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Alpha 36

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Moderator
Registered: May 2009
Posts: 5140
Now with simplified VASI/PAPI ...

User posted image

(Click on the image to see more.)

Please don't forget, this is an unfinished alpha version.


Cheers,

|-|ardy
Moderator
Registered: May 2009
Posts: 2449
Location: KTMB
Certainly getting there!

Just asking: the pattern of 22, at the left, seems weird. Is this just because of a coincidental viewing angle so that the lights happen to form a stronger pattern?

*Finally* we have approach lights when breaking off from ILS 27 to visual 24 :mrgreen:
Moderator
Registered: May 2009
Posts: 5140
Yes, that's coincidental.
Moderator
Registered: May 2009
Posts: 2449
Location: KTMB
I am, again, surprised at the incredible effect of what first seemed a wild idea (the gate pos dots). Given the smoothness of the simulation, this should be stunning.
Moderator
Registered: May 2009
Posts: 5140
I've also increased the focal length of the projection, this feels, in my opinion, a lot more realistic than those exaggerated wide-angle settings typically used in desktop flight sims. Those wide-angle settings are nice to present landscape, but you can hardly see the runway geometry in relation to the aircraft when the runway is far away -- and when it's finally getting closer, the runway is coming so fast that it's too late to make steering corrections.

With the increased focal length it feels like in a real aircraft or big sim. The slightest yoke input gets visual feedback via screen geometry, yet it's absolutely stable and not nervous at all. She's sitting down on the touchdown zone so slowly, it almost feels like a balloon. And that at 250 KIAS! :-) (Still no flaps.) -- And a 3 degree slope feels like a 3 degree slope, and not like wide-angled 0.5 degrees ...


|-|
Moderator
Registered: May 2009
Posts: 2449
Location: KTMB
We will always have the issue that in reality people can turn their head left and right while on a single, normal display at normal viewing distance the width of the visible area never even touches the periphery of their field of vision with head fixed.

I didn't do measurements, but the image you posted above seems to be pretty close to what a 744 driver would see of the panel with the seat moved into proper position (up front) and his head fixed by a brace (but not his eyes). The outside view then fits in with this view.

To be flyable on one monitor, traditional desktop sims have to zoom out both the panel and the outside view. PSX can do other trickery with the panel and given operations of a 744, the outside view does not need to be widened to find the runway etc. (in normal situations).

Is the PSX 'outside view zoom' (camera focal length) related to the 'inside zoom'? Is the 'inside zoom' implemented by virtual camera focal length (I don't think so) or by stepping back (I think so)? After all, PSX is no virtual 3D cockpit, so who knows what needs to happen to the outside view when zooming.


Jeroen
Moderator
Registered: May 2009
Posts: 5140
The scenery center inside a layout subframe is always in the middle of that layout subframe, regardless of the windshield center post position.

The more window panorama in view, the more scenery in view. (Change layouts with a click on the stick or keyboard).

Scenery scale factor is always coupled with flight deck scale factor.

Scenery view angle is always a bit nose down and not at 50% window height.


Good night,

|-|ardy
Member
Registered: Oct 2009
Posts: 45
Location: Kansas City, MO
WOW, that looks fantastic, nice job with the lights!
Member
Registered: Oct 2009
Posts: 34
Location: LOWL
couriosity killed the cat - I know ...
but what would the same place look like at 12:00z ?
Is there daylight in the PSX world (airportwise) or are there just different shades of twilight (like it used to be in PS13) ?

peter

p.s.: altough the posted view looks stunning to me anyway!
« Last edit by skin on Fri, 14 May 2010 13:13:33 +0000. »
Member
Registered: May 2009
Posts: 269
Location: between EDDF and EDDN
Well, I think I will print this screenshot and pin it at the wall as a poster. ;) It looks fantastic. Thanks.

Peter
Member
Registered: May 2009
Posts: 958
Location: Chicago
Excellent job, Hardy. Is the compass card accurate? All four engines have exactly the same numbers... seems like an unlikely coincidence. Do they vary with respect to each other, like the hydraulics do? Are the speed bugs on the standby ASI automatically set, or can/must the user slide them around? Is the Approach Selector on the standby attitude indicator functional? (What about the caging control knob?) Have you modeled the inner and outer rings (CRT/radar) of the inboard CRT brightness control knob?
_______________
Will /Chicago /USA
Member
Registered: Jul 2009
Posts: 158
Looking real good, Hardy.

thanks,
d
Member
Registered: May 2009
Posts: 100
Location: Vienna
Fantastic Hardy!

Would it be possible to provide a side view (for visual approach)?

Walter
Moderator
Registered: May 2009
Posts: 5140
Good morning, thank you.

Quote
Is there daylight in the PSX world (airportwise) or are there just different shades of twilight (like it used to be in PS13) ?

What is "airportwise daylight"?

There are just dots and dynamic colors and dynamic transparencies.


Quote
Is the compass card accurate?

The standby compass has turn errors, acceleration errors, declination errors and deviaton errors.


Quote
All four engines have exactly the same numbers... seems like an unlikely coincidence. Do they vary with respect to each other, like the hydraulics do?

Later.


Quote
Are the speed bugs on the standby ASI automatically set, or can/must the user slide them around?

The user must slide them around. These plastic bugs have no servo.


Quote
Is the Approach Selector on the standby attitude indicator functional?

Yes, but there are no ILS facilities on the planet yet, just VORs, DME and NDBs (since Alpha 35).


Quote
What about the caging control knob?

Works.


Quote
Have you modeled the inner and outer rings (CRT/radar) of the inboard CRT brightness control knob?

Yes.


Quote
Would it be possible to provide a side view (for visual approach)?

No, I'm sorry. More side view is available when a layout is selected that shows the whole front window.


Cheers,

|-|ardy
Member
Registered: Oct 2009
Posts: 34
Location: LOWL
ok, to be more precise...
in PS13: loading a situationfile e.g. EHAM at 12:00zulu gives a dark outside view, in spite of daylight in reality. Will the same thing happen in PSX ?
Member
Registered: Sep 2009
Posts: 176
Location: South Bavaria
Morning Hardy !

Really very cool. I could look at the screenshot the whole day.
Fortunately I 'am on holiday today :-)
For me it seems that it is really not necessary to have an
external scenery generator. At least for me the quality
of the outsideview looks sufficient.
So I wish you enough motivation for the rest of your really big project
and thank you for your hard work.

Greetings from Bavaria

PS: It would be interesting to see what the cockpit looks like in an night approach.
Moderator
Registered: May 2009
Posts: 5140
"Dark" is relative. Daylight in PS is light-blue.

Light-blue is brighter than medium blue. But it's also -- you're right -- darker than white.

You probably want to ask if there are asphalt or concrete polygons. No, there are just dots.


|-|
Member
Registered: May 2009
Posts: 958
Location: Chicago
How about dots for taxiways? (Dots for taxiways that appear after you land?) Dots for parking spaces?
_______________
Will /Chicago /USA
Moderator
Registered: May 2009
Posts: 5140
No taxiways.

Blue dots exist where gates exist in the database. There are over 22000 gates in the database, that sounds a lot, but not all airports have gate records, unfortunately.

I consider the scenery work finished now, back to the aircraft systems ...

If you click on the thumb below, you'll get a daylight screenshot taken on the iMac at full 1920 x 1200. If your monitor is smaller, the screenshot may appear unsharp on your system.

User posted image


Cheers,

|-|ardy
Member
Registered: Oct 2009
Posts: 45
Location: Kansas City, MO
Hardy,

As usual your work is absolutely breathtaking! I can't wait to fire PSX up on the 27" iMac that I have been saving for. Of course it is all part of my master plan that concludes with PSX :mrgreen:

Scott
Moderator
Registered: May 2009
Posts: 5140
Thanks :-)

By the way, does anybody know if the lightings of displaced thresholds have any standard color? And if a displaced threshold exists, are there green lights at the physical (non-displaced) threshold at all?


|-|
Member
Registered: Nov 2009
Posts: 124
Hardy

You are THE MAN in this field.....!!
Member
Registered: May 2009
Posts: 269
Location: between EDDF and EDDN
Hardy Heinlin wrote
And if a displaced threshold exists, are there green lights at the physical (non-displaced) threshold at all?



Hi Hardy,

normally not. As far as I know, there is only one green row at the threshold, independent if it is displaced or not. These lights should also be in some relation to the PAPI / VASI.

The situation at the physical runway end depends how the part before the displaced threshold is used. This also slightly might vary from airport to airport.


Peter
Member
Registered: May 2010
Posts: 3
Dear Hardy,

I'm trying again about taxiways... ;)
Could it be feasible to have for each runway a simple but fixed pattern of taxiway, e.g. one taxiway parallel to the runway, with three connections (one for each end of the runway and one connecting to the gate area)?
It could be interesting in order to simulate "hold short" and runway entry and alignment.
I apologize for the insistence on the topic.

Aldo
Member
Registered: Jun 2009
Posts: 35
Hi Hardy,

As usual fantastic work! The outside view looks very very realistic.

Flight Simulator has more scenery, but this is defenitly more realistic looking;
the perception, the lighting, the haze effect etc...

Kind Regards,
Awais M.

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