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Posted

I'm starting to chip away on the light texture which is a good thing because it's towards the end of this update feature list.  There's a little ways to go but you can see that this is way better than the previous version and there's still subtle effects to be added.  I'm a bit partial to a nice night texture because most of my MU2 flights were in the late night and dawn hours....it's a cool time to fly. 

I had some very good success implementing the custom commands for the hardware guys...and if I miss anything in the update, it should be a very quick and simple matter to add in more.  I've ordered a USB joystick controller so I can build my own quadrant and also develop more functionality for the hardware guys...this is getting to be some fun.

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Posted

Ok here's a cool one for the online flying folks.  Since I originally started the MU2 as my own online flying IFR machine..I've always lacked a true "staging" frequency.  The old radios on the MU2 did not have fancy integrated circuits for storing frequencies but instead used a source select knob (TX1 / TX2) to swap between the com radios 1 & 2.  So you'd transmit on com1 and stage the next frequency on com2.  When you were ready to transfer to the next frequency, you just turned the source select knob to TX2 to use com2  and then staged the next frequency back on com1 etc.  As of now, Pilotedge and VATSIM only use x-plane's com1 frequency for voice communications so you couldn't use the TX1/TX2 switch on the Mu2 before.  Well now you can.  This won't mean much to the "non-online" flying crowd, but when you need to transition from ground > tower > departure ATC etc, then this will be exactly like the real thing....well not exactly like a Marquise because that radio panel is different but exactly like all the previous models :-P.  What's different about this is that you can't use a swap knob simply without causing the frequencies in the MU-2's com windows to swap.  Of course the frequency readouts in the MU2 are mechanical rolling digits so swappie is not an option.....so you have to use a plugin to keep the com window displays consistent while always using com1 for online flying.  Eventually, pilotedge will move to using com2 and this wont' be so fancy.  If it doesn't look special at all and looks perfectly simple and normal...then I did my job :-)

The video link below shows using com1 and com2 to tune into a local ATIS station.  The text mode is turned on in xplane so whenever the ATIS is tuned in, a gray text box appears at the top of the screen...it's a bit tough to see.  Anyhow, you''ll only see the gray box appear whenever one of the coms is tuned into 135.12 AND the source knob is selected to that radio.  

http://dl.dropbox.com/u/955680/swap.mov

Posted

More progress.

Every knob and switch on the overhead is animated, manipulated and a few of them programmed thus far.  Every control will function independently as will the anti-ice current meter.  The video shows the wiper switch controlling wipers (after I remembered to turn on the battery).  All the lighting rheostats work and will provide really nice lighting inside the cockpit.  The overhead will bring the cockpit up to about 90% completion towards the update...and definitely downhill from here.  I have to do some work on the copilot side and the pressurization system...then a few tweaks on the quadrant..some lights and call it good. 

11.1MB quicktime movie

http://dl.dropbox.com/u/955680/wipers.mov

Posted

I still have to try some interface combinations, but my thoughts are to move the switches one at a time with the mouse by grabbing the "tips" of the switches and dragging (as in the video)....then also by moving them both at the same time by grabbing the space between the switches at the surface of the overhead panel and dragging...and finally by command that skips the "extended-off" position and toggles between the retracted and extended-on position.  The impetus for dragging both switches at the same time is that is what I think is the best "natural feel" in that you reach up and flip both switches at the same time with two fingers in one swift motion....so for myself, I like reaching up, grabbing and dragging both switches on...it gives me that "flip the switch" feel...and timing wise, takes about the same amount of time that it did in reality.

Posted

I still have to try some interface combinations, but my thoughts are to move the switches one at a time with the mouse by grabbing the "tips" of the switches and dragging (as in the video)....then also by moving them both at the same time by grabbing the space between the switches at the surface of the overhead panel and dragging...and finally by command that skips the "extended-off" position and toggles between the retracted and extended-on position.  The impetus for dragging both switches at the same time is that is what I think is the best "natural feel" in that you reach up and flip both switches at the same time with two fingers in one swift motion....so for myself, I like reaching up, grabbing and dragging both switches on...it gives me that "flip the switch" feel...and timing wise, takes about the same amount of time that it did in reality.

Glad to see you're thinking like this Tom. I still don't like clicking and dragging switches because I think that flipping a switch uses the same amount of brain power as pressing a button, especially if the switch is simply on/off. Throttles, flaps, mixture, etc. are the only things I would consider using for click and drag as they have an "infinite" amount of possible positions, as does a click and drag function. Nonetheless I'm simply happy with you taking the time to think these things through, it's often the little things like this that can really make a plane great.

Posted
especially if the switch is simply on/off

I mentioned earlier about having multiple options for manipulations, but I am reconsidering.  What I'm currently adopting during this development is "click for 2 position"  and "drag for everything else".   So for example, the landing light, being a 3 position switch would be a drag situation.  I have shortened the drag distance rather substantially since V1.1.1 such that it doesn't much feel like a drag.  Dragging the mouse 30+ pixels onscreen can take longer "to the brain" as you try and "grab" the manip....than flipping a real switch.  So shortening the distance for some drags means that you click and just "move" slightly and the switch flips.  Fortunately, after the update, I can take some feedback and updates can be darn near immediate, it'll take longer to package and distribute the update than to make the change itself.

I have finally reached nirvana and do not have to edit my files at all after export from Blender...so changes are as simple as adjustments to blender > export > done!  This is a new level of maintainability and ability to improve product lines.  The transition from V1.1.1 to V1.5 is a real testimony to how things can be improved

OK...a video below showing some work on the cockpit lighting.  There's lots of loose ends, so ignore funny stuff....everybody should know me well enough by now to know I won't do anything that isn't natural looking if I can help it.  12.4MB quicktime MOV.

So first, what I'm doing in the video is demonstrating the overhead flood or map light.  This light is for broad lighting of the cockpit.  After that I follow with the overhead lighting rheostat  and then the engine instrument rheostat lights...none of the other ones have been wired up.  Total time on lighting has been less than 8 hours so things are moving pretty quick.  

http://dl.dropbox.com/u/955680/cockpit_lights.mov

EDIT:

It took me about 4 minutes to add a new dataref and manipulator in blender and get it tested in the sim.  The following video shows some options that can be put in in addition to swaping the overhead switches from a drag to a click.  By strategic placement of mouse click spots, you can either drag or do a "quick click" to set switches.  See 7mb quicktime link below.   Seems the longest task left is writing documentation telling everybody the new features and how to use them.

http://dl.dropbox.com/u/955680/switch_options.mov

Posted
Seems the longest task left is writing documentation telling everybody the new features and how to use them.

I've uploaded stuff where I spent more time on the documentation than on the content! (Mostly the PilotView preset uploads, really).

It's looking amazing Tom! It's looking like v1.5 would be suitable for releasing as a new paid-for product rather than an addon! (Although that would probably upset some people...)

This is probably a really stupid request - but if you reach a point where you've completed everything but the documentation, would you release v1.5 without new documentation with a strict as-is, no-support basis until the docs are finished? I can't wait to fly this! I have no idea how much work is involved in the 'shipping and handling' of the update, I'm just impatient :-D

Posted

This is probably a really stupid request - but if you reach a point where you've completed everything but the documentation, would you release v1.5 without new documentation with a strict as-is, no-support basis until the docs are finished?

Absolutely not.

Posted

I don't think it will be that long Dozer...but can't blame you for asking!  OK,  it's finally starting to look normal...have the yokes in and the autopilot console cover.  It's been one heck of a transition!  I'm finally starting to get "that feel" of being in the real thing during those cargo runs.  Ok..Some big screenshots.

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Posted

Looking really nice and subtle Tom. Re. The videos, can you try loading to YouTube or Vimeo, those db video take ages to load up considering their short duration. Worth the long wait though. You can adjust the privacy options if you don't want these test vids cluttering your channel publicly.

Posted
can you try loading to YouTube or Vimeo

Yes I can do that Simon....just lazy on my part ya know...drag to a folder etc.  I'll start doing that from now on.  things are moving nice and smooth...I've stayed late at the office and am getting the pressurization and autopilot consoles to work....which I think will just about wrap up all the control interaction.  I still have to program some functionality to some of those controls...but we're awfully close.

Posted

Yes, db is just so easy to use, better than loading up to YouTube late at night, understood!

I'm slowly learning blender texturing, so can only marvel at those lit textures

Posted

Fuel Transfer Nirvana!

The fuel transfer system is working 100% perfectly. ..and I don't mean just keeping the main tank full!     The left and right switches work independently from one another so it's possible to stop fuel transfer on one side of the aircraft and alter the balancing of the aircraft.  You can even get it so that the left side is full of fuel and the right side empty..enough so that the imbalance will counter the roll torque on take-off.  Of course the plane is designed to fly balanced though and the automatic system is also designed to keep the main tank full.  So if the main tank if full, the amount of fuel transferred is limited to the fuel burn of the aircraft.  The fuel amount never increases so this should be good with xeconomy.

Now sometimes, when x-plane just loads up, it puts in "random levels" of fuel in the tanks.  This means that the main tank will be less than full and you'll notice fuel start to transfer from the outside tanks immediately...it's very obvious on the fuel level indicators.  The current MU2 does this, but this takes it to another level.  The fuel transfer is now based on bleed air as in the real thing.  No engine runnie, no fuel transfer from that side.  The exception to this is the "outer tank" pumps.  The outer tanks are not the tip tanks, but tanks in the outside portion of the wing.  There's a pump that will transfer fuel from these tanks to the main tank and it is electrical.  That means you can turn the tip tank transfer system off (required to get the outer tank transfer to work) and then turn on the outer tank pump to get fuel into the main tank before you start any engine..just like in the real think.  Also, the rate of fuel transfer is based on whether one or both sides are transferring fuel.  If you set one side to "off", then the transfer of fuel from the other side will be a bit slower....in other works, the flow rate from the transfer system for each side is modeled.  Two pumps push more fuel into a tank than just one.

Now Mitsubishi designed the system to be fully automatic so honestly, you don't need to mess with it much; however, the startup protocol will now require that you turn your main fuel switches on and your fuel transfer switches off until after engine start...and yes, if you flip the main fuel switches to off/closed, it'll shut that engine down since the valve it controls is about 2 feet from the engine..which sucks that fuel in about a 10th of a second.

So from here, I have to program in the yoke behavior (smooth the motion and account for autopilot control), and do the lighting textures.....then there's quite a bit of plugin work to add in commands for hardware guys and to also initialize all the controls based on startup mode and time of day.

Posted

Fuel Transfer Nirvana!

The fuel transfer system is working 100% perfectly. ..and I don't mean just keeping the main tank full!     The left and right switches work independently from one another so it's possible to stop fuel transfer on one side of the aircraft and alter the balancing of the aircraft.  You can even get it so that the left side is full of fuel and the right side empty..enough so that the imbalance will counter the roll torque on take-off.  Of course the plane is designed to fly balanced though and the automatic system is also designed to keep the main tank full.  So if the main tank if full, the amount of fuel transferred is limited to the fuel burn of the aircraft.  The fuel amount never increases so this should be good with xeconomy.

Now sometimes, when x-plane just loads up, it puts in "random levels" of fuel in the tanks.  This means that the main tank will be less than full and you'll notice fuel start to transfer from the outside tanks immediately...it's very obvious on the fuel level indicators.  The current MU2 does this, but this takes it to another level.  The fuel transfer is now based on bleed air as in the real thing.  No engine runnie, no fuel transfer from that side.  The exception to this is the "outer tank" pumps.  The outer tanks are not the tip tanks, but tanks in the outside portion of the wing.  There's a pump that will transfer fuel from these tanks to the main tank and it is electrical.  That means you can turn the tip tank transfer system off (required to get the outer tank transfer to work) and then turn on the outer tank pump to get fuel into the main tank before you start any engine..just like in the real think.  Also, the rate of fuel transfer is based on whether one or both sides are transferring fuel.  If you set one side to "off", then the transfer of fuel from the other side will be a bit slower....in other works, the flow rate from the transfer system for each side is modeled.  Two pumps push more fuel into a tank than just one.

Now Mitsubishi designed the system to be fully automatic so honestly, you don't need to mess with it much; however, the startup protocol will now require that you turn your main fuel switches on and your fuel transfer switches off until after engine start...and yes, if you flip the main fuel switches to off/closed, it'll shut that engine down since the valve it controls is about 2 feet from the engine..which sucks that fuel in about a 10th of a second.

So from here, I have to program in the yoke behavior (smooth the motion and account for autopilot control), and do the lighting textures.....then there's quite a bit of plugin work to add in commands for hardware guys and to also initialize all the controls based on startup mode and time of day.

Sounds great Tom! I remember when I first flew the MU-2 after my X-Plane hiatus, getting annoyed at the roll on takeoff and thinking either I'd mis-set the fuel controls or that the DRM had decided I was a pirate and was subtly messing things up. (The DRM for army game/sim Armed Assault did clever subtle things if it thought you were illegal - it would let the game run, but all the gunsights would be about 15° off so you could never shoot straight, as I found when I tried to run a no-CD .exe file! I left the CD in the drive after that.) Spent some time playing with the v1.1.1 fuel switches - then I read the manual, and defined aileron trim on my joystick :D In fact I printed the manual!

Would it make sense for the MU-2 to instantly move its fuel into a sane configuration on startup to counter X-Plane's 'drunken illiterate refueller guy' implementation of ramp service provision :D (assuming it can be done without upsetting xeconomy)? Actually, that's probably not the best idea, because the randomisation means we're forced to check 'is the fuel configuration ok' before takeoff, increasing immersion, like the 'is the gear light actually green' check when landing the Falco. And it demonstrates the intricacies of the model you've just built of the MU-2 fuel system!

Posted

Well adding in features is pretty easy.  The system is designed to build upon what's already there as opposed to rebuilding.  I can initialize any of the controls / fuel / payload to whatever positions I want based on certain criteria.  For instance....a "cold and dark" night setup ala Falco will have enough light for you to get going.  When we flew the cargo runs on the MU2..first thing we'd do is hit a button near the door that would light up the cabin and part of the cockpit enough for us to get the cockpit lights going....that and a flashlight!  x-plane's at least puts 'even amounts" of fuel in the left and right sides, so users probably won't notice anything at all.  Now in Version 2.0 of the Moo...I would like to have legacy or history to the cockpit using a config file such that where you leave the controls on shut down is where they'll be on next startup.  This will make things a bit more interesting..and in addition, I'd like to add a pop-up fuel panel so you'll have to keep refueling your Moo.  This isn't terribly hard, it's just requires more time as usual. 

Posted

I have been immersed!  Still a ways to go on the lighting but the "feel" is starting to come around.....almost felt like I was in the real thing.  Most of the major instruments have their lighting and I still need to gt to each of the switches and knobs and then the glass lenses for reflections, etc.   Youtube video too.

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