Outerra forum

User mods, screenshots & videos => Aircraft => Topic started by: Levi on January 24, 2015, 07:41:46 am

Title: [Released] F-117A Nighthawk
Post by: Levi on January 24, 2015, 07:41:46 am
Wikipedia (http://en.wikipedia.org/wiki/Lockheed_F-117_Nighthawk): The Lockheed F-117 Nighthawk is a single-seat, twin-engine stealth ground-attack aircraft formerly operated by the United States Air Force (USAF) developed from the Have Blue technology demonstrator and produced by Lockheed's Skunk Works. It is the first operational aircraft to be designed around stealth technology.

Download v1.01 (http://www.mediafire.com/download/wlcgsjh2bcpc82c/F-117A_Nighthawk_v1.01.Levi.otx)
(March 28, 2015)
This is an unofficial conversion for the F-117A Nighthawk from AlphaSim/Virtavia (http://www.virtavia.com). The conversion is done with Phil Perrott's Permission at virtavia.com (http://www.virtavia.com).


Version 1.01 (March 28, 2015)

Version 1.0 released on February 24, 2015

(http://upload.wikimedia.org/wikipedia/en/d/d8/Tango-dialog-warning.png) Warning: To avoid instrument vanishing, make sure you have min_obj_size in eng.cfg set to 1.0 or less.

Notes:
- The code that display digits on the panels is an improved version of Uriah's code (thank you for providing it). It's now shorter and much easier to add new numbers.
- New and better technique for making complex animations, such as the landing gear retraction, using axis integrators.
- Most of cockpit stuff such as buttons, switches, etc are completely remodeled, and other parts have been corrected and optimized.
- Number of textures have been drastically reduced from about 260, down to 28 (without gauges, which are 25 textures).

Some features:
- Four versions:
    Black                  | Carries two GBU-10 bombs.
    Camo                  | Carries two GBU-31 bombs.
    Grey                   | Carries two GBU-10 bombs.
    StarsAndStripes    | No weapons.

- Up to eight different camera positions (use 'V' key).
- Avionics:
    Altimeter.
    Radar Altimeter + red light on, when altitude above ground level is below 100 ft.
    RMI (Radio Magnetic Indicator).
    Drift Angle Indicator.
    Angle of attack (AoA) Indicator.
    GForce Indicator.
    Airspeed Indicator.
    Vertical Speed Indicator.
    Left MFD display - ADI data:
        Heading rose + digits.
    Right MFD display - ENG data:
        Throttle position.
        N1% (left & right engine) displayed in digits and bars.
        N2% (left & right engine) displayed in digits and bars.
    Engine panel:
        N1% (left & right engine) displayed in digits.
        N2% (left & right engine) displayed in digits.
    Fuel quantity panel:
        Total fuel displayed with a needle + digits.
        Left & Right tank displayed in digits (This needs some changes though. There are 3 tanks in FDM, but the digits only shows the content in the left tank)

- Lighting System:
  Note: You can turn most of the lights Off by editing the script (ALT+E). The Control panel for lights is located at the top of the script.
    Exterior:
        Landing & Taxi Lights | Turned on only when gears are extended.
        Rotary Beacon Light   | Turned on only when gears are extended.
        Navigation Lights.
    Cockpit:
        Nav GPS blue light on.
        Ambient green light.
        Instrumentation/panels/gauges lights.
        Canopy light.
        Landing gear position lights | each light corresponds to the actual gear position.
        Warning lights based on AoA and Overspeed(more than 536.177 knots).
        Chute deployment && Jett. lights.

- Fully animated Landing Gear (locked when the aircraft is on the ground).
- The maximum steering angle on the nose gear changes dynamically based on the aircraft's velocity.
    This allows you to make sharp turns (87 degrees) at low speeds (very useful when taxiing).
    At high speeds, this allows you to make precise corrections when taking off/landing, due to the limited steering angle.

- Animated Flight Control Surfaces.
- Animated Cowl Flaps (closed at speeds above 40 knots).
- Extendable weapon racks (use 'FLAPS' key).
- Working Drag Chute | FDM + deploy and wind (a fake and random one) animation. It deploys when all wheels on ground, throttle <= 10% and speed >= 50 knots.
- Animated Cockpit Controls:
    Yoke.
    Rudder Pedals.
    Throttle lever.
    Gears lever.
- Extendable Tailhook (waiting for extended keyboard functionality).
- Animated canopy + it's handle + shade flaps (opens when the speed is less than 0.5 knots, and brakes are applied.)
- Sounds:
    5 samples for each engine (when outside the cockpit).
    4 samples for each engine (when inside the cockpit).
    Canopy.
    Cockpit electrical[?].
    Stall.
    Overspeed.
    Gears (retract/extend).
    Touch & Roll | a sound event for each wheel.


Release Video:
http://www.youtube.com/watch?v=IDjJ1Gl4TTY

Screenshots

(http://i.minus.com/ifa5ejupaSBRU.jpg)(http://i.minus.com/ibl6Q1KdyzPTRJ.jpg)(http://i.minus.com/idFEafvLGVxo4.jpg)(http://i.minus.com/ibpIVv7qgYpof7.jpg)(http://i.minus.com/ibvPlHKxrO0eUk.jpg)(http://i.minus.com/ibsHqL7vWQn224.jpg)(http://i.minus.com/ibwE4CTIUWHWMP.jpg)(http://i.minus.com/ih9Q1CdQvKun2.jpg)(http://i.minus.com/iUoPV1GNaaWuz.jpg)(http://i.minus.com/ibmCo1MrD8248P.jpg)(http://i.minus.com/idvv7DVxtX2yX.jpg)(http://i.minus.com/ibrIdyWW7nlp8O.jpg)(http://i.minus.com/i56yKa6CE3FmX.jpg)(http://i.minus.com/iuaRyyRbH9tsJ.jpg)
Title: Re: [WIP] F-117A Nighthawk
Post by: konaone on January 24, 2015, 11:15:39 am
 8) 8) 8) 8) 8) 8) 8) :)mythical, great job!!
Title: Re: [WIP] F-117A Nighthawk
Post by: ZeosPantera on January 24, 2015, 12:12:39 pm
Now I have to learn to fly again. Damn you.
Title: Re: [WIP] F-117A Nighthawk
Post by: PytonPago on January 24, 2015, 12:16:14 pm
Now I have to learn to fly again. Damn you.

 ... why again ?  =D

 ... Great model indeed. The cockpit is gorgeous, hope those panels will have some magic later going on !
Title: Re: [WIP] F-117A Nighthawk
Post by: ZeosPantera on January 24, 2015, 01:11:44 pm
Because I haven't flight sim'd in many years. Last thing I was doing was trying to learn the Apache in OT over a year ago (maybe two).. I may need a better joystick if I am actually going to get into it.
Title: Re: [WIP] F-117A Nighthawk
Post by: PytonPago on January 24, 2015, 01:28:21 pm
Because I haven't flight sim'd in many years. Last thing I was doing was trying to learn the Apache in OT over a year ago (maybe two).. I may need a better joystick if I am actually going to get into it.

   ... or get a hold of a de-commisioned fighter jet cockpit. ( thats my dream  ::) )
Title: Re: [WIP] F-117A Nighthawk
Post by: Uriah on January 24, 2015, 09:45:32 pm
I would really like to see more realistic "fighter jet" FDM. The Mig29 is simply far too easy to fly, and I get the feeling of a more game-like experience than sim. By this I mean, in a game an aircraft seems to magically go wherever you want along a perfect flight path, and performs maneuvers that are impossible in the real-world.

The F-117 uses what is called Relaxed Static Stability (RSS), because aerodynamically it is extremely unstable.

http://en.wikipedia.org/wiki/Relaxed_stability

"An aircraft with a "low" wing (i.e., underneath the fuselage) has less roll stability."

As you can see, the F-117 has a low set delta wing, making it unstable in pitch and roll, especially at low Reynolds numbers. I believe JSBSim accounts for stability, and it shouldn't be too difficult to accurately model the pitch and roll instability, and increase it at low speeds. Also the lift coefficient of the F-117 surfaces is dampened by the angular shapes, therefore lift instability will make the aircraft wobbly during landing and take off. Much of this is handled by the fly by wire system in-between the flight controls and the control surfaces. But if you read about pilot accounts of flying the aircraft, they all talk about how different it was to fly than other similar aircraft that came before or after the Nighthawk. You of course won't be able to create a real FDM for it, but I thought that intentional instability could be accounted for in the FDM. This would be a good question for the JSBSim dev mailing list, maybe someone has already developed this.

I'll try to find out a little more about the F-117 lift coeff. and stability pitch roll rates/moments.

Also, since JSB calculates precise numbers, and the real world is full of variation, flying aircraft feels like you are moving along a perfect line.

It would be amazing if you could add "noise" to the lift force of the aerodynamic surfaces and drag, to simulate unsteady flow and pressure which induces slight variations to lift and drag. JSBSim already has this functionality, it just needs to be added into the aircraft.xml FDM file, to add noise to the lift/drag variables by a percentage of the original value. I found this while working on rocket engines. A solid rocket motor propellant has variance in the thrust based on the Isp (Specific Impulse) defined in the example below. I am certain <VARIATION>FILL-IN-THE-BLANK</VARIATION> can be applied to any JSB force or variable based on what I have read. So it just needs to be added to the aerodynamics section and tuned to produce slight variations in the lift and drag, and could also modify the aerodynamic center position slightly along the Y axis to simulate aerodynamic pressure variance.

Note: You can use the CSV flight data output to measure the variance and compare it to the same FDM without the variation. I think with a more advanced method than <VARIATION> you could specify the frequency of the variation, or use a JSB filter to smooth the variation output, (FGFilter). I am able to implement a JavaScript Second-order Kalman Filter by the way, it is better than the JSB filter.

I implemented a script for rockets which decreases the sound as the atmospheric pressure decreases. By the time you get up to 90,000 ft ASL no sound can travel in the near-vacuum. This gave me the idea to play a sound loop of air turbulence inside the cockpit of an aircraft, so when you go into a turn (high AOA), or accelerate to a high speed, the air turbulence sound "gain" or "distance" is increased. All you need is to devise a simple formula which takes into account both angle of attack and speed, which can be called from jsb['variables']. I included my Decrease Sound With Altitude Script below. It works flawlessly! All you need is a clean audio file for the turbulence and a formula for calculating snd gain/distance by AOA/velocity. This would be so simple to do, and the result should be really dynamic and realistic! Happy to produce the audio loop if you need me to.

Regards,
Uriah

Solid Rocket Motor Thrust Variation example: ./engines/SRB.xml

Code: [Select]
<isp> 268 </isp>
  <builduptime> 0.2 </builduptime>
  <variation>
    <thrust>0.02</thrust>
    <total_isp>0.00</total_isp>
  </variation>

Decrease Sound With Altitude example: ./scripts/aircraft.js

Code: [Select]
val = (jsb['atmosphere/P-psf']);
if (val > 0.1){
snd.set_ref_distance(engine_sound_src, (0.1*jsb['atmosphere/P-psf']));
}

else{
snd.set_ref_distance(engine_sound_src, 0.0);
snd.stop(engine_loop_snd);
snd.set_gain(engine_loop_snd, 0.0);
}
Title: Re: [WIP] F-117A Nighthawk
Post by: KW71 on January 25, 2015, 02:39:41 am
Thanks, Levi! I can't wait to try it!!! Download link?
Title: Re: [WIP] F-117A Nighthawk
Post by: PytonPago on January 25, 2015, 03:35:51 am
Yes, the mig-29 is a arcade-like thingy now. Its well seen when ya try to take off in great angles of attack. Lift-weight ratio is wrong or feels too smooth.

 .. those bombers are pretty much flight-incapable without the fly-by wire, but i know the su-27 is also a pretty unstable thing whiteout it ( this one was a failure in the FbW as i remember right ):

https://www.youtube.com/watch?v=_ZCp5h1gK2Q (https://www.youtube.com/watch?v=_ZCp5h1gK2Q)
Title: Re: [WIP] F-117A Nighthawk
Post by: Levi on January 25, 2015, 03:49:46 am
Now I have to learn to fly again. Damn you.
... Great model indeed. The cockpit is gorgeous, hope those panels will have some magic later going on !
Yep, I definitely plan to add some magic to those displays. ;D

Thanks, Levi! I can't wait to try it!!! Download link?
The progress is very slow on this one, so I can't really say when will be released.

It seems that the FDM will be a challenge this time.

That <VARIATION> thingy sounds very interesting, I'll definitely have to do some testing with that later on.

The air turbulence sound should be relatively easy to do, though, I think I'll need an audio loop. If you look at the ASK-13 (http://forum.outerra.com/index.php?topic=2862.0) you'll see that I already kinda implemented this, but instead of a turbulence sound, a creak sound and the vario beep, but those are only based on the AoA.

Thank you for all that information Uriah!

Edit: @PytonPago Poor B-2 :( =|
Title: Re: [WIP] F-117A Nighthawk
Post by: adler58 on January 27, 2015, 06:09:40 pm
A very challenging model, but I'm sure Levi will put it through in an oustanding way :)
Title: Re: [WIP] F-117A Nighthawk
Post by: bomber on January 28, 2015, 03:36:08 pm
Flight modelling.......  Where do I start?

First off its shades of grey, it can be either arcade or not...

The question is what standard are we aiming for here at outerra?

If it's arcade, then nick the very best from FlightGear... If that seems harsh, well there's a standing challenge I've laid down there for anyone t to come forward with a flight model that they think is  5 star and I'll challenge it...

But what's important for us here is can we leverage the best in jsbsim to match the wonderful graphics of the outerra world... ?

My suggestion is to forget flight modelling,  i got it covered.... The ask13 is 2 years worth of development, and since the new year is had another rewrite...

But just so you know I hate the above sentence,  because the "don't question me as I've spent x number of years on this" is something I hate...  But in not saying that I'm just asking for time to complete the aerodynamics is as correct as jsbsim can possibly do....  no magic numbers or un-challengable bits of physics code....

...

Oh and I still need some help on writing c++ for the piston engine


Title: Re: [WIP] F-117A Nighthawk
Post by: PytonPago on January 29, 2015, 02:07:44 am
Flight modelling.......  Where do I start?

First off its shades of grey, it can be either arcade or not...

The question is what standard are we aiming for here at outerra?

If it's arcade, then nick the very best from FlightGear... If that seems harsh, well there's a standing challenge I've laid down there for anyone t to come forward with a flight model that they think is  5 star and I'll challenge it...

But what's important for us here is can we leverage the best in jsbsim to match the wonderful graphics of the outerra world... ?

My suggestion is to forget flight modelling,  i got it covered.... The ask13 is 2 years worth of development, and since the new year is had another rewrite...

But just so you know I hate the above sentence,  because the "don't question me as I've spent x number of years on this" is something I hate...  But in not saying that I'm just asking for time to complete the aerodynamics is as correct as jsbsim can possibly do....  no magic numbers or un-challengable bits of physics code....

...

Oh and I still need some help on writing c++ for the piston engine


There will be a lot of re-writes ... at all stuff.

   I mentioned quite some time back, that each step humans take in knowledge and science, the potential still "hidden" from us, when looked upon it by the latest state of knowledge, is growing. Looks like the reality was constructed a way in witch there is no visible end in stuff to see and know. BUT, that means not, that its impossible to finish something - it means, that even people after us will have the chance to add some piece of great work into the collection and that the thing in development (or science) is thereby allays in the best, that people, at that time working on it, can muster to their individual limits. ( well, if the free-time for it would get better, it would be probably a too good story. Ankers always have to be hidden somewhere too.  =D )

   ... just like an motivational thought. :)
Title: Re: [WIP] F-117A Nighthawk
Post by: Levi on February 10, 2015, 06:48:09 am
Testing the lighting system:
http://www.youtube.com/watch?v=EwG_kO7WiVM
Title: Re: [WIP] F-117A Nighthawk
Post by: bongodriver on February 10, 2015, 07:30:57 am
Looks good, my only critique is that military navigation lights (red/green wingtip lights) don't flash like strobes but instead just alternate on-off, but most of the time navigation lights should be steady.
Title: Re: [WIP] F-117A Nighthawk
Post by: Levi on February 10, 2015, 07:54:52 am
Looks good, my only critique is that military navigation lights (red/green wingtip lights) don't flash like strobes but instead just alternate on-off, but most of the time navigation lights should be steady.
Yes, that's right. And from what I've seen, on this particular aircraft those lights are steady. I've made them flash just for testing purposes. :)
Title: Re: [WIP] F-117A Nighthawk
Post by: bongodriver on February 10, 2015, 10:24:30 am
Roger that........carry on :)
Title: Re: [WIP] F-117A Nighthawk
Post by: bomber on February 10, 2015, 01:24:28 pm
http://target4today.com/index.php/downloads/download/2-t4t-mod-files/2-outerra-files

Levi, put some arc lights on the front of this and let's go ocean floor exploring.. B-)
Title: Re: [WIP] F-117A Nighthawk
Post by: Uriah on February 10, 2015, 03:50:46 pm
Actually many military aircraft use the red nav lights as taxi pre take off in strobe mode, after which they are switched to nav mode. It depends on the particular country of origin and specific aircraft. The MiG29 uses the red nav lights in strobe more until right before take off, especially during carrier operations and low visibility conditions.

Regards,
Uriah
Title: Re: [WIP] F-117A Nighthawk
Post by: bongodriver on February 10, 2015, 05:42:30 pm
I'm sure there is some confusion here, what you describe is semi true but only in relation to the anti-collision beacon, during ground operation the beacon is red but once airborne it is switched to white (mostly automatically), the navigation lights referred to in this case are the red and green wingtip lights for port/starboard, they are not strobe lights and only in some military aircraft are they set to a pulsing light, but this is not a strobe effect but rather a cycling from on to off.
I am a commercial pilot and flying instructor, hopefully I haven't forgotten any of this stuff.
Title: Re: [WIP] F-117A Nighthawk
Post by: aWac9 on February 10, 2015, 06:19:50 pm
also depends on the time,,there was a time we had no lights

http://youtu.be/XesZ352Vcpg
:)
Title: Re: [WIP] F-117A Nighthawk
Post by: PytonPago on February 11, 2015, 01:29:38 am
I'm sure there is some confusion here, what you describe is semi true but only in relation to the anti-collision beacon, during ground operation the beacon is red but once airborne it is switched to white (mostly automatically), the navigation lights referred to in this case are the red and green wingtip lights for port/starboard, they are not strobe lights and only in some military aircraft are they set to a pulsing light, but this is not a strobe effect but rather a cycling from on to off.
I am a commercial pilot and flying instructor, hopefully I haven't forgotten any of this stuff.

 ... would be nice to have some list of lights/modes for specific aircrafts. Doe, bad is, that probably even export or version-variations can probably have some changes in the set-up too.
Title: Re: [WIP] F-117A Nighthawk
Post by: Levi on February 11, 2015, 06:34:43 am
http://target4today.com/index.php/downloads/download/2-t4t-mod-files/2-outerra-files

Levi, put some arc lights on the front of this and let's go ocean floor exploring.. B-)
That thing only wants to go in to the space, I can't control it down on Earth...

Also, it seems that the lights don't illuminate the ocean floor:
(http://i.minus.com/iXwIecNIwRgzu.jpg)
Title: Re: [WIP] F-117A Nighthawk
Post by: bomber on February 11, 2015, 07:23:29 am
Wow Levi you sure?

It's supposed to be neutrally bouant... And it works fine on my machine.

Mixture control for reverse.
Throttle control forward.
Side ways control, up n down and rotate...

It's a flight model for a very large Capital space ship.... Like the Enterprise.

Title: Re: [WIP] F-117A Nighthawk
Post by: PytonPago on February 11, 2015, 07:54:57 am
It's a flight model for a very large Capital space ship.... Like the Enterprise.

  ... HAS SALT-WATER IN ENGINES.  =D  =D  =D  =D
Title: Re: [WIP] F-117A Nighthawk
Post by: Levi on February 11, 2015, 08:28:28 am
Wow Levi you sure?

It's supposed to be neutrally bouant... And it works fine on my machine.

Mixture control for reverse.
Throttle control forward.
Side ways control, up n down and rotate...

It's a flight model for a very large Capital space ship.... Like the Enterprise.
Ah, that's how you pilot it. It's working now. For some reason I was spawning it too close to the ground, kicking me in to the space. :facepalm:

Here you have it exploring the Grand Canyon until lights can illuminate the ocean floor:
(http://i.minus.com/ifSzw1KTu9yqq.jpg)
(http://i.minus.com/igy7pPLYDKCnX.jpg)

Code: [Select]
function initialize(reload){geom = this.get_geomob(0);jsb = this.jsb();snd = this.sound();
this.set_fps_camera_pos({x:0.0,y:50.0,z:4.5});
arc1 = this.add_spotlight_source({x:0,y:34.5,z:15}, {y:1}, 0.2, 50, 1.0, {x:30000,y:90000,z:90000}, 0.2);
arc2 = this.add_spotlight_source({x:-5.3,y:36.2,z:-3.8}, {x:-0.4,y:1}, 0.1, 50, 1.0, {x:2000,y:5000,z:5000}, 0.2);
arc3 = this.add_spotlight_source({x:5.3,y:36.2,z:-3.8}, {x:0.4,y:1}, 0.1, 50, 1.0, {x:2000,y:5000,z:5000}, 0.2);
this.light_toggle(arc1);
this.light_toggle(arc2);
this.light_toggle(arc3);
}
Title: Re: [WIP] F-117A Nighthawk
Post by: bomber on February 11, 2015, 08:31:12 am
Thanks for the code..... Now I see what I'm doing wrong.
Title: Re: [WIP] F-117A Nighthawk
Post by: bomber on February 11, 2015, 03:30:09 pm
can someone point me to the info on what these params do.... I can't work out the last set
Title: Re: [WIP] F-117A Nighthawk
Post by: Levi on February 11, 2015, 04:42:28 pm
All those parameters are documented here in the wiki (http://xtrac.outerraworld.com/wiki/aircraft#Aircraftinterfaceaircraft).
Title: Re: [WIP] F-117A Nighthawk
Post by: bomber on February 11, 2015, 05:37:29 pm
Not turning off.... what am I doing wrong.. ?
Title: Re: [WIP] F-117A Nighthawk
Post by: Levi on February 12, 2015, 01:52:42 am
Not turning off.... what am I doing wrong.. ?
Code: [Select]
function update_frame(dt){
  this.light(arc1, variable0 == true);
//this.light([lightName], [Expression]);
}
You declare a variable, then the light will turn On and Off based on that variable.


Or you could directly turn it On/Off replacing the expression by true/false or 0/1 like so:
Code: [Select]
function update_frame(dt){
  this.light(arc1, false);
}
Of course, this should be better used with a conditional statement like an if for example.
Title: Re: [WIP] F-117A Nighthawk
Post by: bomber on February 12, 2015, 01:54:22 pm
But the bus turns the lights on and off using the keyboard 'L'.... that's what I want.

how do I do that ?
Title: Re: [WIP] F-117A Nighthawk
Post by: Levi on February 12, 2015, 04:01:38 pm
But the bus turns the lights on and off using the keyboard 'L'.... that's what I want.

how do I do that ?
If you want to use the "L" key to toggle the lights on aircraft, then that's not possible without the upcoming keyboard extension. What you can do right now, is to toggle the lights based on a JSBSim property, such as the 'gear/gear-pos-norm' for example.
Title: Re: [WIP] F-117A Nighthawk
Post by: bomber on February 12, 2015, 04:11:49 pm
Thanks levi, I just thought the L key was applicable to any vehicle type... my mistake.
Title: Re: [WIP] F-117A Nighthawk
Post by: KW71 on February 12, 2015, 09:58:43 pm
(http://s3-ec.buzzfed.com/static/2014-06/25/2/enhanced/webdr11/enhanced-28275-1403676637-2.jpg)


Can't wait anymore!!! I want it now!!!  ;)

Title: Re: [WIP] F-117A Nighthawk
Post by: aWac9 on February 14, 2015, 05:45:50 am
ocean floor, lights and tides

"Sea levels alternate between falling and rising. We've come to know such motions, and we call them tides. They all relate to the gravitational energy of the moon and sun.

Tides don't just work alone by themselves. There is a correlation between the way the earth moves, along with the way the moon and sun respond. As planet Earth spins on an axis, the ocean water will remain equal. This is because the Earth's gravity is tugging towards the center so the centrifugal force pushes more to the outside.

When the moon comes in with its powerful force, it can accelerate ocean water towards it. That's when you see high or low tides. This video is amazing in showing the ocean's gravitational force."

http://youtu.be/v11b84Okcm8
Title: Re: [WIP] F-117A Nighthawk
Post by: MacLeHunter on February 14, 2015, 11:17:03 am
Can't wait to fly it :DD
Title: Re: [WIP] F-117A Nighthawk
Post by: Fighter117 on February 14, 2015, 02:06:32 pm
One of my preferate planes who decided of the end of my pseudo ! I must have it ! :D
Title: Re: [WIP] F-117A Nighthawk
Post by: Levi on February 19, 2015, 10:26:32 am
Some screenshots showing the cockpit with lights:

(http://i.minus.com/ibmCo1MrD8248P.jpg)(http://i.minus.com/idvv7DVxtX2yX.jpg)
(http://i.minus.com/iuaRyyRbH9tsJ.jpg)(http://i.minus.com/i56yKa6CE3FmX.jpg)
(http://i.minus.com/ibrIdyWW7nlp8O.jpg)(http://i.minus.com/ileIhc4H3Vhjq.jpg)

As you can see, I've managed to have the cockpit fully illuminated without casting any light on the terrain nor on the external model. It just works perfectly nice. :)
Title: Re: [WIP] F-117A Nighthawk
Post by: konaone on February 19, 2015, 10:30:06 am
Stupendo!!!! Bravissimo :)
Title: Re: [WIP] F-117A Nighthawk
Post by: Acetone on February 19, 2015, 11:22:11 am
Wow!  :D
New HDR seems to give cool results with lights!
Title: Re: [WIP] F-117A Nighthawk
Post by: bomber on February 19, 2015, 11:45:46 am
What's the frame rate hit with lights on as opposed to not having lights.
Title: Re: [WIP] F-117A Nighthawk
Post by: aWac9 on February 19, 2015, 11:57:22 am
levi big ... fantastic
I want one .. that of yaaaa !!  ::)
 ^-^
Title: Re: [WIP] F-117A Nighthawk
Post by: Fighter117 on February 19, 2015, 12:51:43 pm
So hurried ! :D  :D
Title: Re: [WIP] F-117A Nighthawk
Post by: PytonPago on February 19, 2015, 01:28:42 pm
Oh god ...   " heart-attack " ... " adrenaline shot " ... another look at his thing ... " heart-attack " ...
Title: Re: [WIP] F-117A Nighthawk
Post by: Levi on February 20, 2015, 03:24:32 am
What's the frame rate hit with lights on as opposed to not having lights.
On my old Nvidia GTX 550Ti, all those cockpit lights are consuming about 35 frames when you're inside. When you're a few meters(let's say 5) away from the cockpit, it consumes about 10 frames.

In the cockpit:
- Lights Off: 75 FPS
- Lights On: 40 FPS

Five meters away:
- Lights Off: 80 FPS
- Lights On: 70 FPS

Note that there are quite a lot of lights (32 to be precise), and I think that Outerra does a very good job, considering the amount of lights in a relatively small area.
Also, each MFD panel is being illuminated by two lights each. With the upcoming emissive texture support, that will no longer be necessary.

Wow!  :D
New HDR seems to give cool results with lights!
That's right, the new HDR is awesome!
Title: Re: [WIP] F-117A Nighthawk
Post by: Uriah on February 20, 2015, 03:58:22 am
Outstanding work!  8)

I've tested upwards of 3000 lights simultaneously with moderate frame rate impact, at medium distances. There are 53 lights in total on the MiG-29 with many of them being turned off at a time, and my conclusion is that the performance demand is negligible for up to a few hundred lights on an aircraft.

I had an idea to add a variable to the top of a script that anyone could easily change between 0 and 1 to set the lights for high (1) or low (0) performance. You can set the high performance lights to not switch on if the value equals 0, leaving only the most necessary ones. In low performance mode, when camera view mode is greater than 0, many of the cockpit lights would be off to further reduce frame rate impact. I use something similar to this in the MiG, so the spot lights I use pointing downwards do not illuminate the ground when the camera is outside of  the aircraft.

For the navigation lights I found the spot lights work best, and by tuning the reflector size, angle and blur it looks very realistic. I also tend not to use point lights much, but in some cases, I use them in conjunction with a spot light at the same position so you get the best of both the omni and directional parameters.

Regards,
Uriah

Title: Re: [WIP] F-117A Nighthawk
Post by: Levi on February 20, 2015, 04:55:54 am
Yep, it seems that there's some nice optimization behind the lighting system.

That's a pretty good idea that I might use, because not everybody owns a high end graphics card. I've already added a variable to turn off all the lights if the user want so.

I'm almost not using point lights neither. You have much more control over the spotlights than the point lights, although those can be useful in some cases.
Title: Re: [WIP] F-117A Nighthawk
Post by: HiFlyer on February 20, 2015, 04:59:21 am
I'm very interested in the frame rate impact of the new lighting.

I tried an experiment with three separate vehicles on the edge of the lower Himalayan airport runway, all at 19:00 hours and all at strictly default settings.

The results were interesting but not conclusive, except to make the point that the lights should be used very carefully.

MIG 29:
Internal Framerate: 56FPS
External Framerate: Up to 70FPS

Very wide variation during camera movement.

Lowest framerate: 50FPS

TATRA
Internal Framerate: 80FPS
External light on: 69FPS
External and Internal lights on: 67FPS

Small variations with camera movement.

Lowest Framerate: 62FPS

4RUNNER
Internal Framerate: 72
Front lights on: 65FPS
All exterior lights on: 34FPS
All exterior/Interior lights on: 34FPS

Small variations with camera movement.

Lowest frame rate in the 20s

Note: Lower framerates persist in close  to medium proximity to vehicle.
Title: Re: [WIP] F-117A Nighthawk
Post by: thx_nb on February 20, 2015, 07:52:22 am
I have the same experience, at least with the 4runner, except I normally have about 30 fps (everything on highest, 2xmsaa).
Front lights on means losing a few frames, but with all external lights on it drops to about 8/9 fps.
Framerate recovers by taking some distance and with "my back to the vehicle/light".
Title: Re: [WIP] F-117A Nighthawk
Post by: josem75 on February 20, 2015, 10:09:27 am
Levi that´s so cute! It looks like Kit (the fantastic car) xD. Great job with those lights-

Talking about FPS. I have similar some people here (30fps day with all max and 8xfsaa, and 20 fps at night. With 4runner all lights 15 fps. The problem is when sunrise and sunset. Fps go below 10-8.  But its conected with trees shadows, if i quit them go to 20 fps again. Maybe is something "fixeable" in the future.
Its posible nvidia cards put more performance than ati? its my feelling. I am using now ati r9 280x by the way. 
Title: Re: [WIP] F-117A Nighthawk
Post by: HiFlyer on February 20, 2015, 10:43:01 am
Framerates in Outerra always drop precipitously for me near the ground, even with all grass turned off. After experimenting quite a bit, I partially suspect that all the trees are giving a pretty big cumulative whack to framerates, but that doesn't seem to be the whole story.

Up in the air, I get closer to 100FPS and occasionally things will go crazy and I will get closer to 200FPS.

I really would love to see a test made with hundreds of point lights.......
Title: Re: [WIP] F-117A Nighthawk
Post by: Acetone on February 20, 2015, 11:12:06 am

 The problem is when sunrise and sunset. Fps go below 10-8.  But its conected with trees shadows, if i quit them go to 20 fps again. Maybe is something "fixeable" in the future.
Its posible nvidia cards put more performance than ati? its my feelling. I am using now ati r9 280x by the way.

When the sun is really low at the horizon, it seems like the stretched shadows affect the framerate a lot more than during day.

Talking about FPS. I have similar some people here (30fps day with all max and 8xfsaa, and 20 fps at night.
Its posible nvidia cards put more performance than ati? its my feelling. I am using now ati r9 280x by the way. 

30fps max is really low, I think you could have a better experience without affecting too much the image quality. Use MSAA x2, x8 is not really usefull unless for screenshots. I don't use fxaa since the image looks a lot less sharp with it, but it's only a matter of taste :)

You should avoid high settings for grass and shadows, FPS impact on the ground is way too much visible. You can also avoid max settings for terrain texture resolution. From my experience, only two settings really change Outerra's visual quality (in a way you can clearly feel it in-game): MSAA (versus no-antialiasing) and terrain resolution  :)
Title: Re: [WIP] F-117A Nighthawk
Post by: Levi on February 24, 2015, 09:04:45 am
Download v1.0 (http://www.mediafire.com/download/01k661486ar0hzp/F-117A_Nighthawk_v1.0.Levi.otx)
(February 24, 2015)

Version 1.0 released on February 24, 2015

(http://upload.wikimedia.org/wikipedia/en/d/d8/Tango-dialog-warning.png) Warning: To avoid instrument vanishing, make sure you have min_obj_size in eng.cfg set to 1.0 or less.

Notes:
- The code that display digits on the panels is an improved version of Uriah's code (thank you for providing it). It's now shorter and much easier to add new numbers.
- New and better technique for making complex animations, such as the landing gear retraction, using axis integrators.
- Most of cockpit stuff such as buttons, switches, etc are completely remodeled, and other parts have been corrected and optimized.
- Number of textures have been drastically reduced from about 260, down to 28 (without gauges, which are 25 textures).

Some features:
- Four versions:
    Black                  | Carries two GBU-10 bombs.
    Camo                  | Carries two GBU-31 bombs.
    Grey                   | Carries two GBU-10 bombs.
    StarsAndStripes    | No weapons.

- Up to eight different camera positions (use 'V' key).
- Avionics:
    Altimeter.
    Radar Altimeter + red light on, when altitude above ground level is below 100 ft.
    RMI (Radio Magnetic Indicator).
    Drift Angle Indicator.
    Angle of attack (AoA) Indicator.
    GForce Indicator.
    Airspeed Indicator.
    Vertical Speed Indicator.
    Left MFD display - ADI data:
        Heading rose + digits.
    Right MFD display - ENG data:
        Throttle position.
        N1% (left & right engine) displayed in digits and bars.
        N2% (left & right engine) displayed in digits and bars.
    Engine panel:
        N1% (left & right engine) displayed in digits.
        N2% (left & right engine) displayed in digits.
    Fuel quantity panel:
        Total fuel displayed with a needle + digits.
        Left & Right tank displayed in digits (This needs some changes though. There are 3 tanks in FDM, but the digits only shows the content in the left tank)

- Lighting System:
  Note: You can turn most of the lights Off by editing the script (ALT+E). The Control panel for lights is located at the top of the script.
    Exterior:
        Landing & Taxi Lights | Turned on only when gears are extended.
        Rotary Beacon Light   | Turned on only when gears are extended.
        Navigation Lights.
    Cockpit:
        Nav GPS blue light on.
        Ambient green light.
        Instrumentation/panels/gauges lights.
        Canopy light.
        Landing gear position lights | each light corresponds to the actual gear position.
        Warning lights based on AoA and Overspeed(more than 536.177 knots).
        Chute deployment && Jett. lights.

- Fully animated Landing Gear (locked when the aircraft is on the ground).
- The maximum steering angle on the nose gear changes dynamically based on the aircraft's velocity.
    This allows you to make sharp turns (87 degrees) at low speeds (very useful when taxiing).
    At high speeds, this allows you to make precise corrections when taking off/landing, due to the limited steering angle.

- Animated Flight Control Surfaces.
- Animated Cowl Flaps (closed at speeds above 40 knots).
- Extendable weapon racks (use 'FLAPS' key).
- Working Drag Chute | FDM + deploy and wind (a fake and random one) animation. It deploys when all wheels on ground, throttle <= 10% and speed >= 50 knots.
- Animated Cockpit Controls:
    Yoke.
    Rudder Pedals.
    Throttle lever.
    Gears lever.
- Extendable Tailhook (waiting for extended keyboard functionality).
- Animated canopy + it's handle + shade flaps (opens when the speed is less than 0.5 knots, and brakes are applied.)
- Sounds:
    5 samples for each engine (when outside the cockpit).
    4 samples for each engine (when inside the cockpit).
    Canopy.
    Cockpit electrical[?].
    Stall.
    Overspeed.
    Gears (retract/extend).
    Touch & Roll | a sound event for each wheel.


Release Video:
http://www.youtube.com/watch?v=IDjJ1Gl4TTY
Title: Re: [Release] F-117A Nighthawk
Post by: KW71 on February 24, 2015, 09:11:36 am
Looks awesome!! Different sound with open/closed cockpit, great!!!

Thanks a lot, Levi!!! I can't wait to return my home to give it a try a few minutes! ¡Oh, friday, you are so distant!".
Title: Re: [Release] F-117A Nighthawk
Post by: Levi on February 24, 2015, 09:17:56 am
Also available at www.outerramods.com (http://www.outerramods.com/mods/f-117a-nighthawk)

Looks awesome!! Different sound with open/closed cockpit, great!!!

Thanks a lot, Levi!!! I can't wait to return my home to give it a try a few minutes! ¡Oh, friday, you are so distant!".
^-^
Title: Re: [Release] F-117A Nighthawk
Post by: Fighter117 on February 24, 2015, 09:20:21 am
Thank's a lot mate ! ;)
Title: Re: [Release] F-117A Nighthawk
Post by: Revolver on February 24, 2015, 09:43:34 am
 Congratulating. Very nice. :)
Title: Re: [Release] F-117A Nighthawk
Post by: Acetone on February 24, 2015, 09:44:50 am
And thus, one time again, Levi brought joy to the heart of Outerrans.

Seriously, it's incredible. Working MFD, lights, sounds, hell, even a visible working parachute!  :o

Awesome job, can't wait to test it  :)
Title: Re: [Release] F-117A Nighthawk
Post by: M7 on February 24, 2015, 10:08:15 am
Thanks again Levi for this great addition!! Nice to see that the feature set is expanding with each new planes!!!
Title: Re: [Release] F-117A Nighthawk
Post by: HiFlyer on February 24, 2015, 11:34:39 am
Nice work!!! Outerra moves forward!
Title: Re: [Release] F-117A Nighthawk
Post by: ZeosPantera on February 24, 2015, 11:42:32 am
This is now the primo mod for OT. Good job.
Title: Re: [Release] F-117A Nighthawk
Post by: Uriah on February 24, 2015, 12:34:06 pm
Outstanding! Very impressed with the drag chute.

Regards,
Uriah
Title: Re: [Release] F-117A Nighthawk
Post by: PytonPago on February 24, 2015, 12:44:54 pm
Astonishing work !       
Title: Re: [Release] F-117A Nighthawk
Post by: konaone on February 24, 2015, 12:52:23 pm
As always an exceptional job !!!!! very, very, nice! GREAT !!
Thanks a lot !!!
Title: Re: [Release] F-117A Nighthawk
Post by: HiFlyer on February 24, 2015, 03:23:03 pm
Levi, When (not if) you top this, please give me your address so I can come and personally bow and yell "I'm not worthy!!"

You've helped move the bar for the depiction of Outerra flight a very long way in the last few months.

Uriah, nice nice job! Everyone else involved, Kudos!

Congrats to you all!!!

100fps.  :)

(http://i1287.photobucket.com/albums/a625/Multitesseract/screen_1424810123_zpsqoczwoj8.jpg)
Title: Re: [Release] F-117A Nighthawk
Post by: Levi on February 24, 2015, 04:01:30 pm
Thank you all for your kind words, it means a lot! ^-^

(http://upload.wikimedia.org/wikipedia/en/d/d8/Tango-dialog-warning.png) Warning: To avoid instrument vanishing, make sure you have min_obj_size in eng.cfg set to 1.0 or less.
Title: Re: [Release] F-117A Nighthawk
Post by: 2eyed on February 24, 2015, 04:07:42 pm
What an ugly beast! Beautiful! Many thanks to "never sleeping" Levi, Uriah and all contributors.
Title: Re: [Release] F-117A Nighthawk
Post by: aWac9 on February 24, 2015, 05:09:43 pm
It is a great contribution to the community.
It is a beautiful work, very fine and well finished.
thank you very much Mr. Levi
Title: Re: [Release] F-117A Nighthawk
Post by: jskoker on February 24, 2015, 05:11:30 pm
Nailed it...   =D

(http://i.imgur.com/YDC2WAE.jpg)
Title: Re: [Release] F-117A Nighthawk
Post by: KW71 on February 24, 2015, 08:55:56 pm
What a pleasure to fly this thing! Have been a few years since I flew the last one:

https://www.youtube.com/watch?v=uGBLRMbDWgs

Is possible to zoom the control panels?
Title: Re: [Release] F-117A Nighthawk
Post by: Levi on February 25, 2015, 05:11:49 am
Is possible to zoom the control panels?
That feature would be very nice to have, but as a temporary solution, you can decrease your FOV angle in Graphics settings.
Title: Re: [Release] F-117A Nighthawk
Post by: KW71 on February 25, 2015, 08:43:39 am
Is an option, thanks. Sadly reducing the FOV causes some troubles:

http://forum.outerra.com/index.php?topic=3151.150
Title: Re: [Release] F-117A Nighthawk
Post by: konaone on February 25, 2015, 03:26:21 pm
 :facepalm: it might be possible to drop bombs? initially without the dedicated engine, just to see the effect ?? >:( :D >:D
Title: Re: [Release] F-117A Nighthawk
Post by: aWac9 on February 25, 2015, 04:29:24 pm
a little video to enjoy the magnificent work of Levi
720phd

http://youtu.be/DiOUgpXxmh8

regards
Title: Re: [Release] F-117A Nighthawk
Post by: Levi on February 26, 2015, 03:38:15 am
Is an option, thanks. Sadly reducing the FOV causes some troubles:

http://forum.outerra.com/index.php?topic=3151.150
Oh, I see...

:facepalm: it might be possible to drop bombs? initially without the dedicated engine, just to see the effect ?? >:( :D >:D
Well, I plan to implement that feature one day. ^-^

a little video to enjoy the magnificent work of Levi
720phd

http://youtu.be/DiOUgpXxmh8

regards
Great video aWac9! Thanks.
Title: Re: [Release] F-117A Nighthawk
Post by: HiFlyer on February 26, 2015, 08:22:06 am

http://www.pcpilot.hu/outerra-3d/3876-outerra-3d-repulheto-f-117a-nighthawk.html

Translation:

An enthusiastic mod maker thanks to the ready-to-use (Outerra?) Alphas has made a FSX F-117A Nighthawk conversion. The four different paint (black, camouflage, gray and the American flag on his belly) model includes two GBU-10 and GBU-31 laser (Unknown word) bombs. You can operate the cockpit instruments and screen displays, and the landing gear (unknown word) has animated control surfaces. After landing, the parabrake can also be opened. It is interesting that this actual model was withdrawn from active service, though in some instances it continues to be flown by the the air force; rumored to be used to test current and newly developed low detectable systems.
Title: Re: [Release] F-117A Nighthawk
Post by: Levi on February 26, 2015, 08:36:20 am
Wow, this plane went popular very quickly. And I'm really surprised that in one single day I reached +800 views on the release video on YouTube!

P.s. Nice translation there HiFlyer :))
Title: Re: [Release] F-117A Nighthawk
Post by: HiFlyer on February 26, 2015, 09:03:33 am
Wow, this plane went popular very quickly. And I'm really surprised that in one single day I reached +800 views on the release video on YouTube!

P.s. Nice translation there HiFlyer :))

You are mentioned (but never seen) in many places. Some examples.......  O:-)

http://forums.x-pilot.com/topic/7672-outerra-xplane-perfect-marriage/page-2#entry83551

http://forum.avsim.net/videos/

http://forum.avsim.net/topic/462819-outerra-version-0845244/page-2

http://forum.avsim.net/topic/460736-outerra-mods-news/

https://www.facebook.com/outerra





Title: Re: [Release] F-117A Nighthawk
Post by: Levi on February 26, 2015, 09:52:34 am
Thanks for the links HiFlyer!
Apart from that thread at x-pilot forums, I'm secretly following the other threads very closely. (http://forum.avsim.net/public/style_emoticons/default/ph34r.png)

Thank you for all your (and Acetone's) activity in those places! ^-^
Title: Re: [Released] F-117A Nighthawk
Post by: Levi on March 28, 2015, 06:48:01 am
Download v1.01 (http://www.mediafire.com/download/wlcgsjh2bcpc82c/F-117A_Nighthawk_v1.01.Levi.otx)
(March 28, 2015)
Version 1.01 (March 28, 2015)
Title: Re: [Released] F-117A Nighthawk
Post by: Fighter117 on March 29, 2015, 05:43:28 am
Hi all ! ;)
aWac i love your video ! That gave me ideas ! :D
Can you say me how you record your video in the game ? Thanks !
Title: Re: [Released] F-117A Nighthawk
Post by: Acetone on March 29, 2015, 07:48:45 am
Hi all ! ;)
aWac i love your video ! That gave me ideas ! :D
Can you say me how you record your video in the game ? Thanks !

F9 key to start, same key to stop, you will see a small red circle in the top left corner of your screen during the recording :)
When you quit Outerra, the video tool will convert the audio and video file to a single webm video.
Title: Re: [Released] F-117A Nighthawk
Post by: Fighter117 on March 29, 2015, 08:09:38 am
Okay thanks ! But the file is in a strange format. I can't modify it with Format Factory and it can't be used by movie maker.
Do someone have an idea ?
Title: Re: [Released] F-117A Nighthawk
Post by: Acetone on March 29, 2015, 08:13:30 am
Okay thanks ! But the file is in a strange format. I can't modify it with Format Factory and it can't be used by movie maker.
Do someone have an idea ?

I think HiFlyer use Movie Maker, so webm should not be a problem. You can use this too : http://video.online-convert.com/ (http://video.online-convert.com/)
Title: Re: [Released] F-117A Nighthawk
Post by: HiFlyer on March 29, 2015, 08:28:31 am
Okay thanks ! But the file is in a strange format. I can't modify it with Format Factory and it can't be used by movie maker.
Do someone have an idea ?

I think HiFlyer use Movie Maker, so webm should not be a problem. You can use this too : http://video.online-convert.com/ (http://video.online-convert.com/)

I actually record with Nvidia shadowplay, now. Its faster, the videos don't jump and glitch like the in-game recorder can, and the save format is much more common.

https://www.youtube.com/watch?v=b5d129nhzUY
Title: Re: [Released] F-117A Nighthawk
Post by: Fighter117 on March 29, 2015, 09:24:54 am
Thanks for your replies. I will try this later. ;)
Title: Re: [Released] F-117A Nighthawk
Post by: HiFlyer on May 29, 2015, 12:56:06 pm
Had Not flown this one in a bit but suddenly got the urge today only to find that something really bad has happened to the frame rate. The F-117 now drags my frames down from over 100 fps to lower than 20 even at noon!

I have no idea what changed except that I am using the latest Nvidia drivers for my 770gtx

Anyone with any ideas?
Title: Re: [Released] F-117A Nighthawk
Post by: cameni on May 29, 2015, 02:11:23 pm
Try alt+1 and alt+2 to see what part consumes the time.
Title: Re: [Released] F-117A Nighthawk
Post by: HiFlyer on May 29, 2015, 02:42:01 pm
Try alt+1 and alt+2 to see what part consumes the time.

All other planes are fine. I remember Levi mentioning a lag filter of some sort. Could it be going wonky?

https://www.dropbox.com/s/lszks2rpepi4bgm/screen_1432924648.jpg?dl=0
Title: Re: [Released] F-117A Nighthawk
Post by: cameni on May 29, 2015, 04:25:24 pm
Seems like too many lights on that thing, or configured wrong.
Title: Re: [Released] F-117A Nighthawk
Post by: HiFlyer on May 29, 2015, 04:36:38 pm
Seems like too many lights on that thing, or configured wrong.

Ouch. It was working fine a while ago...... Oh, well.
Title: Re: [Released] F-117A Nighthawk
Post by: Acetone on May 29, 2015, 05:48:45 pm
Seems like too many lights on that thing, or configured wrong.

Ouch. It was working fine a while ago...... Oh, well.

Maybe you can see if it's the problem. Open F-117A_Nighthawk.js (in the /script folder, inside the plane package).

Then, change
Code: [Select]
const disable_lights = false;to
Code: [Select]
const disable_lights = true;
If you get the same perfs hit, it's the lights.
Title: Re: [Released] F-117A Nighthawk
Post by: HiFlyer on May 29, 2015, 07:53:57 pm
Ok, I punted. I deleted the entire F117 folder and then reinstalled, and now the plane is working correctly. I can only assume something was corrupted.  =|

Frames are now 150
Title: Re: [Released] F-117A Nighthawk
Post by: jetcutter on August 26, 2015, 10:37:14 am
Perfect, just bought full version last night. This will make for a great start. Thanks
Title: Re: [Released] F-117A Nighthawk
Post by: HiFlyer on October 15, 2015, 09:14:54 pm
Still a masterpiece!  =D