Gadroc Posted October 20, 2009 Posted October 20, 2009 @Gadroc look harder... :P with the imagination and ingenuity availabe in this forum and simforums in general everything seems possible, impossible just takes awhile longer ;) // trekki Hmm. Forgot about that video. I'll have to comb throgh again as I don't know where they are pullng the info to render the targetting reticles, and there are not any documentation about shared memory for the HUD.
Oakes Posted October 21, 2009 Author Posted October 21, 2009 2) If a switch is ON in your cockpit, but the mission starts with the switch OFF by default in the software, what happens? Do you have to cycle it or will it always be reversed for that mission? No, with my solution the switches can never (excluding bugs etc) be out of sync so at start-up all out-of-sync "sim" switches will be set to the "real" switch position. So you'd better make sure that the fuel cut-off levers are set to the correct position when starting in the air or else you'd have to set a speed record in "turbine startup":) /Oakes
memento10 Posted October 23, 2009 Posted October 23, 2009 Excellent, would you give us any hint what your plan for your visuals are?
Oakes Posted November 4, 2009 Author Posted November 4, 2009 Servo based (Futaba S3003) instrument design. Time to warm up the CNC.... /Oakes
C6_Hellfrog Posted November 6, 2009 Posted November 6, 2009 @ Oakes I think you will probably be interested in that news if you didn't already have looked at it : for you to have real instruments functionnality on your cockpit, you will be happy to know that in the thread about BSVP http://forums.eagle.ru/showthread.php?t=46582 you have the link to their site and that in the project download you have a export.lua that has all functionnalities to export instruments datas already done and it is functionnal ! so no error. cheers /Hellfrog
Acefighterpilot Posted November 7, 2009 Posted November 7, 2009 whoa, dude question... are you going to make this like one of those home sims with the big screen and the entire cockpit? If so can you tell us when that'd be because these panels, etc look incredible!!!! [sIGPIC][/sIGPIC] Asus Z97-A/ i7-4790K/ Hyper 212 EVO/ 16GB RAM/ GTX1080 Strix OC/ Supernova 750/ X-55/ TiR
memento10 Posted December 4, 2009 Posted December 4, 2009 Will all the buttons in your pit be momentary? No reason to have any latching buttons? (datalink etc.) I am using the same buttons myself.. But I didn't get any info in the LED's embedded in the buttons? (How many Volts and mA's) Do you have this?
Oakes Posted December 15, 2009 Author Posted December 15, 2009 Datalink is momentary and so is the Targeting Systems panel (Auto turn, Reset etc) in the real chopper I believe so I went with momentary as well and so on. /brds Oakes
wbfuzzy Posted December 17, 2009 Posted December 17, 2009 Oakes, Please, help me about toggle switch in your collective: the upper right one is toggle (up) and momentary (down), correctly? In case the momentary is for Ka-50 Descent Mode. This one in eBay meet meet these specifications? http://cgi.ebay.com/6pcs-Latching-Momentary-On-Off-On-Toggle-Switch-B213_W0QQitemZ300274834835QQcmdZViewItemQQptZGuitar_Accessories?hash=item300274834835&_trksid=p3286.c0.m14&_trkparms=66%3A2|65%3A15|39%3A1|240%3A1318 I am confuse whit this: ON-OF(ON), what mean this (ON)? In local stores I only find ON-OF (SPST) or ON-OF-ON (DPDT). Thank you. Sokol1_Br The switch is: left = on center = off right = momentary on (spring return) [sIGPIC][/sIGPIC] "UNCLE"
sweinhart3 Posted December 17, 2009 Posted December 17, 2009 Check http://search.digikey.com/scripts/DkSearch/dksus.dll?WT.z_homepage_link=hp_ProductIndex&lang=en&site=US&keywords=. They have a very extensive selection of switches of nearly every kind. You are looking for this kind of switch or similar. http://search.digikey.com/scripts/DkSearch/dksus.dll?Detail&name=450-1474-ND The poles refer to the number of electrical connections being made. The throws refer to the number of switch positions. You want single pole double throw in this case. On-Off-On describes the electrical behavior. The switch would on in the upper and lower positions and off in the middle position. Then you various kinds that inlcude locking, momentary, regular, etc. When selecting switches you really need to be able to look at the data sheets to get what you want. Switches come in all kinds of flavors and ratings as you can see. As you can see they have over 6,500 switches just in the toggle category. Intel i7 990X, 6GB DDR3, Nvidia GTX 470 x2 SLI, Win 7 x64 http://picasaweb.google.com/sweinhart
Oakes Posted December 17, 2009 Author Posted December 17, 2009 Did you have create that servo gauge? Working on it....new youtube video coming soon. /Oakes
brydling Posted December 17, 2009 Posted December 17, 2009 Excellent work Oakes, absolutely amazing. I am an electronics student in Gävle and are planning on starting a similar project myself. I am a part of the NovelAir team, if you know what that is. We build simulators out of a cut-off J35J Draken cockpit and an AJS37 Viggen. My biggest problem is that I really hate SIOC and the OpenCockpits solutions, so I'm going to have to develop my own interface cards. I could easily make some cards for inputs/outputs, motor control, servo control etc and write PC software for them that are specific for DCS: Black Shark, but I want it to be as generic as possible so others can use it (NovelAir for example) and therefore I have to create a program with scripting capabilities like SIOC. This is the main obstacle, and with all the software and interfaces I do for NovelAir and my own studies it's a little hard to get the thumb out of my ass and start designing such a complex interface system. Right now I am designing my own joystick card, since I don't need any PC software and scripting capabilities for that. The rest will have to wait.. Maybe until next year after I have taken my graduation and got myself a job. If you want, PM me or add me on MSN. I think we can have a lot to discuss ;) Digital-to-Synchro converter for interfacing real aircraft instruments - Thread Check out my High Input Count Joystick Controller for cockpit builders, with support for 248 switches, 2 POV hats and 13 analog axes. Over 60 units sold. - B256A13 www.novelair.com - The world's most realistic flight simulators of the J35J Draken and the AJS37 Viggen.
sweinhart3 Posted December 18, 2009 Posted December 18, 2009 Excellent work Oakes, absolutely amazing. I am an electronics student in Gävle and are planning on starting a similar project myself. I am a part of the NovelAir team, if you know what that is. We build simulators out of a cut-off J35J Draken cockpit and an AJS37 Viggen. My biggest problem is that I really hate SIOC and the OpenCockpits solutions, so I'm going to have to develop my own interface cards. I could easily make some cards for inputs/outputs, motor control, servo control etc and write PC software for them that are specific for DCS: Black Shark, but I want it to be as generic as possible so others can use it (NovelAir for example) and therefore I have to create a program with scripting capabilities like SIOC. This is the main obstacle, and with all the software and interfaces I do for NovelAir and my own studies it's a little hard to get the thumb out of my ass and start designing such a complex interface system. Right now I am designing my own joystick card, since I don't need any PC software and scripting capabilities for that. The rest will have to wait.. Maybe until next year after I have taken my graduation and got myself a job. If you want, PM me or add me on MSN. I think we can have a lot to discuss ;) Im in the same boat. I was leaning towards the PHCC solution but it appears the guy that makes the hardware is no longer doing it. Ill have to figure out something else or simply design my own hardware. Intel i7 990X, 6GB DDR3, Nvidia GTX 470 x2 SLI, Win 7 x64 http://picasaweb.google.com/sweinhart
C6_Hellfrog Posted December 21, 2009 Posted December 21, 2009 (edited) Oakes lua optimization a french user and simpiter discovered he could gain many fps by editing the multi BSVP SIOC TouchPAL options.lua he gained 14 FPS on a notebook he placed the instructions from function LuaExportBeforeNextFrame() in the function LuaExportActivityNextEvent(t) when it is in LuaExportBeforeNextFrame() he gained 22 fps whereas in LuaExportActivityNextEvent(t) he maximized at 37 fps he didn't test it in his pit (have to wait this Week end after Christmas) but all seems OK in IOCP console in blue below is the part of code he moved : function LuaExportActivityNextEvent(t) local tNext = t tNext = tNext + 0.2 local lSIOC_SendString = "" -- Generate and add the SIOC string for all indicatortables in the master gIndicatorTables table lSIOC_SendString = lSIOC_SendString..ProcessIndicators(gIndicatorTabl es) -- Generate and add the SIOC string for the ammocounters to SIOC string lSIOC_SendString = lSIOC_SendString..AmmoCountersAndType(ammoCounters AndType.Remain, ammoCountersAndType.RNDS, ammoCountersAndType.Type) if lSIOC_SendString ~= "" then socket.try(pit:send("Arn.Resp:"..lSIOC_SendString. ."\n")) end -- Works just before every simulation frame. -- Check for data/string from the SIOC server on the socket local inpst = pit:receive() if inpst then -- io.write("---Log: Packet on Socket-----", "\n") -- io.write(inpst.."\n") --Parse the string and call the appropriate functions for each SIOC parameter --The table inputsTable contains the appropriate function for each SICO parameter --(ex inputsTable[501][1]() equals the function TwoPositionSwitch() -- see inputsTable.lua) -- + parameters (ex inputsTable[501][2] = the device ID = 12 ) for the same function. --The functions + descriptions can be found in ExportSupport.lua for lSIOC_Param, lSIOCValue in SIOC_Parse(inpst) do if inputsTable[lSIOC_Param] ~= nil then inputsTable[lSIOC_Param][1](lSIOCValue, inputsTable[lSIOC_Param][2],inputsTable[lSIOC_Param][3],inputsTable[lSIOC_Param][4],inputsTable[lSIOC_Param][5], inputsTable[lSIOC_Param][6],inputsTable[lSIOC_Param][7],inputsTable[lSIOC_Param][8],inputsTable[lSIOC_Param][9]) end end -- io.flush() end ProcessInput() return tNext end I'm waiting for validation and comments Edited July 8, 2010 by C6_Hellfrog 1
Gadroc Posted December 22, 2009 Posted December 22, 2009 a french user and simpiter discovered he could gain many fps by editing the multi BSVP SIOC TouchPAL options.lua he gained 14 FPS on a notebook he placed the instructions from function LuaExportBeforeNextFrame() in the function LuaExportActivityNextEvent(t) when it is in LuaExportBeforeNextFrame() he gained 22 fps whereas in LuaExportActivityNextEvent(t) he maximized at 37 fps he didn't test it in his pit (have to wait this Week end after Christmas) but all seems OK in IOCP console in blue below in the part of code he moved : I'm waiting for validation and comments Essential that mean it's only exporting the 5 times per second. I can't remember why I went back to exporting the data every frame. I don't remember a dramatic difference in performance, but it could only help slower system and it has been a while. I'm about to start picking the interface code back up. I'll do some testing as I do and let you know what I find.
Oakes Posted December 22, 2009 Author Posted December 22, 2009 I've done something similar for outputs (LEDS etc) in the latest version of my script: http://code.google.com/p/dcsbsexport/source/browse/tags/beta_0_93/Export.lua#158 As you can see LEDs etc will only be updated at about 5hz. I tried the same with inputs but I didn't like the slight lag this produced. On the other hand for 99.99% of the times when I check the socket for any input traffic there is none because SIOC as you know only sends changes to variables i.e. I flip a switch. => unless I flip a switch there is very little processing capacity required per frame. You can see this in the example below: If inpst = 0 (which it does 99.99% of the time) then we jump directly to end => no processing necessary [color=Blue] local inpst = pit:receive() [/color][color=Blue] if inpst then ..... ..... end [/color]Why such a big FPS improvement, well it depends on what the ProcessInput() function is doing (it's is not mine, I guess it has something to do with multi BSVP SIOC TouchPAL etc.). Maybe only place this function into LuaExportActivityNextEvent(t) and keep my stuff as it is. /Oakes
Oakes Posted December 22, 2009 Author Posted December 22, 2009 (edited) New video: Milling a part for the Variometer. /Oakes Edited December 22, 2009 by Oakes
C6_Hellfrog Posted December 22, 2009 Posted December 22, 2009 french user made some more testing : he gave feedback, as he is not easy with english writing, I post for him : touchPAL + SIOC : - export.lua mix for touchPAL and SIOC : 20 fps - with modification he made post above : export.lua mod + touchpal + sioc : 35 FPS - ProcessInput() function stays in function LuaExportBeforeNextFrame() and only the rest of code go in function LuaExportActivityNextEvent(t) result : 26 FPS - function ProcessInput() is deleted and the rest of code go in LuaExportActivityNextEvent(t) result : 35 FPS - last one : ProcessInput() is completely deleted and rest of code go in LuaExportBeforeNextFrame() like it was originaly in Oakes 's export.lua without touchPAL 's processinput() : result : 27 fps and if SIOC is OFF while playing then result is maximized at 40 fps. he concludes : on notebook, touchpal + sioc is less FPS hurting if export.lua is moded like in the post above, touchpal is not the only one consuming fps notebook is Core 2 Duo 2 ghz CPU
Gadroc Posted December 22, 2009 Posted December 22, 2009 french user made some more testing : he gave feedback, as he is not easy with english writing, I post for him : touchPAL + SIOC : - export.lua mix for touchPAL and SIOC : 20 fps - with modification he made post above : export.lua mod + touchpal + sioc : 35 FPS - ProcessInput() function stays in function LuaExportBeforeNextFrame() and only the rest of code go in function LuaExportActivityNextEvent(t) result : 26 FPS - function ProcessInput() is deleted and the rest of code go in LuaExportActivityNextEvent(t) result : 35 FPS - last one : ProcessInput() is completely deleted and rest of code go in LuaExportBeforeNextFrame() like it was originaly in Oakes 's export.lua without touchPAL 's processinput() : result : 27 fps and if SIOC is OFF while playing then result is maximized at 40 fps. he concludes : on notebook, touchpal + sioc is less FPS hurting if export.lua is moded like in the post above, touchpal is not the only one consuming fps notebook is Core 2 Duo 2 ghz CPU Hmm... looks like there is a left over debug section in the ProcessInput. Just have him comment out these two lines and try again. io.write("---AcksExpected:"..gAckExpected.."-----", "\n") io.flush()
Gadroc Posted December 22, 2009 Posted December 22, 2009 New video: Milling a part for the Variometer. /Oakes Man. I'm going to have to stop watching your videos. I watch to many more of those and I'm going to have to get a CNC..... in the process loose a wife :helpsmilie:. I can't wait to see that in action.
londo-cat Posted December 23, 2009 Posted December 23, 2009 I hate Oaks. He makes me want to go out and BUY a CNC router! Grrrr! Ok - I am seething with jealousy. ;-D
brydling Posted December 23, 2009 Posted December 23, 2009 (edited) Nice movie! I can't wait until I will make my first panel/instrument :) Do you fly with the cockpit visible on the visulator? Edited December 23, 2009 by brydling Digital-to-Synchro converter for interfacing real aircraft instruments - Thread Check out my High Input Count Joystick Controller for cockpit builders, with support for 248 switches, 2 POV hats and 13 analog axes. Over 60 units sold. - B256A13 www.novelair.com - The world's most realistic flight simulators of the J35J Draken and the AJS37 Viggen.
Oakes Posted December 23, 2009 Author Posted December 23, 2009 Nice movie! I can't wait until I will make my first panel/instrument :) Do you fly with the cockpit visible on the visulator? Yep. /Oakes
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