View Full Version : Pit Builders requirements captured?
Hello all,
I have been very vocal in some of the other forums about the unique requirements that we as pit builders desire. It is far easier to implement our needs early on. At the same time the community will benefit from the increased access to their sim data.
At a minimum there needs to be direct access through an API or port to pass flight data to and from FO and other 3rd party applications. (Project Magenta)
All flight data to include weather effects need to be passed from the simulator to our pits.
Any damage or warning lights status need to be passed from the FO also.
Such things as gear transitions, flaps, AB, and engine state need to be passed to our pits also.
This list is off the top of my head and when I get some time I will hash it out further.
I know X Plane has a good interface but I am not familiar with it enough to comment on the capabilities yet.
Use this thread to list any requirements that you will need to make your pit that much better.
Great thread, gecko!
I'll throw in some more...
*) Multi Monitor Support (like WideView)
*) Possibility to _SET_ values from a networked computer (can you say "Instructor/Operator Station"? ;))
It would be great, if there would be an on-the-fly mechanism to throw in some AA-threats, SAMs... from a networked machine...
greetings
michi
My Corsair was a single engine bird but I think folks that would like to build BUFFs or Bones would like to see Multiple engine support to include capturing the status of each. (%, thrust, RPM, TOT. etc.)
The idea of Multi Monitor is a must have. I think that we need to have networked computer sync capabilities so I can have MFD, HUD, NAV, PMDS, and others displayed on different monitors on different machines.
I also really like the idea of being able to build an AWACs display, SAM radar display, and even a JSTAR display as an add-on.
Flareless
06-03-2005, 19:31
I've said it before and I'll say it again; the ability to slave off different portions of the application to multiple PCs (like I believe X-Plane & FS2K4 can do). Multi-monitor support beyond 2 monitors isn't viable on a single PC.
ruprecht
06-04-2005, 04:15
- I've said it before and... etc: discrete keystrokes for every switch position, not toggles.
- meta information about the aircraft that isn't necessarily useful to a non-pitbuilder, like weight on wheels.
- support for multiple controllers incl ability to disable direcx button interpretation for those using button-to-keystroke mappers
- support for multiple soundcards/mics, and directing certain sounds to certain cards
My findings,
After looking through countless websites and home pit projects I have come up with the following features that we as pit builders are in dire need of.
The first thing I did was to research how X-Plane supports data extraction and access. Since X-plane is the root of Fighters Ops this functionality should be included.
There are 3 levels of customization that you can do in X-Plane.
The first is changing the artwork for the airplane to customize the instruments, instrument panels, paint, sounds, and anything else about the airplane you can imagine. This is all VERY easy to do... all you need to do is customize the requisite graphics files with a copy of Photoshop (or any other graphics editor of your choice) and modify or create any sound file you like with the sound-editor of your choice, save it with the correct name and in the right place in your aircraft folder, and voila! Your aircraft will be customized with the new sound and graphics that you create.
So, what filenames and folders should yo use to tweak the airplanes? Easy! See the "EXAMPLE PLANE" that comes with every copy of X-Plane 8.00... it has some custom graphics to give you the easiest possible example to quickly get started on your own designs!
The next level of customization is to actually change certain variables inside of X-Plane or get data out of X-Plane. This is typically used to drive motion platforms, drive external graphics displays, or dive X-Plane with your own flight model. For details on how to do this, see the "UDP Reference.html" document in the "INSTRUCTIONS" folder that comes with every copy of X-Plane 8.
The final level of customization for X-Plane is PLUGINS. This is actually a software kit that lets you read and write any variable in the entire simulator. Learn about it here:http://www.xsquawkbox.net/xpsdk/
The ideal situation would be the full compatibility with the X-plane SDK and all existing plug-ins.
Can you devs speak to this?
Buckshot
06-14-2005, 04:04
Your quote deals with quite a few issues that don't have anything to do with home pits.
Just to keep everyone on the same page, customizations of the aircraft themselves in the sim and other variables will NOT be allowed to interfere with multiplayer stability.
That being said the part that you quoted dealing with the support of inputs and outputs specific to homebuilt cockpits is certainly true, and we certainly intend to keep and/or improve on what x-plane does in that regard as we have said in answers to several posts like yours. Whether it's compatible with existing x-plane plugins I cannot answer at this point, although I would say with the functionality being added that will be fighterops specific that this would be both unlikely and irrelevant.
Hope that helps.
Understood.
My cockpit project is an A-7D aircraft.
I have a complete cockpit and I will be driving all of my instruments, sound, video, radar, nav displays, weapons status, caution advisory lights, and relying on data from FO to build my weapons delivery system. In my situation FO will be projected up on screens and I will be looking through the HUD and windscreen as I fly. I will have no in game panel.
The ability for me to build my Corsair model, FM, weapons system, navigation systems, and have it in game is critical to my success.
The focus of FO is on newer AC and more up to date.
So we pit builders that do not seek to build an F-16 or an F-15 then we are at a serious disadvantage.
With in the X-plane SDK there is a list of variables and boolan events that we can definitely use.
This thread is not met to be definitive but a way to create dialog for devs to view and take into consideration early on in the development lifecycle.
Thank you.
Buckshot
06-14-2005, 05:10
Yeah, there's certainly a possibility of a future add-on concentrating on "older" aircraft. There's certainly some very interesting possibilities with such aircraft with much more demanding engine management required compared to newer aircraft. Those sorts of engines with all of the management and care that is required to operate them have never been modelled before, so could be very interesting.
My goal is to reproduce the entire start up sequence to include the appropriate sounds. I will have real samples from an Allison TF-41-A-1 turbofan and break them up into the right sequences.
As for engine gauges there are alot of failures, symptoms, and procedures that I would like to model.
Glad to hear that you’re all thinking of it.
LunaNera
06-01-2006, 05:38
I´m planning my A-10 pit, so I would like to ask the devs to make available the state of every single one of the 4 LEDs in each of the buttons of the Armament Control Panel.
thnx
ruprecht
06-01-2006, 07:15
Hiya,
As far as I'm aware, if the aircraft is supported in FO, the plan is to make every lamp, switch and sensor state available for pitbuilders. A lot of the guys on the team have pits and we're as keen as you are for this!
What instruments would you guys use?
The ones I like come from Illusion :smile:
ruprecht
06-01-2006, 07:42
Build 'em myself mate :)
fatb0y60
06-01-2006, 08:14
Im really hoping farward to (and I'll give it a name here) "Dynamic key mapping"
I have asked It before (with +ve results) but I'll recap for those who wouldnt have seen it.
Basically I would like the sim to be able to change the function for any given key or key combo for changing flight conditions...for example I'll take the F/A-18 (of which your all probly aware I want to make a pit for) .
The padle switch (give it the key 'P') in the F/A-18 changes function over the flight...
-WOW the switch disengages the NWS
-W OFF wheels and the stick in full aft it overrides the G-limiter to give
extra pull
And one more I cant think off hand.
So for someone building a stick (me!) I cant really program this unless I rip the guts out of a cougar, not that rich...Hence it would be so tits if the sim could do that for you so that you only needed to assign one key to the paddle switch "p" and the sim performs the function of 'P' depending on flight conditions. Im sure there are other places where this would be used as well this is just one example...
"Dynamic Key Mapping"...I like that name :)
Well its not really dynamic key mapping.
But anyway, Im thinking you basically want the guys to program the hornet to be exactly like the real thing. I would assume that the Hornet computer decides how each function on the HOTAS works depending on the configuration of the aircraft at that point in time.
edit: If ya get me
Build 'em myself mate :)
That’s what I mean sort of, they do a generic gauge so you put your faceplate in and calibrate it yourself, seems like a nice easy way to do things.
http://www.flightillusion.com/picts/generic2.jpg
http://www.flightillusion.com/HOWTO2.htm
fatb0y60
06-02-2006, 06:50
I get ya GI ;) I almost said it to, you smart arse. And it is dynamic, it sounds cool. you with me? hows that
LunaNera
06-22-2006, 04:26
concerning instruments, have you planned the possibility of drawing instruments (like HSI, Altimeter, etc.) to the screen of a networked computer? It would be very good to be able to specify the size of the instrument in pixels and where to draw it on the screen; e.g. draw my HSI in 320x320 pixels at position 45,137 on screen 1 of computer 3.
I would like to use such a feature to make the engine panel of the A-10 without having to control 8 or more (can't remember the exact number) servos and for other instruments as well.
ruprecht
06-22-2006, 04:56
I'm not sure if this is in the plan for R1, but with F4Glass etc for Falcon and the plan to make all of the sim data available, it shouldn't be too long before there's a third party solution. After all the gauge display routines are the same, all that changes is the interface adapter to the sim and the appearance of some variant-specific gauges.
MFDs and HUD are definitely in the plan, though I don't think for R1. There are more important things to be spending time on right now - but it's definitely in plan.
fatb0y60
06-22-2006, 05:29
What would need to be done to have an output of the HUD for each aircraft in the exact size 1:1 scale for projecting onto a glass? is that something possible or is that not the best way to go about it?
LunaNera
06-22-2006, 10:39
I'm not sure if this is in the plan for R1, but with F4Glass etc for Falcon and the plan to make all of the sim data available, it shouldn't be too long before there's a third party solution.
I think that since exporting 'Out of the window' custom views to networked pcs has been planned, exporting gauges should also be done by FO and not by a 3rd party.
lowwing_99
06-23-2006, 23:57
I think that since exporting 'Out of the window' custom views to networked pcs has been planned, exporting gauges should also be done by FO and not by a 3rd party.
Tango44 from viperpit.org did a great job with glass gauges. 1st link is for the thread about a possibility of glass gauges, the 2nd link is for the thread of the awesome job he did with them.:thumb:
http://www.viperpit.org/forum/viewtopic.php?t=1714&postdays=0&postorder=asc&start=0
http://www.viperpit.org/forum/viewtopic.php?t=1401
I bought a 7" monitor for my center gauge cluster, & I want to buy 2 more 7" lcd's for the other gauges because of the way I want to set up my pit. I sure hope someone does it.:smile:
ruprecht
06-24-2006, 06:58
exporting gauges should also be done by FO and not by a 3rd party
I agree - as I said I'm not sure if it's in plan for the early releases but it's in the plan.
Lowwing
What kind of 7" LCD or TFT monitors are you using, I assume they are vga for better resolution, I had looked at innvotek but can't seem to find a site on them anymore,
thanks
bingo
lowwing_99
07-06-2006, 18:44
I bought 3 of the 700 TSV monitors. 1 is for my center gauge cluster, the 2nd, & 3rd are for 2 MFD displays, RWR, idiot panel, DED, PFD, & the various engine gauges that will allow extraction from shared memory. I got the idea from the pit that Flareless made:thumb:
http://www.xenarc.com/product/700y.html
are you using the touchsreen feature with USB
lowwing_99
07-06-2006, 22:42
are you using the touchsreen feature with USB
No I'm not. The reason I got the touch screen is the 1st one I got a good deal on Ebay. I wanted the other two to match so I got them from the link that I put on my post.
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