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x-alberto

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Posts posted by x-alberto

  1. At this time there is no Gizmo release for Linux.

    One or two people made an attempt to compile the source code; by asking me what to change in the Makefile... If I knew, the Makefile wouldn't be broken! :huh:

    I was one going to ask, than I just had a second thought....

  2. One of our users is having a really hard time getting Gizmo to run. By all appearances it is installed correctly. Neither myself or Jack can figure out the issue. Any tips would be very appreciated.

    http://forums.armchairaviation.com/index.php?option=com_kunena&func=view&catid=13&id=497&Itemid=2#542

    At post #539 the Gizmo.plugin folder is clearly there

    Can we see a screenshot of what actually is INSIDE that folder?

    EDIT: OK, the folder contains what is expected to be there....

  3. Thanks Alberto, that would be interesting to learn more about.

    I can confirm that.

    Within FreeTrackNoIR main window, select "Fake TrackIR" in the Game protocol combo.

    Then install Sandy Barbours' Pilot view and enable Track IR support.

    You will get a nice and smooth handling of all 6 degrees of freedom for you point of view.

  4. >The only shortcoming seems to be that FaceTrackNoIR cannot do sideways movement. Typical example when landing K&A's T-28 on the Nimitz as mentioned in Chip&Simon's blog, you need to be able to move sideways so you can see along the side of the nose. I haven't found a way to get FaceTrackNoIR to do this. Even though it has a "Roll" axis this is far from easy to get any satisfactory results from, and I've left Roll axis disabled.

    I really have to check that again (I am not currently on my gaming pc) but as far as I can remember you get the most out of FTNoIR by simulating the Track IR protocol and coupling it with Sandy's Pilot view.



  5. global_val = 0

    function main()

      --gfx.getFrameSpeed( delta_per_second ) returns: delta_per_second / frames_per_second
      --we want to reach 60 in 3 seconds, so we divide the target_value by the duration.

      global_val = global_val + gfx.getFrameSpeed( 20 )

    end

    You can use this to turn throttles down over time, etc. etc.

    I see a lot of cases for this, but why not just making "inElapsedSinceLastCall" available to the script?

    Cheers

    x-a

  6. Hi Ben,

    Gizmo would not load in Ubuntu 11.04 32 bit

    this is what I got from the log


    Loaded: /media/STORAGE/X-Plane 9/Resources/plugins/PluginAdmin/lin.xpl.

    Loaded: /media/STORAGE/X-Plane 9/Resources/plugins/DataRefEditor/lin.xpl.

    dlerror:/media/STORAGE/X-Plane 9/Resources/plugins/Gizmo.plugin/lin.xpl: undefined symbol: luagl_get_enum
    Loaded: /media/STORAGE/X-Plane 9/Resources/plugins/MyPlugin/lin.xpl.

    Found stats plugin: 2
    OpenAL version  : 1.1
    OpenAL hardware  : PulseAudio Software
    OpenAL extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context

    It is a fresh ubuntu installation , so I might have forgotten some key piece...

  7. Just to be clear: I think the nagware in 11.5.18 is too annoying and unfair on content authors/artists that have put time and effort into using Gizmo without it being some kind of "tax".

    The next build will change again;

    - After some time using the aircraft the dialog will appear.

    - After a delay you will be able to click "dismiss" and ignore the nag.

    This reverts to encouragement instead of enforcement. I do need it to be annoying though. :)

    Thank you for the linux build!

    Going to check it later today.

  8. Because about three people use Linux.

    Four!

    :-)

    EDIT:

    ok, so we have the source code, we are mighty linux users... we should really go on and get the plugin built on our own effort... shouldn't we?

    too bad I failed already  :-[ but I will not give up  :D

  9. ...thinking more on this, you would need to use the "hooked datarefs" functionality, not just the generic datarefs that Gizmo provides.

    It's a little bit of extra code, but doable.

    Hi Ben, may I ask you what a "hooked dataref" is?  - or  I could just wait and inspect your code...  :P

  10. Hi x-alberto,

    I have tried it using OnDraw_Gauges, but it still draws the box despite the MaskingTape.

    Lightner

    Update: drawing on the window with OnDraw_Windows() and gl.Scissor still works fine though:

    Hi Lightner, I am not really able to perform any test today, but please note that the tape masking fuction is supposed to work based on

    "panel coordinates", that you get with:

    XPLMGetWindowGeometry(gMainWindow, &PanelWindowLeft, &PanelWindowTop, &PanelWindowRight, &PanelWindowBottom);

    Not sure how they relate to screen coordinates.

    Will follow up when possible.

  11. Gizmo Shell was also updated and is now quite useful and friendly.

    got it

    for some reason that I did not investigate (I can get lazy, I know) the shell was not working on my pc before.

    It works fine now.

    Thanks Ben!

    Alberto

  12. ...that you do not have to reload x-plane to see your changes when you correct your script (*)... is it about time to say goodbye to my C development suite?

    (* and I even discovered this accidentally... I should start reading manuals... or at least understanding what I am doing...)

  13. Hi Lightner,

    this version of the path indicator scripts works fine unless you have cross wind (we need to figure out what the path indicator shows, may be side accelerations?)

    I see no more "lag" of sort...

    You were almost there, you just did not compensate for fov as you (correctly) did for the horizon example...and a couple of math.tan went missing as well....


    xpdr_alpha = xp.getDataref("sim/flightmodel/position/alpha")
    xpdr_beta  = xp.getDataref("sim/flightmodel/position/beta")


    function OnDraw_Windows()
       ----------------------------------------------------------------------------
       --[CONSTANTS]
       ----------------------------------------------------------------------------
       --[get screen resolution]
       local sw, sh = gfx.getScreenSize()
       --[set FPV circle radius]
       local m_radius = 14
       --[GET HORIZONTAL FOV IN DEG & RAD]
       local HFOV_deg = camera.getFOV()
       local HFOV_rad = math.rad(HFOV_deg)
       --[CALCULATE VERTICAL FOV IN DEG & RAD]
       local VFOV_rad = 2 * math.atan( math.tan(HFOV_rad/2) * (sh/sw) )
       local VFOV_deg = math.deg(VFOV_rad)


    local vfov_factor = (sh/2) / math.tan((VFOV_rad/2))
    local hfov_factor = (sw/2) / math.tan((HFOV_rad/2))


       ----------------------------------------------------------------------------
       --[DRAW FLIGHT PATH VECTOR]
       ----------------------------------------------------------------------------


       gfx.texOff()
           gl.PushMatrix();
               --move draw cursor to screen center
               gl.Translate( sw/2, sh/2, 0 )
                   gl.PushMatrix()
                       ----------------------------------------------------------------------------
                       --[CALCULATE SCREEN POSITION TO DRAW FLIGHT PATH VECTOR]
                       ----------------------------------------------------------------------------
                       gl.Translate(- math.tan(math.rad(xp.getFloat(xpdr_beta))) * hfov_factor , -math.tan(math.rad(xp.getFloat(xpdr_alpha))) * vfov_factor , 0 )

                       --[set double line width and red color]
                       gl.LineWidth(2.0)
                       gfx.setColor(1,0,0,1)

                       --[DRAW FPV circle with m_radius made of 40 line segments]
                       gfx.drawCircle(m_radius,40)
                       --[draw left wing]
                       gl.Begin('LINES')
                         gl.Vertex(m_radius, 0)
                         gl.Vertex(m_radius + 10, 0)
                       gl.End()
                       --[draw right wing]
                       gl.Begin('LINES')
                         gl.Vertex(-m_radius,0)
                         gl.Vertex(-m_radius - 10, 0)
                       gl.End();
                       --[draw tailfin]
                       gl.Begin('LINES')
                         gl.Vertex(0, m_radius)
                         gl.Vertex(0, m_radius + 8)
                       gl.End();

                   gl.PopMatrix()
           gl.PopMatrix()
       gfx.texOn()

    end

    ciao

    alberto

    EDIT: given how painful it had to be to cope with field of view compensation, I would suggest to have this script promoted in the tutorial section...

  14. Again, I may be horribly wrong - I hope I can be more "professional" in my comments when I will be able to run the script.

    :P:o

    Ok, I _was_ horribly wrong, after all.

    When in "HUD view", VFOV and HVOF are correctly calculated by you... (I had a chance to give it a quick try)

    Let me look at it more carefully...

    :o :o

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