progress update (yep, while you fly it, i program it :thumbup: )...
just got the basic state save/load routines operational :yes:
now, no longer you'll reload a scenario just to fnd the ship in the same fallback state - it'll be how you left it
next up in line - replacing the awkward engine lookup code so that it reads directly from a bitmap file and uses more predictable bilinear interpolation between grid points (which will be increased in resolution) :idea:
i already have the functions in hand.... and a clever BMP handling library that sould make this run easily..... that's one thing i love about C++, you rarely need to reinvent the wheel
---------- Post added 08-05-10 at 11:00 AM ---------- Previous post was 08-04-10 at 08:45 PM ----------
well, that was relatively painless
i switched the engine lookup code for something a lot better... now, instead of hard-coded 16x16 byte arrays, i'm using runtime-loaded 64x64 bmp files to map the engine efficiency over speed and altitude - and now, the lookup interpolation is done with a bilinear method, which is far more predictable and maintainable that the cubic method i was using...
it does require a more precise grid to flow smoothly, but since i'm loading bmp files straight-up now, i can have them as large as it takes (tho 64x64 is proving to be quite satisfactory)
and best of all.... i can edit the flight envelopes without recompiling the module :thumbup:
and now, all the engines have proper ISP settings... before, they all had a common parameter, but now they're independently defined - in english, i flew me out of fuel before reaching a stable orbit :facepalm: i guess it needs more tuning
takeoff is a little slower now... the turbo-rockets have peak efficiency at mach .5 through 1.5, and it's noticeable during takeoff.... it becomes obvious the need for the DARTs if we were to launch with extra-heavy payloads and/or droptanks installed for an off-plane launch
making this ship is getting more fun everyday now
it's a blast now that we're moving towards the actual simulation bits... this is where the cool stuff happens
now, if you think she's hard to fly, buckle up matey! upcoming versions will begin to feature more advanced systems simulation - fuel management, ac/dc busses, APU, ECS, hydraulics, avionics and whatnot are all in the plans...
so it won't be just flicking a switch and whoosh goes the engines into the next stage - there will be checklists to run
as for handling, realistically, the G42 is expected to act out on yaw, particularly at transsonic speeds... landing would not be as hard if it had airbrakes, which i haven't yet added to the simulation - next version should have them installed.....
but yeah, note that during landing, as during any other part of atmospheric flight, a simple rule-of-thumb applies: - THE G42 HAS NO RUDDERS - keep this engraved in your mind as you fly her - while on approach with the DG, one could just pedal to the left and watch the TVV ball roll to the left across the hud... in the G42, one cannot - it has little to no sideways drag, so in order to change direction, some aileron work is required... this effect is most apparent during approach and landing
speaking of which, i have yet to remodel those single-axis trucks on the main gears... no runway deserves that kind of punishment... i'll have them replaced with 2-axis trucks, like those on the Concorde :hmm:
now, just to clarify, anyone else had troubles getting it to run? or was it just GuiConteDGIV2X that had such problems?