MV22B Rel1.0 released

To get the NAV gauge to show the compass rose, Course line, and so on, try leaving the line BACKGROUND_COLOR=0,0,0 in the [Window01] section above the gauge00= line.
Might just do the trick :D
Pat☺
 
Maryadi,

I finally got it right... This is a section of my panel.cfg that puts the map in the NAV gauge for the 2D views. I can't make the map transparent, so the compass rose is not visible. You can change the range of the map only by going to a 3D view of the panel and clicking on the RNG button. The same goes for any other parameters in the NAV screen.

Perhaps other people will find this useful for when they are flying the Osprey with an external view.

Thanks for your help with this little project, Maryadi! :encouragement:

NOTE: Add these lines to your Panel.cfg file (with Notepad) after 'VIEW_FORWARD_DIR'.

// PFD for external views
[Window00]
size_mm=512,512
window_size= 256,256
window_pos= 0,0.07
Type=SPECIAL

gauge00=Mar_MV22B!mar_pfd, 0, 0, 512, 512 ,1
The problem is that the 3D gauge apperantly itself isn't scalable.
So you need to make sure that the size of the 2D window is large enough to visualise all of the gauge; when too small, part of the gauge isn't displayed.

By the way:
window_size= 256,256
doesn't make sense; should be 1.0, 1.0 max (meaning the 2D window overlays the entire screen).

So if you use e.g.
window_size= 0.5,0.5
(which is large enough) you get the same result.

Rob
 
To get the NAV gauge to show the compass rose, Course line, and so on, try leaving the line BACKGROUND_COLOR=0,0,0 in the [Window01] section above the gauge00= line.
Might just do the trick :D
Pat☺

Hi Pat,

Thanks for the suggestion, I tried that, but the compass rose, etc., didn't show up. What did happen though, was that the NAV gauge began an unpredictable high-speed flickering - sometimes it was OK but then the flickering would start on its own. If you looked carefully, the compass could be seen behind the map. Perhaps Maryadi knows why?

Mark
 
The problem is that the 3D gauge apperantly itself isn't scalable.
So you need to make sure that the size of the 2D window is large enough to visualise all of the gauge; when too small, part of the gauge isn't displayed.

By the way:
window_size= 256,256
doesn't make sense; should be 1.0, 1.0 max (meaning the 2D window overlays the entire screen).

So if you use e.g.
window_size= 0.5,0.5
(which is large enough) you get the same result.

Rob
Hi Rob,

I can't recall where I got the basic layout for these two gauges from. But it seems to work!

I'll now try your suggestion of 'window_size= 0.5,0.5' and see what happens:-

// PFD for external views
[Window00]
size_mm=512,512
window_size= 0.5,0.5 //window_size= 256,256
window_pos= 0,0.07
Type=SPECIAL

gauge00=Mar_MV22B!mar_pfd, 0, 0, 512, 512 ,1

//--------------------------------------------------------

// NAV and Map for external views
[Window01]
size_mm=512,512
window_size= 0.5,0.5 //window_size= 256,256
Type=SPECIAL

gauge00=Mar_MV22B!mar_pfd, 376, 25, 512, 512,2
gauge01=mv-22b!peta, 398, 37, 92, 160 // Map



OK. Tried that but the result is disappointing - to say the least (see attached image).

attachment.php


By the way, (this is an addendum to my last post to Pat) the darned flickering has started up again... Can stop it temporarily by minimising P3D and then returning it to full-screen, but that's not very convenient!

Mark
 

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Huh!
I've never seen that before! I apologize. Not hard to repair, but I could have sworn that would fix it. Let do a little research...
Sorry again!
Pat☺

Late edit: I read the ESP SDK page, which is very similar in most things to FSX and P3D and I found this:
Use for a background created with no background bitmap. Use 0,0,0 for a transparent background.[/QUOTE] That's what I was basing by post on. I'm not sure where that flickering is coming from...
Pat☺
 
Hi Pat,

Thanks for the suggestion, I tried that, but the compass rose, etc., didn't show up. What did happen though, was that the NAV gauge began an unpredictable high-speed flickering - sometimes it was OK but then the flickering would start on its own. If you looked carefully, the compass could be seen behind the map. Perhaps Maryadi knows why?

Mark

yes, I know what cause the flickering.
1. it because using gauge more than system can processes. I have 4+1 display screen, then you add 2 more display screen total 7 display screen, WOW. it lucky only got flickering than fps drop, even both issue are no good. when I try xml gauge using identical (map) displayed on each MFD, it began fps drop to 5 fps, you can try it. copy each map gauge and re-position it so not covering each other, let see how it goes.

just advice: if you want to use 1 or 2 MFD, please use specific gauge then disable related gauge.
i.e:
if using this gauge :
[Window00]
. . .
gauge00=Mar_MV22B!mar_pfd, 0, 0, 512, 512 ,1

just disable same gauge on
[Vcockpit01]
. . .
//gauge00=Mar_MV22B!mar_pfd, 0, 0, 512, 512 ,1

so gauge on VC will not show up, but all the MFD-1 button still working.

2. penetrated gauge can cause flickering (both or one of them).

Maryadi
 
yes, I know what cause the flickering.
1. it because using gauge more than system can processes. I have 4+1 display screen, then you add 2 more display screen total 7 display screen, WOW. it lucky only got flickering than fps drop, even both issue are no good. when I try xml gauge using identical (map) displayed on each MFD, it began fps drop to 5 fps, you can try it. copy each map gauge and re-position it so not covering each other, let see how it goes.

just advice: if you want to use 1 or 2 MFD, please use specific gauge then disable related gauge.
i.e:
if using this gauge :
[Window00]
. . .
gauge00=Mar_MV22B!mar_pfd, 0, 0, 512, 512 ,1

just disable same gauge on
[Vcockpit01]
. . .
//gauge00=Mar_MV22B!mar_pfd, 0, 0, 512, 512 ,1

so gauge on VC will not show up, but all the MFD-1 button still working.

2. penetrated gauge can cause flickering (both or one of them).

Maryadi


Thanks, Maryadi,

I tried all you suggested and finally decided to have just the PFD gauge and the map, without the MFD. This seems to be a stable arrangement, with no flickering and no other problems.

All the other variations I tried had one or more problems, including one where most of the screen was totally black except for part of the map! I find that the lack of a compass rose, etc., in the MFD gauge is not a problem, as there is one in the PFD. As before, the Range of the map can be changed by using the RNG buttons on the MFD in the VC.

So here is my final version of that part of Panel.cfg:-

[Window Titles]
Window00=PFD/MFD 1
Window01=MAP
Window06=TEST (DEBUG)
Window07=EVENTS (DEBUG)
//Window08=CAMERA (FSX ONLY)

VIEW_FORWARD_DIR=-1.000, 0.000, 0.000

//--------------------------------------------------------

// PFD for external views
[Window00]
size_mm=512,512
window_size= 256,256 //window_size= 0.5,0.5 //Rob's suggestion
window_pos= 0,0.07
//Type=SPECIAL

gauge00=Mar_MV22B!mar_pfd, 0, 0, 512, 512 ,1

//--------------------------------------------------------

// MAP for external views
[Window01]
Background_color=0,0,0
size_mm=512,512
window_size= 256,256
Type=SPECIAL

gauge01=mv-22b!peta, 420, 158, 92, 160 // Map

//--------------------------------------------------------

Controlling the tilt of the nacelles in Spot view is now so easy when you've got the PFD on screen. It makes V/STOLs a piece of cake...

Anyone who wants to do some more work on 2D gauges is welcome - I've come to the limit of my competence with this one! :untroubled:

Thanks everyone for your help with this,

Mark


attachment.php
 

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ok im done with this repaint, Ive added some panel lines and smoke and grunge and wear and tear. I need to get permission from some of the contributors here that have added their lines and shadows, Ive added some wheel well textures from an old repaint but cant find the author who did that so I prob wont include those textures. I also added some wear and tear to the interior panels and recolored them to suit me, so you may not want to use those should you not like them. I should be able to upload this repaint this weekend should the wife not have me doing something else lol. Please let me know what you think of this repaint, these are not hi res pics bcause I use screenhunter for pics and its not the best but its free .

Bill

Hi Bill,

Love your repaint, when are you going to make it available?

I found a video on YouTube of Three MV-22 Osprey Presidential Helicopters Departing Burbank:-

Here's the link: https://m.youtube.com/watch?v=5XcjYGDO-Qs

And here's a pic:-

attachment.php


I was wondering if you would consider doing a repaint of this, as I think it's a very good-looking scheme.

Mark
 

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Hi,

I just uploaded the addon to the FSX-Other section of the SOH library; file rcb_MV22B1_Addon3.zip


@Postbear61: I suggest to use this (complete) version now.
Difference with the files you have:
- New version of the VSTOL gauge (solves a potential "eventflooding" problem)
- In the refuel camera window (ball.xml): when the Camera is On, AND time-of-day is "day", you can toggle between RED and BLACK for data colors by clicking the red center dot in the view.
One of your pictures above, shows why (in daytime) sometimes Red has a better visibility then Black :biggrin-new:

Rob


Hi Rob,

quick question regarding your top-down sling load camera! Would it be possible to include a ground speed readout? (Might be handsome when doing VERTREP on ships)

Best regards,

Seawing
 
Hi Rob,

quick question regarding your top-down sling load camera! Would it be possible to include a ground speed readout? (Might be handsome when doing VERTREP on ships)

Best regards,

Seawing
Yes, no problem to add that.
But that will be groundspeed (actually: longitudinal speed) relative to the earth surface, NOT relative to the deck of the ship.
So you should be aware of the groundspeed of the ship (if any).

FSX-Accel (and P3D) does have a variable that relates groundspeed relative to the underlying moving ship's deck.
However, this variable gives the groundspeed (relative to the deck) in ANY direction (longitudinal and lateral); so if it's 0, you know you are hovering over the deck with 0 relative speed, but if not 0, it doesn't tell you the direction that the aircraft is moving to.

But I do either one or the other "groundspeed" display. Let me know which one you prefer.

And while I'm writing this:
I'm also working on a next version of the "ball" gauge , which adds:
- Find/track/fly-to an moving AI aircraft carrier.
- Visual display of the selected AI, visualising the position/heading/distance of the AI aircraft / aircraft-carrier relative to the position/heading of the user aircraft in the horizontal plane (like in a radar display gauge).
- A tow/pushback function, that simulates the V22 (with enigines OFF) being towed / pushed by a truck (just functionally, no visual truck yet). You control the truck with your throttle and rudder (+15 to -7 knots groundspeed).

Rob
 
Yes, no problem to add that.
But that will be groundspeed (actually: longitudinal speed) relative to the earth surface, NOT relative to the deck of the ship.
So you should be aware of the groundspeed of the ship (if any).

FSX-Accel (and P3D) does have a variable that relates groundspeed relative to the underlying moving ship's deck.
However, this variable gives the groundspeed (relative to the deck) in ANY direction (longitudinal and lateral); so if it's 0, you know you are hovering over the deck with 0 relative speed, but if not 0, it doesn't tell you the direction that the aircraft is moving to.

But I do either one or the other "groundspeed" display. Let me know which one you prefer.

And while I'm writing this:
I'm also working on a next version of the "ball" gauge , which adds:
- Find/track/fly-to an moving AI aircraft carrier.
- Visual display of the selected AI, visualising the position/heading/distance of the AI aircraft / aircraft-carrier relative to the position/heading of the user aircraft in the horizontal plane (like in a radar display gauge).
- A tow/pushback function, that simulates the V22 (with enigines OFF) being towed / pushed by a truck (just functionally, no visual truck yet). You control the truck with your throttle and rudder (+15 to -7 knots groundspeed).

Rob

Hi Rob,

that's great!!
BTW, is there a chance to link the auto-hover to a moving ship deck, so the MV-22 remains over a spot on deck with the ship underway?

Regards,

Seawing
 
Hi Rob,

that's great!!
BTW, is there a chance to link the auto-hover to a moving ship deck, so the MV-22 remains over a spot on deck with the ship underway?

Regards,

Seawing
No, unfortunately ...
For the same reason I explained above: there's no variable available that gives me the exact ships speed. Using the var "groundspeed relative to surface below" doesn't give me the direction to control groundspeed to the ship's speed.

Unless I extend the "tracking/locked" part of the addon for VSTOL operation too. But I'm not that far yet ;)

Rob
 
regarding new P3d v4 with 64 bit, it seem osprey have issue with 64 bit architecture. but I will glad if somebody give a try Osprey on P3D v4 and give me any issue /problem rise.

add note: osprey will need latest FSUIPC that work with P3D v4
 
Hi Rob,

that's great!!
BTW, is there a chance to link the auto-hover to a moving ship deck, so the MV-22 remains over a spot on deck with the ship underway?

Regards,

Seawing
Contrary to my previous reply:

Yes, but with a restriction .....
What I just coded/tested (and will be part of the new addon version):
If you are in a stable hover over a moving ship, you can activate HoverHold.
And are still able to correct the position relative to the ship (within limits) with stick and rudder.

The restriction is, that the (AI) ship should have a stable speed and heading whilst HoverHold is Active.

Rob
 
Almost all the ships I've seen that are usable in AICarriers, and there are many, both rotary and fixed wing landable, hold a steady 25 kt. speed once set in motion. The sped is changeable, but that requires an editing of the sim.cfg file, and once changed, is steady at the new value. They hold course tight as well, unless changed.
I don't know if that helps or not, but there it is...
Pat☺
 
Contrary to my previous reply:

Yes, but with a restriction .....
What I just coded/tested (and will be part of the new addon version):
If you are in a stable hover over a moving ship, you can activate HoverHold.
And are still able to correct the position relative to the ship (within limits) with stick and rudder.

The restriction is, that the (AI) ship should have a stable speed and heading whilst HoverHold is Active.

Rob

Morning Rob,

that's great news! I think it will be no issue in regards to the ships, as PhantomTweak mentioned. The only issue I can see is ground objects (that includes ships) are sometimes "jumping" a bit in FSX, that could potentially detach the MV-22 from HVR HOLD and one would have to re-engage the AP.
Other than that, I would say, getting into a stable hover first and activate HVR HOLD afterwards sounds pretty realistic.

Seawing
 
Morning Rob,

that's great news! I think it will be no issue in regards to the ships, as PhantomTweak mentioned. The only issue I can see is ground objects (that includes ships) are sometimes "jumping" a bit in FSX, that could potentially detach the MV-22 from HVR HOLD and one would have to re-engage the AP.

Seawing
I think that only applies to "pilotable" ships (when used in multiplayer, or recorded and played-as-AI).
And not for AI ships generated by FSX AI flightplans or AiCarriers.
That is: in my experiance ...

Anyway, I'll see what I can cook up ...

Cheers, Rob
 
noting there are 15 pages of posts

could someone point me to the most current download links so I cant start doing some paints please
 
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