Sunday, 27 February 2011

FLT page complete

Adding SWITCH/CASE statements to the input handler function of the FLT page finishes off our fully working instrument. At least until testing.

Pressing [SET] toggles the settings mode which replaces some buttons with additional information and adds two arrow keys for adjusting the pitch of the ladder. Pitch can be adjust +-10 degrees. To indicate this 'bias' the waterline takes on a filled "W" appearance and the "-W-" button (when visible) is boxed.

SET sub-mode, adjusting waterline bias
Also a -5 degree bias can be toggled one/off by hitting the "-W-" key.

Some autopilots in Microsoft Flight Simulator allow you to set a HI and LO altitude warning bug. I'm not clear how this is done but for sake of simplicity of control I set the buttons to cycle through some common values that will be prominent in the games mission generator (Cruise height, NOE height etc.).

The "PRES>" button displays current atmospheric pressure at sea level in "inches of mercury". Combat-Helo implements US Standard Atmosphere Model 1976 (wiki) for calculating temperature, pressure and air density for any given altitude.

*edit* Added some slash '/' commands in the in-game chat console to set these bugs. /hibug <feet> and /lobug <feet>


This represents about as much detail as required for this page, completing visual and logical implementation.

-W- waterline bias toggle (on)
Other changes to the logic, calibrated radar altitude to zero when on the ground. Banking no longer results in radar altimeter changes. Bank indicator turns white when helicopter at > 20 degrees of bank.

Bank angle warning > 20 degrees

Here's a video...


*edit* I've since increased the thickness of the pitch ladder to make it much easier to see sitting back.


Post mortem

What seemed like a simple array of standard instruments turned out to be more complex at second glance. Looking at some of the more advanced add-ons for Microsoft Flight Simulator and YouTube videos helped get an idea of how these things should look like in motion.

A week ago we started with a simple screen-shot from a trainer and built a decent replica for our purposes, one component at a time. Much of the logic on the page is in each of these components, very little data exchange is needed. The biggest change I think was adding the atmospheric data to the aircraft Computer class (part of the Avionics sub-class).

Having a small avionics test map allowed for compilation/test/edit in a very small amount of time, typically 10 to 15 seconds build time.

For simply playing the game much of this was not necessary, nor should it be. A player will be able to invest time investigating all these features, or not, their choice.

What comes next?

Well we have some problems with the ENG page since the powerplant simulation evolved into a half-baked set of turbine equations I stole from "Physics for Game Programmers" (published by Apress). Fred might have something better in mind.

The TSD is also a work in progress and important to helicopter operation. Already in game, currently functions as a map but still missing elements. Even worse I don't have a clear specification on what to implement except it can't be too complex. What I DONT want is to have Falcon 4.0 deja-vu, sitting in the cockpit needing a manual just to find where I'm supposed to be going next.

On the subject of the TSD, TSD means Tactical situation Display. you see this in many games, the most conceited one I can think of is the radar in Red Dead Redemption, a top down magic view showing you where to go, where the bad guys are and where points of interest are. It's as simple as that.

My data is scrappy but existing games and simulations do point the way. I have this image from a Discovery Channel video still...


And this from some training software vendor website which is kind of interesting as it's a virtual environment and procedural trainer all in one. Something they didn't often do. I was looking at building such a trainer for crisis training in the Oil and Pipeline industry two years back but I digress.

From some online brochure on training materials.
And it's in GIF format too.

This concludes the FLT page build blog series. Gives you some idea as to the amount of work that goes into making these things from scratch. If I ever have to do it again, I promise I will add more jokes.

12 comments:

  1. Nice posts flex, makes me glad I just fly em and don't build em. Also makes me realise how much I take for granted with regard to how systems intergrate and operate.

    Like you're thinking on the Kinect intergration by the way, would be interesting to see how well it works well with simulation.

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  2. Yeah Druid currently uses the Xbox Kinect for playing porn games.

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  3. Cyclic :D

    Btw on direct2drive Top ten a-10 on 5 place , CH calmly beat the record.
    1.
    RIFT Digital Collector’s Edition

    2.
    RIFT Standard Edition

    3.
    DC Universe Online

    4.
    Fallout: New Vegas

    5.
    DCS: A-10C Warthog

    6.
    Cities in Motion

    7.
    Assassin’s Creed: Brotherhood Deluxe Edition

    8.
    Fallout: New Vegas Digital Collector’s Edition

    9.
    F1 2010

    10.
    Sid Meier’s Civilization V

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  4. Note all the collector/deluxe editions? Who will be collecting digital downloads in 20 years (which incidentally is the average lifespan of the glue that holds DVDs together).

    Strange.

    I doubt CH will be beating any records, we don't have the team to pull off graphics on that scale.

    The dream game for me to work on right now would be a Kinect Birdemic 3D title. It would convey a green message have appalling CGI and involve stabbing the air with coat hangers (or anything else you find around you).

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  5. YOU write about the graphics? :| A-10 has beautiful graphics, and nothing more, dozen missions which
    made up the campaign, after a few days, you can uninstall the game.
    In general, do not compare CH to dcs games, beat them in every way dynamic campaign;)
    Graphics in CH is the best for many years,
    and will have long without any competition.You're so depressed today because you complaining? ;)

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  6. I don't compare them at all. They are VERY different kinds of products. We're about old school entertainment. I really love the quality in DCS screenshots. The shaders, lighting and mapping are excellent. I just don't have the time to invest in that level of detail especially when I have to rely on Cyclic to produce stupidly difficult content for me to crash in. I appreciate the sentiment though.

    I was kidding about the Birdemic title btw. A game that encourages players to stab the air with coat-hangers would be a lawsuit waiting to happen. Please PLEASE don't try it at home.

    GDC11 has started again, the first online slide presentation I sat through was talking about "gamification" but the same old principles of what engages players apply. So I don't know why it is that simulation producers are not interested in this. The few that did became millionaires, bought a boat and created world wide reputations in other genres. Then again I know at least one that had to sell his company and find work in another field. So what do I know?

    I'm quite happy really, a nice poster corrected a math problem that was bugging me.

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  7. As an epilogue to my above commentary on game design. One of my design heroes Raph Koster gave a very interesting presentation one social game mechanics. You can read about it here, and there's a like to a download from his webzone.

    http://www.gamasutra.com/view/news/33285/GDC_2011_Kosters_Big_List_Of_Social_Mechanics_For_Social_Games.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed:+GamasutraNews+(Gamasutra+News)

    Social roles are something we have in CombatHelo by allowing you to interact with other players aircraft for arming and planning purposes.

    Well, fingers crossed for the future.

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  8. 'Social roles' are IMO the single most enjoyable aspect of multiplayer games. Working with other players to help achieve common goals is satisfying.

    When playing ArmA 2 I usually look for an MH-6 and use it for spotting enemy positions, delivering supplies,inserting people on targets and rescuing casualties. Hence my long-running desire to get that bird in, one way or another.

    Cheers

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  9. Mother Rucker! That is Lot 6.1 software btw. No moving map underlay.

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  10. It is true Flexman, DCS is doing some of the most beautiful cockpits, but I will add from one another only - Great sim, but they forgot the game ;)

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  11. yes it's a new sound set, still working on it. In cockpit still has the external sound. I was wondering how long it would take for someone to point that out. You win a cookie :)

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  12. Well if you make a sound mod for CH when it's due we might want to include it for a later release. It's hard to find a good mix of compressor and blades working through different power ranges when you only have control over spatial positioning, volume and pitch.

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