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Posted
@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.

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Posted

 

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

  • 2 weeks later...
Posted

@ 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

Posted

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

  • 4 weeks later...
Posted

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?

 

22cd_1.JPG

  • 2 weeks later...
Posted

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

Posted
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"

Posted

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

Posted

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.

Posted
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

Posted (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 by C6_Hellfrog
  • Like 1
Posted
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.

Posted

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

Posted

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

Posted
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()

Posted
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.

Posted (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 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.

Posted
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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