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Author Topic: Integrating with another sim  (Read 110670 times)

Uriah

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Re: Integrating with another sim
« Reply #120 on: December 20, 2015, 01:08:38 pm »

Ah, so it isn't directly in JSBSim. Hmmm... well I wonder how difficult it would be to setup... :)
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bomber

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Re: Integrating with another sim
« Reply #121 on: December 20, 2015, 01:12:26 pm »

Having seen the speed of your work,  I don't think too hard to convert the logic from Nasal to java script file called up by the planes fdm.
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"If anyone ever tells you anything about an aeroplane which is so bloody complicated you can't understand it, take it from me - it's all balls" - R J Mitchell

HiFlyer

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Re: Integrating with another sim
« Reply #122 on: December 20, 2015, 01:14:00 pm »

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Uriah

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Re: Integrating with another sim
« Reply #123 on: December 20, 2015, 02:01:32 pm »

Having seen the speed of your work,  I don't think too hard to convert the logic from Nasal to java script file called up by the planes fdm.

I'll have to look into the code more in depth in the near future. I really want to do aerotowing, aerial refueling and towed radar decoys.
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HiFlyer

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Re: Integrating with another sim
« Reply #124 on: December 21, 2015, 09:16:42 am »

Hmmmmmmm..... Well, at least one more piece of the puzzle has been revealed.........
« Last Edit: December 21, 2015, 11:31:00 am by HiFlyer »
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langdon

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Re: Integrating with another sim
« Reply #125 on: December 21, 2015, 08:12:45 pm »

As far as I've been able to ascertain, there's nno way two aircraft objects can interact. There's no collision detection/physics between them so providing one aircraft with a 'hook' and the other with a 'catch' so to speak won't work. I imagine that would've been the most realistic way to do it.

Other than that, we'd need to be able to get position and attitude data from each object to an external plugin that could manage it all and 'fake' the interaction of tug and glider.

If we could get that position and attitude data (and maybe one more generic string that we could load with anything we like) to flow back  and forward between a plugin and each object then the possibilities would be close to limitless. (AI, ATC, NAV, MULTIPLAYER etc etc).

My wishlist for 2016 would be:

1.) Position/Attitude/GenericPacket data flow in/out to a plugin for each object.
2.) Large area levelling
3.) Lighting for static objects

L
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langdon

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Re: Integrating with another sim
« Reply #126 on: May 12, 2016, 12:30:35 am »

Hi,

Is there an updated IGC API?
I just tried compiling the example from the api zip I downloaded last year and anteworld fails to load the plugin and just stops responding.

Thanks,
L
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cameni

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Re: Integrating with another sim
« Reply #127 on: May 12, 2016, 01:18:46 am »

I have updated the zip file to version 16.6655, also added the environment api.
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langdon

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Re: Integrating with another sim
« Reply #128 on: May 12, 2016, 01:23:24 am »

Thanks...

CAT III approach... here we come :)

L
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josem75

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Re: Integrating with another sim
« Reply #129 on: May 12, 2016, 02:36:18 am »

I dont know what kind of witchcraft you made but looking stunning.. 
« Last Edit: May 12, 2016, 03:55:21 am by josem75 »
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langdon

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Re: Integrating with another sim
« Reply #130 on: May 12, 2016, 07:20:56 am »

Latest plugin  here:

http://www.siliconroad.com.au/ot/fsx_03_plugin.zip

No weather sync yet though... workin' on it.

L
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langdon

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Re: Integrating with another sim
« Reply #131 on: May 12, 2016, 11:37:34 am »

@Cameni..

Any chance for a few code lines to get me started..
like just to change say... rain_density.

I'm having a mother of a time just getting the ot::environment pointer. (if I'm even supposed to be getting that?)

I spend all day writing vb and javascript so finding my way around a c++ api is a hard slog :)

L
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langdon

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Re: Integrating with another sim
« Reply #132 on: May 12, 2016, 11:57:41 am »

OK.. got it to rain so I guess the rest is 'academic', but I'd still appreciate a few lines if you have time.

My code is probably sub par... and that's being complimentary :)

L

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cameni

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Re: Integrating with another sim
« Reply #133 on: May 12, 2016, 12:20:11 pm »

Once you got the environment interface (iref<ot::environment> env = ot::environment::get()), you just fill out the structs and invoke setters ... there is nothing special in it, except you need to set masks in some of the structs to indicate the values you are changing.
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langdon

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Re: Integrating with another sim
« Reply #134 on: May 13, 2016, 03:56:24 am »

See, for a guy who writes online booking engines, getting to:

 (iref<ot::environment> env = ot::environment::get())

was a huge step :)  .... actually I looked at the code:

static iref<igc_plugin> _M = ot::igc::get(new igc_plugin); 

and thought...well that's kinda the same, so blundered around for a while with it and env.h and voila... managed to adjust rain.
Glad you gave me a heads up on the masks though... would've been painful finding out that the 'hard way'.

Curious now... is there a way an in game model , say a Cessna, can read the environment?
Eg...if it was dark, I could turn on a light or if it was raining, start wipers..or raining at intensity 0.9 put the wipers on high?

L
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