FlightNight 9/8/14 Mach loop challenge

13 Jul 2014 22:15 - 04 Aug 2014 12:01 #16567 by Neilson
Mach loop challenge
8pm - 10pm BST

EGOD Wales UK Mach loop




This will be a time trials night.
Its going to be fast and low, with speeds up to Mach 0.99 as the cap.
No Booms please!


Aircraft Requirements Military Jets


Download V1.0 here :- www.fguk.eu/index.php/hangar/viewdownloa...s/419-egod-mach-loop
Install
EGOD-Mach-Loop-V1.0
data/AI/ EGOD-Mach-Loop and EGOD-Mach-Loop.xml
data/Nasalscenesetter.nas

Works with the Old and New FG Scenery
Huge thank you to Tomaskom for his ring and time code


Airfield EGOD Runway 05

Scenesetter will adjust the time and weather for you after selecting the AI scenario EGOD-Mach-Loop

Green is the start ring and the finish is Purple

The Orange rings are the route not started.

The route rings will turn yellow when it is started, and flicker green when flying through them.

If you miss a ring a chat message will let you know and the route rings will turn orange until you redo the missed ring.

If you go faster than Mach 1.0 it will cancel your run.

Too restart your run going through the start ring and it will reset your go.

Once you complete your run a chat message will give you a time for your go.

The Entrance and Exit rings are Red with 3 in a group pointing the direction to travel,
They also have a colour animation helping you.

From Tomaskom
One of the important things that wasn't mentioned here in an obvious way: The scenario manages time measurement. Whenever you fly through the start, time measurement begins and all the orange waypoints will turn yellow and become active. You need to pass through all the waypoints in order to get your time recorded; once you do so, the time is broadcast over MP chat and also saved to a log file on your machine ($FG_HOME/MachLoop-times.log), like this:
1.8.2014, 20:20:38, OK-TomK, L-159, 189.64
1.8.2014, 20:25:04, OK-TomK, L-159, 191.88
1.8.2014, 20:29:38, OK-TomK, L-159, 189.87
1.8.2014, 20:43:50, OK-TomK, L-159, 189.83
1.8.2014, 20:56:39, OK-TomK, L-159, 189.61
1.8.2014, 21:47:31, OK-TomK, L-159, 191.87
1.8.2014, 22:10:19, OK-TomK, L-159, 189.83
1.8.2014, 22:33:39, OK-TomK, BAC-TSR2-GR3, 349.85
1.8.2014, 22:45:08, OK-TomK, gloster-meteor, 210.91
1.8.2014, 23:31:28, OK-TomK, ho-ix, 376.60
1.8.2014, 23:46:17, OK-TomK, L-159, 242.46
1.8.2014, 23:52:09, OK-TomK, L-159, 189.56
2.8.2014, 0:00:47, OK-TomK, L-159, 193.98
2.8.2014, 2:10:40, OK-TomK, SaabJ35OeDraken, 149.77

Start and Finish


Route Rings


Entrance Rings



The route


Start Chat Message


Finish Chat Message



Please post your aircraft that are not in the FGUK hanger :)

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14 Jul 2014 01:39 #16579 by Algernon
Acknowledged. Out.

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14 Jul 2014 10:34 #16582 by Vodoun da Vinci
Damn Dude - You work too hard. :(

Thanks for the heads up!

VooDoo

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21 Jul 2014 13:50 #16651 by Neilson
First post updated more to come :)

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21 Jul 2014 16:40 #16653 by Neilson
G-ALGY know what i want to do with markers to fly the route.

Been looking at the canvas approach but thats a new learning game,
wiki.flightgear.org/FlightGear_Missions_and_Adventures

Probably going to have blender models in stead to star with.

The idea is to have hoops to fly through and a arrow to guide at each point.

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21 Jul 2014 17:14 #16655 by Porcius
i tried to memorise this, not sure if it's helpful to you ?



Lightning DOES strike twice.

Watchmen Quote - "I am looking at the stars.... Thier light takes so long to reach us. All we ever see of Stars are thier old photographs"

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21 Jul 2014 17:27 #16656 by Neilson
Thats perfect the loop in the middle is the planed track for the night.

I will have the rings uploaded when there done before the flight so people can have a go and see how it is for them.

Cad west is where i normally start my run about 1nm from the entrance north east a bit.

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21 Jul 2014 18:06 #16658 by Algernon
I'm no convinced Canvas would actually be any better than a 3D model in this case, I'm pretty sure I know how it can be done using Nasal to load and place blender models, and do anything with them. I reckon that functionality can easily be added to Scenesetter as a proof of concept for this week (all config managed in the AI scenario Nasal section) and could also probably be added to Mission stuff once that's in a workable stage. I might have a crack at it and see what I come up with.

Would you like to replicate the GTA style arrangement, with a large marker for your next waypoint and a smaller one for the one after that, all others invisible?

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21 Jul 2014 18:19 #16659 by Algernon
Not this week, I mean I could do it this week and use it on the 9th.

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21 Jul 2014 19:03 - 21 Jul 2014 19:04 #16660 by Neilson
Would you like to replicate the GTA style arrangement, with a large marker for your next waypoint and a smaller one for the one after that, all others invisible?

I think this would be ideal for it, I have a blender model to play with tomorrow.
I will also get the way points together too (Long - Lat - hight - heading)

I wonder if there is a way to connect to the in game stopwatch so the Start and finish rings work it.

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21 Jul 2014 19:15 - 21 Jul 2014 19:16 #16661 by Algernon
Yeah, I thought that too and I've looked into it - I think there's a Nasal class to create stopwatch-type timers too, so it could be done in various ways. And then your time is presumably broadcast over chat?

I think the best way to do this is with a Route Manager route - a fully pre-existing way to take care of waypoints. Essentially, Scensetter just has an option to use visible waypoints, and when the scene is 'set', it adds models in all the right places, controls their size and visibility (or indeed anything else), and monitors time around the route. It can be a bit laborious, but entering the WPs with altitude into the dialog and then saving it is a good start, as Route Manager is fussy and editing the XML file can be tricky. Don't worry about getting the heading, as the Nasal code can work out what the heading to the next WP will be (I think it's actually gettable direct from Route Manager in Nasal actually).

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22 Jul 2014 10:24 #16662 by enrogue
That looks really cool - I'm not sure I'll make the night (daddy duties) but I'd love to have a go at it in various aircraft

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28 Jul 2014 11:46 #16756 by Vodoun da Vinci
Partially thanks to Tom's new markers and the "you missed that waypoint, neener, neener, yer a wiener" dialog I managed to break the 200 second mark thru the Mach Loop with the Sukhoi SU-27 this morning. Not spectacular and I know others are running it much faster *but* that's a personal best for me.

So far...I think I can run it a little faster yet in the Saab Draken. I'm still getting choppy single digit frame rates at times thru the run which is terrifyingly frustrating. Some setting in my graphics or whatever. I'll have to find that issue and squash it before The Test.

I'll try and get the SU-27 up this week for a final developer test and if that's cool I'll release it. But this is gonna be the best FGUK FlightNight Fly 'Em Like You Stole 'Em and Try Not to Kiss the Hills eveeeeeerrrrrr.

VooDoo

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28 Jul 2014 12:13 #16758 by Tomaskom
I have some change to the lineup markers on my mind (and I'm quite sure you will like it), I'll finish it today in the evening :)
Now I see why I got that impression that it is prepared for last Saturday, I remembered seeing a flightnight with this, but didn't remember the date. Anyway, a group testing was the best way to make sure everything works and to get valuable feedback. Any suggestions are very welcome, I want it to be perfect for that night!

"There are no problems in the air. The only problem is hitting the ground."

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28 Jul 2014 13:25 #16761 by enrogue
Silly question but where can I get the script/addon to do the markers?

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28 Jul 2014 13:54 #16763 by Algernon
Not a silly question :) The current group test version is in Tom's dropbox: www.dropbox.com/s/deqmjikzmwz0zd2/EGOD-Mach-Loop_Timed2.zip

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28 Jul 2014 13:59 #16764 by Vodoun da Vinci
When it's finished being tweaked and evaluated it will be released to the public I assume...no offense to Tom ('cause it's awesome) but we wouldn't want to let anything get out to the FGFS Public that isn't awesome or might have problems for some installations. :)

We do development testing amongst the various Developers and admins of this forum and we were all testing this Saturday at FlightNight.

I think Stuart is gonna do an announcement of this FlightNight on the main forum so hopefully public release is imminent as folks are gonna need to practice this if they wanna get the most out of it. Not easy and the aircraft choice will be highly individual.

VooDoo

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28 Jul 2014 14:40 - 28 Jul 2014 14:42 #16766 by Algernon
So I should take out the link?! Sorry, didn't know this one was classified...

If so... enrogue, have a look in the Dev discussion for a topic called "Flight Marker Navigation" - the latest versions of the script are appearing there.

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28 Jul 2014 15:49 #16767 by enrogue
OK this is where I think I'm missing something - doing a search on the forum for 'Flight Marker Navigation' only shows up this thread

I'd assumed that the the dev forum was a part of this board, but is it?

am I looking in the wrong place...?

B

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28 Jul 2014 16:45 #16768 by Algernon
I was sure we'd sorted out your access to the Developer's Discussion area... I'll look into it.

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