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Ben Russell

X-Plugins
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Everything posted by Ben Russell

  1. Rafael... This is really boring.. Pack your bags and FUCK OFF.
  2. ..I made him a special group, if anyone can think of a better group name let me know.
  3. His account has been left active so that he can argue his case if he so chooses.
  4. He's on his last chance. We all want this place to be open and friendly but I have to draw the line somewhere.
  5. Borrowing work without any Atrribution of Credit and statement of intention IS WRONG and WILL NOT be tolerated. One more stupid issue, Rafael, and you're gone. You dissapoint me. Don't bother PMing me this time, you muddy your own name. This post will make no difference.
  6. The forum section was removed at the request of the x737 team.
  7. 25-30 FPS is a MYTH. It's based on bullshit. TV runs interlaced, giving you 30 full frames of data but 50-60 half frames of data. Movie film has exposure and motion blur to help smooth things over. OpenGL renders CRISP harsh shapes. You NEED 60+fps. </rant>
  8. And have it end up all over torrent and pirate sites like every other piece of X-P payware? ??? No thanks..
  9. Topic split (See Blender Image Processing Script), you guys want me to clean this thread up or leave the posts for transparency?
  10. Running off a USB drive shouldn't make any significant difference once the sim is loaded up, it may increase load times very slightly but it definitely shouldn't have the effect on frame rates that you're describing.
  11. It's currently 8am Saturday in Spain, I'd say you'll get your download link in an hour or two tops. The Javelin is not connected to an automated download system.
  12. Thanks for investigating the FF stuff guys... I only have the rumble packs in my XBox pads to test with. *laughs* ..one less thing to think about.
  13. As far as I know it uses the default aircraft and default airport for a given version run. The rest of the settings are controlled by laminar and basically range from very low graphics options to very high graphics options. As already stated, the down side of this is that plugins are left enabled which can skew the results.
  14. Feel free to read up on the whole thread Nick.
  15. Hey Wade... I'm looking at solutions to this general problem. A similar issue exists when porting profile data from one OS to the other, if I plug my xbox controller into my Mac I'll get buttons 1-20, if I plug the same controller into Windows I get buttons 80-100... or whatever. So, I'm looking at ways to discover/set the lowest button/axis number and then apply the profile data based on that offset. So basically, you'd have to do a minor little profile calibration instead of redoing the entire config. If you know, and memorize your lowest index buttons and axis it'd only take ~30 seconds. I'd like to avoid talking to the lower level HID/USB API's on a per OS level if I can... though I may end up poking around in them for Force Feedback some day. Another user has filed a feature request for input profiles recently with Austin, if he throws it into b8(unlikely) or 9.40 I'll probably reconsider my priorities with this one... I don't expect him to do it, but he might. Some other stuff has come up besides the above, that means the probable ship date on this one has been pushed back. I'll keep you guys posted if I update anything.
  16. Nice work! I've got way to much on my plate to have looked at this, so thanks for taking the initiative!
  17. X-Plane does have benchmark modes built in, I've been thinking about creating a web-app to consume the output of them so that they can be collated in a friendly, useful manner. The downside is that X-Plane doesn't turn off all plugins when it runs the benchmarks..... some plugins use a lot of CPU time and not all users have them installed, and this skews the results. Maybe I should take this up with Ben so that the benchmark modes disable the plugins when they're running... The other thing is that the benchmark is run at the default airport for whatever version of the Sim you're using, this used to be KSBD in 8.x and now it's LOWI in 9.x.... it may change again in future, hopefully not halfway through a version run though. We would also need a small helper app to kick X-Plane into the benchmark modes and take care of pushing the log files to the web-app on the server, it's a bit fiddly for some users. (Involves terminal... results are written to Log.txt) (For the curious, it's a command line switch, --fps_test=1 2 or 3... 1 being low settings, 3 being high.)
  18. Here's the best article I could find on rendering to a texture in GL. Forget pbuffers, use FBOs. http://www.gamedev.net/reference/articles/article2331.asp
  19. I know they're interested in porting to Mac eventually ... it's a highly complex plugin that leverages multiple multimedia technologies and various Windows-specific API's, porting to the Mac is a non-trivial task so you'll just have to wait and see what happens. Bugging them won't really help, they know people want it. ClassicJetSims make highly accurate systems that model all sorts of nuances with the aircraft they target, I believe the F-18 package they made was put together for the US Navy and exceeds anything else available for X-Planes military offerings.
  20. X-Plane has built-in benchmarking modes since sometime during the V8.x run. Here's how to use them to do a proper benchmark: http://xplanescenery.blogspot.com/2006/10/howto-use-command-line-options-in-x.html
  21. This forum definitely has Poll functions Jason... Maybe you cant see them at your user level but I'm pretty sure we have all the relevant options enabled for all user levels.. When creating a new topic there is a button in the same bar that is labelled "Post New Poll". When replying to an existing thread there is a button labelled "Add Poll".
  22. That's where bullet comes in, it can compute all the object collision stuff, then I just push the ground data into x-plane.. very handy. The tricky part is the different world scales, bullet doesn't like an environment the size of X-Planes so you have to come up with some fancy code to keep switching the active object contexts around without hitting performance too hard. Bullet suggests a 10 kilometer box in its sample code. It's a bit of a combination of both. Eventually, it will be capable of pulling down OBJ+Image files off the server as well as placement data. To begin with I plan on leveraging OpenScenery X - a lot of people have it installed and by referencing it's object paths we can begin to populate the world. I do not have permission to redistribute the OpenScenery X library so people will have to pre-install that to see it. I don't think that'll be too much bother though, it's already got enough momentum. It'll definitely get interesting as time progresses. One of the things I can see in my mind is an iterative build up of the world. Normally when working on a scenery package you need to finish all your objects and then work out the placements and then package it all up and push it out the door. With flux I can see a workflow where you can knock out a rough version of a given building, upload it to the flux server, place it in the world, then work on the building for another week or whatever, uploading better content as you go, replacing the mesh of the first version you placed but keeping the location data. This way the world will be more alive, each time a user flies through a given area they will see the buildings being improved on. I want to get the ST3400 out first, then probably X-Joystick 'cause it's closer to completion and then flux some time down the line.
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