Maybe an extension of an FSwidget?
If I'm undestanding this problem correctly, there is a color balance issue with existing and new imagery. I'm thinking of processing the color of the downloaded tiles with 2D linear interpolation between the color balances of the bounding areas. Then the new tiles should no longer 'stick out', no 'steps' in color balance of neighboring tiles of different sets.
Just give me some time, I have a ton of things to read/comprehend about the workflow/tools.
nickhod, I can try to lend a hand in some smaller tasks if you are interested. I'm not a pro at C# but I've worked with some GUI programming before.
Let's give credit where credit is due: I've heard this example in the 3D engine programming videos of 'thebennybox' on youtube.
Hi, and thank you for your reply. I already checked Wikipedia, don't worry. But I asked for it in order to, maybe, have a simpler explanation. Because Wikipedia is great, I agree, but it's sometimes really difficult to understand when you're searching for specific terms (like quaternion). At least I tried.
Have a nice day,
The quaternion's x,y,z is the endpoint of a vector that points out from the origo of the 3D coordinate system. This will give you the orientation of the 3D object. Now, the r is the angle that the object is rotated around the vector.
Like if you were cooking a marshmallow on a broach. you are the origo, the end of the broach is pointed at x,y,z and r is how you turn the broach to cook the marshmallow evenly at all sides.
Does anyone know what I'm doing wrong? I was trying to fix my laptop's throttle response to the high temps, unusual in April.
So I set up MSI afterburner+Rivatuner+HWInfo to show some data, when I spotted that the driver and the FPS is somehow incorrectly measured/displayed:
Due to some severe screen tearing I've been having some NV driver versions ago, I'm forced to play with vsync on (60Hz). But somehow Afterburner displays twice the fps. Or steam shows half of it and obviously I will not be able to tell on a 60Hz display if I have more. Another funny phenomenon is that instead of OpenGL (OGL), DirectX10 (D3D10) is detected. I've tried it with another OpenGL sim whose name I will not tell and its detected/displayed correctly, as well as the fps counter.
Is this a known thing or is there something to check/fix?
well the MAX has pretty much just screens while the NG has more knobs and switches on the front panel still. Due to the nature of the larger displays and possible new system pages it would make a large difference for me, modelling is probably easy: rip out front panel, put in large screens, done
I'm not saying it's not much work, but the same amount of work spent in a new aircraft might yield less impressive results than a type tailored to perfection or even variants. I would be happy to contribute!
Hey Jan, my preference would be to see you go to the MAX directly
Would the diffrences between the MAX and the NG be closer than vs the 500 so with a low effort both variants would be possible?
If we were to create a 737 NG, which one would you prefer? 737-800 NG with the new split scimitar winglets? or go straight for the MAX?
Oh, sorry I was ill informed about the differences between the two types.
I would prefer the one that has the most aircraft in service presently. I honestly don't know which one is most commonly used nowadays and in the short term future. My expectation from such simulators is that amateurs could try themselves and master aircraft they usually ride as a passenger.
Forgive me for being honest, but I would first see all stock aircraft and ground ops completed.
Oh yeah, I would loooove to have glass cockpit versions of 737s (e.g. 737-800). The 737-500 is there so it's not even something to be done from scratch.
For an outsider like me finishing these seems to be a low hanging fruit, most of the modeling and systems simulations done.
It's so few missing to be so great.
Thank you for all the orientation about this subject. I will train in to TMD and we'll see if updates are catching up with me.
I fully understand your stance, being a programmer myself for over 25 years. I'm currently learning Vulkan to write my pet project (a simple 3D engine which concentrates to decent performance even on potato hardware.
I would have never thought of aircraft addons if the A320 were complete right now (which IMHO is a key selling point for AFS2). And I'm also willing to contribute to make it happen. I was only researching the possibilities about that. It's another question if a standard plane can be upgraded or one has to start everything from scratch.
You can do things like motion platforms, connect existing apps that show your position, or display instrument values on home build simulators, send new joystick or button commands, etc
The idea is to extend functionality outside the sinulator with this dll.
Someone complained that his Saitek panel does not display the information it's supposed to. Can this DLL approach a solution for him?
Hey Jan, thanks for the quick response!
I'm still studying what is possible and what is not within the scope of the SDK. I've read about some limitations where a new aircraft can only be implemented with existing elements of avionics. Overcoming this could open way to custom aircraft like the 737-800. Also the fully simulated propulsion and power control (APU, power, electrics, hydraulics, pneumatics, avionics, all acting depending on each other) in all aircraft would be a spot where the community could help in if the SDK makes this possible. E.g. subsystems of the Airbus are well documented and accessible so if there would be a safe (does not risk performance and stability of AFS2) means of scripting (e.g. lua/python/etc.?), any aircraft-specific behavior could be be included to an aircraft.
I would never think about a DLL project if all of these could be be solved via TMD.
Taking part in such an extension of e.g. the A320 would be awesome.
Thank you again for taking your precious time to answer and for your positive approach!
I've been looking at this external_dll example and this post: Is there a way to get VR head position and/or orientation ?
I'm wondering if the community could give some constructive feedback about the external_dll messages that could greatly increase the freedom of movement for extending functionality that add-ons can achieve? I'm new to all of this, but it would be interesting to e.g. able to have a plane specific FMS/FMC systems or in-depth propulsion systems management (simulating it in the DLL and sending back propulsion parameters in the sim). I'm seeing that there is a lot of community members that would love to help out devs, so IMHO it would make sense to ease access to such internal functions. Some very basic event system for e.g. injecting custom sounds (engine stop/start), simulation steps etc. would be awesome and would offload the devs, so if someone misses something, one would have the mechanisms to crerate it.
Hopefully no one finds this idea (too) naive or offensive.
That layout looks pretty simple yet effecitve, it might cut the learning curve for anyone doing sceneries.
Do you plan to push the work-in-progress state to github so we could see how it works?
No problem, thanks for putting it on github!
I'm still pretty new here and I'm also trying to add something that I would like to see in AFS2.
Take a look in the script (My vision for the aerofly community) I made, which is generated the AID file directly from the image XML file.
That version still contains some constants (see comments), I'll show you the updated one once I'm home and done the change.
Hi, such an app would be great, currently a group of users are doing a (apparently) similar workflow manually and the AID files are generated by a script I've made based on Rodeo's specification.
I'll give them a heads up that you're working on this.
I would be interested in following your work (being an embedded SW engineer). Of course if you don't mind.
I'm still learning this all so taking a look how it can be automated is also a way to learn how it works.
Hello, based on Rodeo's specification and feedback, I've come up with a python script that automatically processes all image/xml pairs and creates the .aid files directly. It will check image dimensions and calculate accordingly
Edit: It assumes a resolution 3.75 x 3.75 minutes per 1m.
The script is attached, feel free to check it out. Just remove the .txt extension (aid_create.py).
WARNING: Use at own risk, try it on some copies first! The script will rename TIF files to TIFF (limit of the image processing used) and will rename them back once finished. All existing AID files will be saved as a backup, but that backup will be overwritten each time the script is executed!
How to get it running and how to use it is included as comment in the top of the script.
Suggestions and feedback is welcome!
I have sent you a link in a private conversation. Please note the conversation at the right top of the forum.
It contains a description of the task and some example files.
Hope to hear from you again...
I've got it! I'm taking a look on it and get back to you!