[simpits-tech] To gene or any other programmer
Erwin Neyt
simpits-tech@simpits.org
Fri, 21 Jun 2002 10:13:32 +0200
One of my whishes is to get actual switch-states in sh.mem. Though this does
not solve all problems, it can adapt to a full sync.
For example:
Gear(state)
{
if (ReadSwitchState(Gear) != state) {
keyhit(g)
}
}
This means that if a physical switch is put in a position it already is in
the sim, nothing happens.
Another thing you can do, if create a pre-flight checklist on a separate
monitor (PDA on kneepad) which show the switch positions in the sim. You can
then set all the physical switches to match the sim's.
Just a thought,
Erwin.
> -----Original Message-----
> From: Mark Doran [mailto:msdoran@attbi.com]
> Sent: vrijdag 21 juni 2002 8:49
> To: simpits-tech@simpits.org
> Subject: RE: [simpits-tech] To gene or any other programmer
>
>
> Falcon4's keymap is typically ill-arranged for mapping to
> physical switches. There are knobs in the game that wrap
> around where the real ones don't...in some cases these are
> hamstrung with single keystroke bindings that only operate
> the knob one-click-right; look at the nav mode knob for an
> example. There are bags of places where there are
> multiposition toggle switches that have single "rotary"
> keystokes in the game's keymap too; look at the autopilot
> switches for an example. For these, I don't think there's
> any hope for sync beyond physically setting them to the
> game's known initial state (which means one of several
> possible since you can start on the ramp, ready to taxi or in
> the air; default starting positions for some controls are
> different in these cases).
>
> On the upside there are some knobs that are modeled with an
> "end stop" and that have up and down keystokes so these you
> can set to known state; look at the CMDS panel mode knob for
> an example like this. Same goes for a few of the
> multiposition toggle switches where there are keystrokes in
> the game's keymap for each position; look at master arm for
> an example of this. For these types, you can read physical
> switch states and command the game to match up. We are
> planning to "shanghai" a button to do just this; one that's
> not normally used in the game (say like the "test" position
> of the test/maintenance toggle on the TEST panel).
>
> The other "trick" I'm thinking of for the harder ones above
> is to have a switch (again, one that isn't normally used) be
> equivalent to a "send no keystrokes" flag. In EPL it would
> be something like this:
>
> flag fSupressKeys = false;
>
> void dTestPanel.Maintenance.On(void)
> {
> fSupressKeys = true;
> }
>
> void dTestPanel.Maintenance.Off(void)
> {
> fSupressKeys = false;
> }
>
> // and then all keypress routines follow a pattern
>
> void dMPOPanel.PitchOverride.On(void)
> {
> if (!fSupressKeys) {
> keyhit(o);
> }
> }
>
> Well something like that anyway. This way if the switch on
> the test panel is in the "maintenance" position, you can move
> any other physical switch to re-sync with what you see on the
> screen (i.e. how the game is
> set) without actually sending keystrokes. Sort of a kludge I
> guess -- anyone got a better idea?? :-)
>
> Cheers,
>
> Mark.
>
>
> > -----Original Message-----
> > From: simpits-tech-admin@simpits.org [mailto:simpits-tech-
> > admin@simpits.org] On Behalf Of Gene Buckle
> > Sent: Wednesday, June 19, 2002 9:54 AM
> > To: simpits-tech@simpits.org
> > Subject: Re: [simpits-tech] To gene or any other programmer
> >
> > > When the UFC in the F16 dies for some reason the plane
> has a backup
> mode
> > > which is controled by the panels - most of the time
> thepanels ( most
> of
> > > them ) are inactive.
> > >
> > > whan you flip to backup mode all the panels settings take effect.
> > >
> > That's not too bad then. You just read the panel switch positions
> when
> > the UFC fails. However, SETTING them within Falcon 4 may
> be difficult
> > without modifying F4.
> >
> > g.
> >
> >
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