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Author Topic: Weekly progress report  (Read 30872 times)

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Stainless

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Weekly progress report
« on: February 27, 2015, 08:17:59 AM »

In this thread I will do a weekly report, just to prove I am still alive and working.

This week I have written a bump map shader for HIM meshes. Once we find a way of generating the required bump map texture, we can add some additional detail to our meshes.

I have also fixed a bug in the flight dynamics model with regards to turbine engines, which took a hell of a long time to find and two minutes to fix.

I am now trying to work why the forces at take off are revolving around the CofG. It's another bug to hunt down.
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Stainless

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Re: Weekly progress report
« Reply #1 on: March 01, 2015, 01:59:27 AM »

I have now put all my current code onto assembla.

If anyone wants access, PM me with your assembla username and I'll give you access.
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Stainless

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Re: Weekly progress report
« Reply #2 on: March 06, 2015, 02:41:12 AM »

A good day.

I finally found my bug  :)

It wasn't anything to do with the FM, it was in the display code. The display code assumed that the output quaternion returned euler angles in degrees. It returned radians.

Fixing that and my F4 flew!  :P

Well for a little while. As soon as the gear left the ground, the right wing tip dropped. I tried to compensate with the ailerons, but that just made it worse. So I pulled up to grab some sky while I tried to figure out what was going on, but by the time I realized I had the keyboard mapping wrong (roll left is roll right, roll right is roll left) I was in a spin. Before I could remember which keys I had mapped to the rudder, I had totally lost control and she augured in.

Still, SHE FLEW!

So more work to do, but real progress.

Also I have had a slow week at work, I had a lot of jobs to do which involved building the entire game from scratch (takes about three hours  ??? ) and then doing some tests. This gave me a lot of free time.

I came across a flight dynamics model called Yasim. The code is a hell of a lot simpler than my code, no where near as detailed, but also a hell of a lot faster. So I have started to port that to C# as well. This will give you a choice of flight models to play with and also reduce CPU load on lower end machines.

A good week.
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Maty12

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Re: Weekly progress report
« Reply #3 on: March 09, 2015, 02:55:54 PM »

Stainless, any chance we can get a list of aircraft you plan on including?
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"If we waited 'till we were ready to do things before we ever did anything, we'd never do anything." -Archie Mason (Fortress)

Stainless

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Re: Weekly progress report
« Reply #4 on: March 10, 2015, 03:27:56 AM »

All of them from here.

The same file formats are used, just the animation and flight model code is different.

The animation code is so similar to the Java you use now that it will be trivial to migrate.

The flight model is completely different, but so logical it will not be an issue.
 
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Stainless

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Re: Weekly progress report
« Reply #5 on: March 12, 2015, 04:16:02 AM »

Well this is doing the rounds of the office.

I thought I'd post it here as well since it seems to be giving everyone a good laugh.

It's a publicity shot from about 1989, when I worked at Gremlin Graphics.

Anyone going to take a shot at spotting me? "Where's the wally writing a flight sim"  :(



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Stainless

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Re: Weekly progress report
« Reply #6 on: March 14, 2015, 01:25:15 AM »

It was from 1987 apparently.

The bottom left image, from left to right.

Shaun Hollingsworth, me, Fungus The Bogeyman, Pete Harrap, and Ben Daglish.

Next image on the right, Steve Kerry, Chris Kerry, Jason Perkins, ....

Also around Chris Shrigley,  Rob Toone, and Tony Porter. I can't remember the names of the rest.
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Stainless

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Re: Weekly progress report
« Reply #7 on: March 15, 2015, 02:54:22 AM »

New version of the mod tool up with support for bump mapping

http://stainlessbeer.weebly.com/downloads.html
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Stainless

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Re: Weekly progress report
« Reply #8 on: March 20, 2015, 08:34:27 AM »

This week hasn't been exciting, just lot's of debugging to try and figure out why it's not flying as expected.

I have added a gui to Testflight and started to add test scripts, but nothing nice to look at.

I will be asking for help with the gui though. I hate the grasphics I am using and need a GA to fix them.
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Radoye

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Re: Weekly progress report
« Reply #9 on: March 20, 2015, 09:03:39 AM »

Gremlin Graphics.

Holy crap, that name brings back some memories!  ;D

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Stainless

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Re: Weekly progress report
« Reply #10 on: March 20, 2015, 10:27:18 AM »

Tell me about it.

I was there!   ???

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Stainless

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Re: Weekly progress report
« Reply #11 on: March 26, 2015, 03:31:26 AM »

Big day.

The wind tunnel is really working. I found I had no lift, no matter what speed the aircraft was flying at. A quick look at the F4 Lift() method and I noticed that I was looking up the lift due to alpha coefficient, but not multiplying it by q_w...  ???

Fixed that and she flies.

Also noticed I was using the spoiler position instead of the speed brake position in the drag calculation.

Things are really looking good now.

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