[simpits-tech] KEYSTROKE add on for BMS 0.98

Mark Doran mark_s_doran at hotmail.com
Thu Dec 4 14:37:58 PST 2003


Gaak!  And not only is English fun but if you can't type worth a d*mn it
really gets hard to communicate effectively.

What I meant to say below is: 

"That's the problem I believe I've fixed in the BMS code: the full set
of  things that are in the shared memory are ***NOW*** updated
consistently over time so plus or minus a frame or so, the state written
into the shared memory matches the internal state data in structures in
the game engine."

I wrote "not" and that's a typo...I did fix the code honest...well I
think so anyway -- if not send me a bug report!

Sorry for the confusing message :-(

Cheers,
 
Mark.
 

> -----Original Message-----
> From: Mark Doran [mailto:mark_s_doran at hotmail.com]
> Sent: Thursday, December 04, 2003 7:37 AM
> To: 'Simulator Cockpit tech list'
> Subject: RE: [simpits-tech] KEYSTROKE add on for BMS 0.98
> 
> Ahh, isn't English fun...sorry Erwin, but you didn't understand what I
> meant! ;-).
> 
> That's not what I meant when I said "reliable".  You read far more
into
> that
> than I intended.
> 
> Previous exe's provided updates to the values in the shared memory
(that
> would be "writes" from the game side) to the shared memory area that
were
> not consistent in time.  Some values were updated every frame, some
others
> only ever if you were looking at the cockpit art presentation of that
> element.  Therefore, you could not rely on the values being consistent
> with
> in-game state so it was "unreliable" as a source of data to read for
> driving
> cockpit hardware over time.
> 
> That's the problem I believe I've fixed in the BMS code: the full set
of
> things that are in the shared memory are not updated consistently over
> time
> so plus or minus a frame or so, the state written into the shared
memory
> matches the internal state data in structures in the game engine.
> 
> I can't imagine why you'd want to lock the shared memory from a
reader.
> You
> want the reader to take a snapshot of what's the shared memory.  Given
the
> timings involved you can ignore the fact that data state might be a
frame
> or
> two off in sync terms...guaranteed frame-by-frame sync'ed values
> ("reliable"
> in the sense you see to think I meant) aren't necessary, wouldn't add
any
> useful function and would be both hard to accomplish and expensive in
> resources too.
> 
> So I agree, it's already good enough...provided the game side does
updates
> to every value consistently...and now it does where before it didn't.
> This
> is an improvement I believe.
> 
> Cheers,
> 
> Mark.
> 
> 
> > -----Original Message-----
> > From: Erwin Neyt [mailto:erwin at sim-instruments.com]
> > Sent: Wednesday, December 03, 2003 2:01 PM
> > To: Simulator Cockpit tech list
> > Subject: Re: [simpits-tech] KEYSTROKE add on for BMS 0.98
> >
> >
> > <snip>
> > 'pit hardware, local or remote (like Erwin's F4DataMirror).  Now
that
> the
> > data in the shared memory file *is* reliable full time, well it's a
much
> > better facility than it used to be.  And yes, there's going to be an
> updated
> > header file here pretty soon.
> > <snip>
> >
> > Sorry Mark,
> >
> > But that's incorrect, you can't lock the sh.mem for reading , so you
> never
> > sure if the data is reliable.
> > But because it is very fast, you'll probably never see the glitches.
> >
> > Erwin.



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