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Andreas Ewe

Aerofly FS 2 Plugin 2.1.1.0

SimTools plugin for Aerofly FS 2

  1. kevinmarz

    kevinmarz Member

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    yes I re- patched it...Guess I,m going to have to take another look @ it...thanks for the re-ply :]
  2. Spit40

    Spit40 VR Flyer

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    I'm a bit confused by the lack of euphoria about this. We lost motion control with FS2 about 2 years ago and no-one is saying "wow, finally its back this is great". It makes me think the new version doesn't properly work. I guess I'll have to find out for myself.
  3. Leandro Kemp

    Leandro Kemp Member Gold Contributor

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    Wow. :grin
    Non-Steam version has always worked well. This new plugin worked in the current steam version, but I was unable to adjust the anti roll over. H
    anyone managed to make this work well?
    In the roll to the left, the values in the tunning center are strange.
  4. Spit40

    Spit40 VR Flyer

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    You must be using absolute angles rather than acceleration forces. Is that right? Its the acceleration forces that broke.
  5. Leandro Kemp

    Leandro Kemp Member Gold Contributor

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    In the previous plugin it worked fine, but I don't know what angle value to put on this one. I've tried some and it didn't work. Can you send an image of the axis assignments and the tuning center?
  6. Spit40

    Spit40 VR Flyer

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    Haven't powered it up in 2 years since it broke, so I'm pretty rusty with the whole business, hence wanting some reassurance that the new plug in works before I try to get my head around it again
  7. Andreas Ewe

    Andreas Ewe New Member Gold Contributor

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  8. Spit40

    Spit40 VR Flyer

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  9. Andreas Ewe

    Andreas Ewe New Member Gold Contributor

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    I'm not exactly sure about this, but during the plugin development I let write a debug file with timestamp for testing. I had definitly more values per second than 1. Maybe roundabout 10 times. So I think IPACS improved this. But I don't know the older SDK versions.
    • Like Like x 2
    • Informative Informative x 1
  10. Spit40

    Spit40 VR Flyer

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    Thank you again for the information. Everything points to this being back in action, despite the lack of publicity by IPACS even though they upset quite a few people when they broke it 2 years ago. I will get everything connected up again and see how i get on.
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  11. Spit40

    Spit40 VR Flyer

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    Hi Andreas,

    I patched your plugin today and tried to run it with my original config. I noticed a few differences. Originally Extra1/2 were rate of bank/pitch, whereas you have been working with absolute angles. With the last IPACS SDK (when it worked), after a lot of experimentation and advice from others I found that rate of bank was a far more useful input than absolute bank angle, especially in VR. If you hold a 20 degree bank angle it feels more natural if the platform gently and unobtrusively returns to level rather than keeps you banked. I think this was the main issue with the SDK change, in that this acceleration data was lost. I think I concluded that pitch was OK as an absolute but not roll.

    Would it be possible for you to add rate of bank please or is it still missing?

    Similarly, am I correct in thinking that your surge/heave are velocities rather than acceleration forces?

    Incidentally how does yaw and traction loss differ? Yaw is an acceleration force already I see, rather than a deviation from some nominal straight ahead.

    Phil
    • Informative Informative x 1
  12. Andreas Ewe

    Andreas Ewe New Member Gold Contributor

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    Hi Phil,

    I checked the sdk, but i was not able to find a "RateOfBank" value like "RateOfTurn" I used for yaw. I understand the need of that for roll or pitch. I attached a text file for you with all possible values which the sdk is delivering. Maybe one of these are the value you looking for. The output values for Extra1, Extra2 and Extra3 are still unused, so I will outlet the values you need there. No problem.

    Attached Files:

  13. Spit40

    Spit40 VR Flyer

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    Hi Andreas, this is great. I wonder about this one?

    AircraftAngularVelocity , "Aircraft.AngularVelocity" , tm_msg_data_type::Vector3d , tm_msg_flag::Value , tm_msg_access::Read , tm_msg_unit::RadiantPerSecond , "angular velocity in body system if 'Body' flag is set (roll rate pitch rate yaw rate) in global system" ) \

    My other thought is whether the rate of change of any of these values could be derived from the stream of values?
    • Agree Agree x 1
  14. Andreas Ewe

    Andreas Ewe New Member Gold Contributor

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    Hi Phil. Thats right, for surge, sway and heave I used the angular velocities instead of acceleration. This is maybe incorrect. But so angular velocities ist already used. Easily switch roll and sway in Simtools Gamemanager. This should do the trick with turning back to center when rolling the plane.
  15. Spit40

    Spit40 VR Flyer

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    That is very interesting. I believe that sway is a lateral acceleration - are you saying that you have used a rotational acceleration? Similarly surge should be a forwards/backwards acceleration, is your a rotational acceleration in the forwards/reverse dimension? I diagram would be very helpful – I am on holiday at the moment just using my iPad otherwise I would happily assist.
  16. Andreas Ewe

    Andreas Ewe New Member Gold Contributor

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    Andreas Ewe updated Aerofly FS 2 Plugin with a new update entry:

    Small fixes

    Read the rest of this update entry...
    • Like Like x 3
  17. andreassuter

    andreassuter New Member Gold Contributor

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    mein Flugsimulator und Einstellungen.
    Am Thanos AMC1280USB habe ich den PI Wert auf 15

    Attached Files:

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  18. Arianus One

    Arianus One Tony Rom

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  19. Arianus One

    Arianus One Tony Rom

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    on vr works this plugin?
  20. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Yes it does.
    • Agree Agree x 1