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snagar.dev

Economy class
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Posts posted by snagar.dev

  1. Thanks @Joe_K

    Took some time and lots of trial and errors to figure out the way it should move, although I did not use the manipulator you used, I might give this a shot.

    Here is what I defined and seem to work quite good:

    ANIM_begin
    ANIM_trans -0.320840 0.064190 2.100640 -0.320840 0.064190 2.100640 0.000000 0.000000 none
    ANIM_rotate 1.000000 0.000000 0.000000 118.000076 63.000149 0.000000 1.000000 sim/cockpit2/engine/actuators/throttle_ratio[0]
    ANIM_trans 0.320840 -0.064190 -2.100640 0.320840 -0.064190 -2.100640 0.000000 0.000000 none
    ATTR_manip_drag_axis hand 0.000000 -0.100000 0.000000 0.000000 1.000000 sim/cockpit2/engine/actuators/throttle_ratio[0] Throttle
    TRIS 67491 2160
    ANIM_end

     

     

     

  2. Hi.

    First I would like to say thank you for your tutorials in YouTube regarding "HOW TO" adjust your planes to VR.

    One of the planes I hoped to fly in VR was ASDG Super Cub. Unfortunately they never brought the "stick" to the VR realm and I left it on the shelf for few years.

    But, after watching your videos (I only saw 2 so far), I was able to:

    • Bring the "stick/yoke" into the plane and make a nice "greenish highlight".
    • Fix the Mixture in VR
    • Fix the Prop in VR.
    • w.i.p Throttle - convert from: "ATTR_manip_drag_axis" to "ATTR_manip_drag_rotate" fails.

    It always amazed me how companies like LR think that plane developers should figure it out all from their notes. A simple 2-4 visual tutorials would have brought the level of VR adoption and their quality to a much better levels. But I digress.

    Problem

    I would like to have the throttle move in a more natural way in VR (and in 2D mode too).
    Currently the manipulator was defined as "ATTR_manip_drag_axis" , but I think it should be "ATTR_manip_drag_rotate".
    The problem I'm facing, is to make the throttle lever move similar as the "mixture" (in/out") but on a "rail" and it also has an angle.

    Here is a snippet from the cockpit file:

    ANIM_begin
    ANIM_trans -0.320840 0.064190 2.100640 -0.320840 0.064190 2.100640 0.000000 0.000000 none
    ANIM_rotate 1.000000 0.000000 0.000000 118.000076 63.000149 0.000000 1.000000 sim/cockpit2/engine/actuators/throttle_ratio[0]
    ANIM_trans 0.320840 -0.064190 -2.100640 0.320840 -0.064190 -2.100640 0.000000 0.000000 none
    #ATTR_manip_drag_axis hand 0.000000 0.000000 0.100000 0.000000 1.000000 sim/cockpit2/engine/actuators/throttle_ratio[0] Throttle
    # ATTR_manip_drag_rotate <cursor> <x> <y> <z> <dx> <dy> <dz> <angle1> <angle2> <lift> <v1min> <v1max> <v2min> <v2max> <dataref1> <dataref2> <tooltip>
    # ATTR_manip_drag_rotate hand -0.320840 0.064190 2.100640 1.000000 0.000000 0.000000 118.000076 63.000149 0.000000 0 1 0 0 sim/cockpit2/engine/actuators/throttle_ratio[0] none
    ATTR_manip_drag_rotate hand -0.320840 0.064190 2.100640 0.000000 0.000000 0.500000 -10 10 0 0 1 0 0 sim/cockpit2/engine/actuators/throttle_ratio[0] none
    TRIS 67659 2160
    ANIM_end

    (Sorry for the colors, this is what I was given by the editor).

    As you can see I have tried few options, and still am, but I could not understand the rules that make the movement forward/backwards, using the "angle1/angle2 + v1min/v1max"

    In the case of the Super Cub, the throttle is located on the left door, and you need to push it "forward" to accelerate and "backwards" to decelerate.
    So far I had mix experiences with the settings I did. Outcome was:

    1. The forward movement and backwards movements were not consistent and did not feel natural enough.
    2. When I brought the throttle to "full forward" it was harder to move it backwards since it seem its axes have been shifted, and now I needed to move my controller down/up or left/right (meaning, not to the natural direction I hoped).

     

    I'll appreciate if you could shed some light on this manipulator and how to make different movements/directions using it.

    Thanks

    Saar

     

     

     

     

     

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