anything to do with the re-init.
Conditions to allow setting the anchor buoy are...
heading into the wind between 0 + or - 89 deg
engine off
forward speed < 7kts
wind speed <40

After loading a few more sites I noticed there is some discrepancy in elevation, ie the buoy is loading a little bit lower or higher in the water column, anyone know why that is?

I would appreciate any data points that might help to pin this down.
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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby gsagostinho » Fri Apr 13, 2018 9:53 pm

@wlbragg Is the function geo.put_model() the same one used for the ground objects?
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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby wlbragg » Fri Apr 13, 2018 10:57 pm

Is the function geo.put_model() the same one used for the ground objects?

Yes, I'm actually using that same function with a modification to catch the name so it can add some geo-positioning such as lat and lon. But it is the same as the ground objects with that one exception. You can see it in the dev branch in c172p.nas.
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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby gsagostinho » Fri Apr 13, 2018 11:01 pm

So is the problem you are experiencing with the buoys also present with the ladder, cone and other ground equipment?
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Re: Cessna 172P detailed (was "Cockpit textures for the c172

Postby wlbragg » Sat Apr 14, 2018 3:48 am

Not that I know of. But that is a good question. I've identified two "lakes" near the airports that do this. I need to see if there is any issue with the ground equipment at these airports. There were a couple other lakes where the buoy was either slightly submerged or elevated more than the other areas. So I am seeing some strange in consistency in the way the position properties are calculating in different areas.
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