Ship Particle Wake

07 Oct 2017 13:56 #35905 by enrogue
Can anyone give me pointers on how to actually make them move? Is there something that needs doing on the command line (an AI scenario?)

I started up the San Antonio & all I can make it do is blow the horn...

Please Log in or Create an account to join the conversation.

07 Oct 2017 15:10 #35907 by StuartC
cant help. Never had much success with any SDM equipped ships, even when Algy had it on the type 45 originally ( worked for him and Tom, but never me ).

Please Log in or Create an account to join the conversation.

07 Oct 2017 15:13 #35908 by enrogue
It looks to me like the code is out of date - trying to go through the errors it's throwing out now...

Please Log in or Create an account to join the conversation.

07 Oct 2017 15:38 #35909 by StuartC
Using the SDM though will be pointless if the ship isn't going to be solid.

Please Log in or Create an account to join the conversation.

07 Oct 2017 17:57 #35914 by enrogue
I'd like to get it working so I can learn from it - it has working viewpoint that moves with pitch/roll etc

Please Log in or Create an account to join the conversation.

07 Oct 2017 18:02 #35915 by StuartC
its not the same pitch/role that we use, its a set animation rate I believe, not dependant on the weather.

Please Log in or Create an account to join the conversation.

08 Oct 2017 11:37 #35918 by enrogue
OK well I've looked at what the MP carrier does & prototyped a self contained one locally using the Type 45 - it has no problems with loading models from the Aircraft directory - the reason why it's 'hot' is that you are viewing the model loaded by the AI scenario, hence is it managed by a different piece of code - and everything handled by the AI model manager is hot by default.

Next I'll transfer the knowledge to do an MP carrier version of the Iron Duke

The difference between the view point & the model is due to the face above - you're viewing from inside the AI model.

I've tried a few options to get a null local model, animate it with the AI props & then get the viewpoint to follow the model , but it ain't working yet (and may not ever work)

The SDM code (aside from not working properly) sets pitch/roll on the ai manager properties - I assume this is why the view follows the model. It assumes /ai/model/aircraft[0]/* at all times, which I'm not sure is a good idea in the 1st place & is definitely not compatible with mp carriers

The reason why the SDM boats are not hot is that you are viewing the MP/local model, not the AI one
The following user(s) said Thank You: StuartC

Please Log in or Create an account to join the conversation.

08 Oct 2017 13:19 #35920 by StuartC
The two things stopping the advanced ships being fully awesome is the camera view problem as a player and transmitting the ships actual wave motion over mp when its a playable ship ( otherwise the other player sees the ship move, but to his weather conditions, not the actual conditions the ship experiences. )

Please Log in or Create an account to join the conversation.

09 Oct 2017 23:06 - 09 Oct 2017 23:14 #35939 by enrogue
I've managed this so far:

Carrier view (pitch roll & heave) synced to AI ship by hacking commander.nas:

www.dropbox.com/s/6acut0erhe9iyij/Type-4...rier-Synced.mov?dl=0

The problem with MP is the issue with people being able to have different weather - I don't think there is any way to enforce it because of the way MP carriers work at the moment, the AI animation is done on the *local* weather as configured - you'd have to redesign the AI animation to be overwritten in MP carrier configuration

It *might* be possible, but you'd have to hack commander.nas a bit more to broadcast pitch roll & heave as used in the animation
The following user(s) said Thank You: StuartC

Please Log in or Create an account to join the conversation.

10 Oct 2017 07:26 #35940 by StuartC
Good work although if we cant sync the wave motion over MP, we cant use them effectively over MP as any challenging weather can be nullified by a user on their own machine making them look very skilled when infact they are landing on a ship which may not be moving at all.

Please Log in or Create an account to join the conversation.

10 Oct 2017 07:54 #35941 by enrogue
Well I have some ideas for the future about syncing movement over MP via the same method that the MP aircraft carrier does other properties, but you can't force the sync of weather - so even if movement is synced, they could still have their local weather set to no wind & you'd be none the wiser

Please Log in or Create an account to join the conversation.

10 Oct 2017 08:12 #35942 by StuartC
we don't need to sync the weather, just the motion from the captains ship to the others players

Please Log in or Create an account to join the conversation.

10 Oct 2017 08:13 #35943 by enrogue
I'm working on it... no guarantees though
The following user(s) said Thank You: Neilson

Please Log in or Create an account to join the conversation.

10 Oct 2017 08:16 #35944 by StuartC
Its Flifghtgear, when did it ever have any sort of Guarantee

Please Log in or Create an account to join the conversation.

10 Oct 2017 16:39 #35945 by enrogue
pseudocode/logic for the AI model to choose between locally written variables & multiplay ones for synced carrier:

check if /sim/mp-carriers/<carrier-name>-callsign exists, and if it does read into variable - this means we'll be using the multiplay stuff & not local

walk the /sim/multiplay tree looking for callsign, assign root when you've found it, use these multiplay variables to write to /ai/model/<carrier-type> instead of local code

this way you don't need to write separate animate sections for multiplay

I've already proof of concepted sending the multiplay variables from the carrier by extending commander.nas, need to send more that the effects need

still working on it...
The following user(s) said Thank You: StuartC, geed, timi

Please Log in or Create an account to join the conversation.

10 Oct 2017 17:02 #35946 by StuartC
well done

Please Log in or Create an account to join the conversation.

16 Oct 2017 09:09 - 16 Oct 2017 09:23 #35999 by enrogue
Still going on the sync stuff, in the meantime I went & tested whether I could spawn on all of the ones I've modified so far as AI ships & found that the Albion (my versions directory is L14) had no valid parking positions

My version of the Albion now has 1 parkpos, so you can spawn on it & I have no issues spawning on any of the ones I have modded with macOS.

I've also tried all of the carriers that come with FG & successfully spawned on all of them - so I wonder if the issues Stuart is seeing are windows only?

I'll test on Linux next, but windows is a bit harder for me as I only have an old netbook running win10 (Asus 1215N)

edit: and the Type 42's parking pos was too far back - I was spawning on the wake model

Please Log in or Create an account to join the conversation.

16 Oct 2017 09:57 #36000 by StuartC
I couldn't set the Albion or the type 42 because I couldn't spawn on them. I spawn before them, so I get wet.

Please Log in or Create an account to join the conversation.

16 Oct 2017 11:10 #36002 by enrogue
I've just tested the Type 45, Albion, Duke & all included carriers on Linux - no issues spawning so far.

My macOS install doesn't use terrasync - I have a terrasync mirror on my NAS (85GB or so)

My Linux install uses terrasync - no issues so far, but I'm waiting for a Google drive sync to complete to that machine so I can check the other AI ships (I have the 45, Duke & Albion on dropbox as well so already tested ok)

I'll have a go at testing windows later, but it's horribly slow to do anything

Please Log in or Create an account to join the conversation.

16 Oct 2017 13:42 - 16 Oct 2017 13:43 #36008 by enrogue
Prototype synced multiplayer Carrier & AI ship is in Type_45 dir in AI

picks up /sim/mp-carriers/HMS_Duncan-callsign & from there grabs the multiplayer node for that mp mplayer, assigns the pitch, roll & heave nodes from generic[3,4,5] (using expanded commander.nas)

I have verified that MP players animation picks up pitch/roll/heave from MP carrier players mp variables (tested by changing weather)

not sure how well it's synced - latency will be a major factor

not finished yet - a few things to clean up
The following user(s) said Thank You: StuartC

Please Log in or Create an account to join the conversation.

Time to create page: 0.158 seconds
Powered by Kunena Forum

PM Mailbox

You are not logged in.

Forum Search

Keyword