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Author Topic: Driveable vehicle in P3D
lionheart
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lionheart
Post Driveable vehicle in P3D
on: April 16, 2012, 12:17

Hello all,

I was wondering if there is a driveable vehicle in P3D? A stock AI vehicle.

I tried using the first one in Ground Vehicles; 'Automobile' which is actually a silver Pickup. I ended up getting an airfile and config file to get it to work (like an aircraft) and was able to drive it around, but it didnt handle well as it was using some aircraft settings, which make for a boat like 'swashy' drive, not solid.

So... Just wondering if one of these was driveable. Also, can an AI vehicle be made driveable using the sim.cfg stock config file, or do we need AIR and aircraft.cfg file sets to make these flyable/driveable in P3D?

Many thanks for any info and advice.

Bill

MikeSchroe-
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Lockheed Martin
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Post Re: Driveable vehicle in P3D
on: April 16, 2012, 18:50

All SimObjects are drivable, to the extent their simulations support user input. P3D looks for the existence of a panel.cfg file to know whether it is "controllable" or not. Additionally, the object category found in the aircraft.cfg/sim.cfg should be listed in the Prepar3d.cfg line for "User Objects" for those objects to appear in the "Select Aircraft" UI.

That being said, the fidelity of the non-aircraft objects is of course lower than that of the aircraft. These were generally implemented for purposes of the AI Living World rather than user interaction. The ExternalSim implementation is currently the method developers have for creating more realistic implementations.

A couple additional points that may be of interest:
- aircraft.cfg and sim.cfg are the same thing. Aircraft.cfg can be renamed sim.cfg and vice versa.
- .air files are used ONLY on airplanes and helicopters. They have no effect on any other object classes.

Hope this helps,
Mike

FSMP
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Post Re: Driveable vehicle in P3D
on: April 18, 2012, 06:27

Quote from MikeSchroeter on April 16, 2012, 18:50
A couple additional points that may be of interest:
- aircraft.cfg and sim.cfg are the same thing. Aircraft.cfg can be renamed sim.cfg and vice versa.
- .air files are used ONLY on airplanes and helicopters. They have no effect on any other object classes.

Hope this helps,
Mike

Any plans for an equivalent of the .air file, for Submercibles ??

Geoff

MikeSchroe-
ter
Lockheed Martin
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Post Re: Driveable vehicle in P3D
on: April 18, 2012, 14:00

That's an interesting question. Are you really asking for a higher fidelity simulation with tunable data? Or are you wanting the data in a binary or some other sort of obfuscated data format?

lionheart
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lionheart
Post Re: Driveable vehicle in P3D
on: April 20, 2012, 14:30

Many thanks Mike, that is a tremendous help. Especially on knowing about the AIR file not working with ground/sea vehicles.

It would be nice to get submarines and cars handling as real as possible.

I was thinking, it would also be pretty cool to have a tuneable 'surface movement' setting that would give a ship/surfaced sub, etc, a cool 'floating motion' on the waves, one that could be moving rougher during a storm, calm with regular weather, etc. (Weather setting surface movement). For instance, planes on floats have a nice 'movement' to them, the bow raising up and dow, a bit of sink to the rear. I had always wanted the ability to tune that in FSX as it seemed to dip down a bit too much, like the floats would go under water, etc.

I could see setting up that bucking motion for sail boats being different in that they chop at good speed. (Almost makes me want to buy/download Ship Simulator to see how they do it).

Thanks again for the input Mike! Massively appreciated.

Bill

FSMP
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Post Re: Driveable vehicle in P3D
on: April 20, 2012, 15:35

Quote from FSMP on April 18, 2012, 06:27

Quote from MikeSchroeter on April 16, 2012, 18:50
A couple additional points that may be of interest:
- aircraft.cfg and sim.cfg are the same thing. Aircraft.cfg can be renamed sim.cfg and vice versa.
- .air files are used ONLY on airplanes and helicopters. They have no effect on any other object classes.

Hope this helps,
Mike

Any plans for an equivalent of the .air file, for Submercibles ??

Mike

Maybe I can put this question another way.

Most submercible vehicles could be considered to to similar to vehicles that Fly. Submercibles fly in water, aircraft fly in air. P3D supports flying in air, but without similar modeling for flying in water, how can the underwater world be utilized, without submercibles having suitable Flight Models etc.

So, basically, I am asking, what direction, if any, is P3D going to provide support feature to the underwater environment, equivalent to those already supplied to aerial objects ?

ie Flight Models, animation, underwater-land classes, mission support (including underwater trigger points) etc etc

Then, a logical extension would be, the ability of an oblect to be both a flying object, and land surafce object, a water surface object, and a submercible object.
Geoff

Geoff

MikeSchroe-
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Lockheed Martin
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Post Re: Driveable vehicle in P3D
on: April 20, 2012, 15:50

Agreed, Geoff. One of the key premises for adding the submersible is to demonstrate how P3D is expanding the simulation world for developers to build on. The native submersible implementation has a long way to go to catch up with the decades of development that the aircraft has. The ExternalSim interface is currently being used by developers for taking advantage of this and doing the kind of things you suggest.

Mike

FSMP
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Post Re: Driveable vehicle in P3D
on: April 20, 2012, 16:24

Quote from MikeSchroeter on April 20, 2012, 15:50
Agreed, Geoff. One of the key premises for adding the submersible is to demonstrate how P3D is expanding the simulation world for developers to build on. The native submersible implementation has a long way to go to catch up with the decades of development that the aircraft has. The ExternalSim interface is currently being used by developers for taking advantage of this and doing the kind of things you suggest.

Mike

Mike,

So each developer will need to develop their own ExternalSim interface, and external submercible sim, and independantly catch up with the decades of development that the aircraft has, and do this externally from outside of the sim.
They will also have to develop their own Mission systems to support underwater objects.
They will also have to somehow impliment their own underwater land class system, if they want that world that is more than a underwater desert.

Is this an interim solution, while Lockhhed build these features into the core engine, or will it always be left to each developers to develop their own submercible simulation. ?

I can appreciate that some developers, with big enought budgets, could possible do this, but without some standardization, each developer will end up with their own private customized solution, and the chances of anyone else building upon their customized private work, and producing addons to these many different solutions, would probably be slight.

While the simulation within the underwater world hold many exciting Commercial and Educational possibilites, it is difficult to imagine that it will "take off", unless there is more of the basic environment and functionality, already provided within the core of P3D.

Without some basic roadmap of where P3D is heading in this direction, I am glad that I am not at the helm of any submercible projects ;)

Geoff

Geoff

MikeSchroe-
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Lockheed Martin
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Post Re: Driveable vehicle in P3D
on: April 20, 2012, 19:10

"So each developer will need to develop their own ExternalSim interface"

Possibly. If a developer's customer has specific needs that our implementation does not meet. That's already happening with the aircraft as evidenced by various posts in this forum. One of our primary goals is to provide a robust visualization platform on which developers can build exactly what they need.

"each developer will end up with their own private customized solution"

It's one of our goals to make this a possibility. I've learned over the years that no matter how well the aircraft code is implemented, it will certainly fall short for some particular aircraft or customer need. Our goal is to enable any solution developer to implement and customize anything they need within the P3D world.

With that all being said, we will continue to prioritize the work to enhance the submersible vehicle for established training needs with the work to improve the underwater environment for solution developers.

Mike

prathercre-
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Post Re: Driveable vehicle in P3D
on: April 26, 2012, 23:00

I agree! More realistic driving physics would open up a lot of training possibilities! I would be very excited to hear more progress in this area.

Robert

adamgrundy-
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Post Re: Driveable vehicle in P3D
on: May 9, 2012, 11:59

Very interesting comments noted above. Its fantastic to see a well established company taking into consideration the needs of "us" and providing a great simulation to use.

Adam

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