88b49b4259
Sync with commit cab40a0af989bf08302836f98e91672920369fa3
211 lines
7.8 KiB
Text
211 lines
7.8 KiB
Text
##########################################
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# Brakes
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##########################################
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controls.applyBrakes = func (v, which = 0) {
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if (which <= 0 and !getprop("/fdm/jsbsim/gear/unit[1]/broken")) {
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interpolate("/controls/gear/brake-left", v, controls.fullBrakeTime);
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}
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if (which >= 0 and !getprop("/fdm/jsbsim/gear/unit[2]/broken")) {
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interpolate("/controls/gear/brake-right", v, controls.fullBrakeTime);
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}
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};
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controls.applyParkingBrake = func (v) {
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if (!v) {
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return;
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}
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var left_broken = getprop("/fdm/jsbsim/gear/unit[1]/broken");
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var right_broken =getprop("/fdm/jsbsim/gear/unit[2]/broken");
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var p = "/controls/gear/brake-parking";
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var orig_p = getprop(p);
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# We assume one non-broken gear is enough to apply the parking brake
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if (orig_p or !left_broken or !right_broken) {
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setprop(p, var i = !orig_p);
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return i;
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}
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return orig_p;
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};
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##########################################
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# Click Sounds
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##########################################
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var click = func (name, timeout=0.1) {
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var sound_prop = "/sim/model/c172p/sound/click-" ~ name;
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# Play the sound
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setprop(sound_prop, 1);
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# Reset the property after 0.2 seconds so that the sound can be
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# played again.
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settimer(func {
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setprop(sound_prop, 0);
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}, timeout);
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};
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##########################################
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# Ground Detection
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##########################################
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# Do terrain modelling ourselves.
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#setprop("sim/fdm/surface/override-level", 1);
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var terrain_survol_loop = func {
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var lat = getprop("/position/latitude-deg");
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var lon = getprop("/position/longitude-deg");
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var info = geodinfo(lat, lon);
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if (info != nil) {
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if (info[1] != nil){
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if (info[1].solid !=nil)
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setprop("/environment/terrain-type",info[1].solid);
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if (info[1].load_resistance !=nil)
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setprop("/environment/terrain-load-resistance",info[1].load_resistance);
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if (info[1].friction_factor !=nil)
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setprop("/environment/terrain-friction-factor",info[1].friction_factor);
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if (info[1].bumpiness !=nil)
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setprop("/environment/terrain-bumpiness",info[1].bumpiness);
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if (info[1].rolling_friction !=nil)
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setprop("/environment/terrain-rolling-friction",info[1].rolling_friction);
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if (info[1].names !=nil)
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setprop("/environment/terrain-names",info[1].names[0]);
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}
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}else{
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setprop("/environment/terrain",1);
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setprop("/environment/terrain-load-resistance",1e+30);
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setprop("/environment/terrain-friction-factor",1.05);
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setprop("/environment/terrain-bumpiness",0);
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setprop("/environment/terrain-rolling-friction",0.02);
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}
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if(!getprop("sim/freeze/replay-state") and !getprop("/environment/terrain-type") and getprop("/position/altitude-agl-ft") < 3.0){
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setprop("sim/messages/copilot", "You are on water !");
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setprop("sim/freeze/clock", 1);
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setprop("sim/freeze/master", 1);
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setprop("sim/crashed", 1);
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}
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}
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var reset_system = func {
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if (getprop("/fdm/jsbsim/running"))
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{
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c172p.autostart(0);
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setprop("/controls/switches/starter", 1);
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var engineRunning = setlistener("/engines/engine[0]/running", func{
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if (getprop("/engines/engine[0]/running"))
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{
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setprop("/controls/switches/starter", 0);
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removelistener(engineRunning);
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}
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});
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}
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# These properties are aliased to MP properties in /sim/multiplay/generic/.
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# This aliasing seems to work in both ways, because the two properties below
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# appear to receive the random values from the MP properties during initialization.
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# Therefore, override these random values with the proper values we want.
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props.globals.getNode("/fdm/jsbsim/crash", 0).setBoolValue(0);
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props.globals.getNode("/fdm/jsbsim/gear/unit[0]/broken", 0).setBoolValue(0);
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props.globals.getNode("/fdm/jsbsim/gear/unit[1]/broken", 0).setBoolValue(0);
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props.globals.getNode("/fdm/jsbsim/gear/unit[2]/broken", 0).setBoolValue(0);
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props.globals.getNode("/fdm/jsbsim/pontoon-damage/left-pontoon", 0).setIntValue(0);
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props.globals.getNode("/fdm/jsbsim/pontoon-damage/right-pontoon", 0).setIntValue(0);
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setprop("/engines/active-engine/killed", 0);
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setprop("/fdm/jsbsim/contact/unit[4]/z-position", 50);
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setprop("/fdm/jsbsim/contact/unit[5]/z-position", 50);
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# Note: these separate flags exist because PUI's <radio> element
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# only accepts booleans.
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var p = getprop("fdm/jsbsim/bushkit");
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setprop("/sim/model/c172p/bushkit_flag_0",0);
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setprop("/sim/model/c172p/bushkit_flag_1",0);
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setprop("/sim/model/c172p/bushkit_flag_2",0);
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setprop("/sim/model/c172p/bushkit_flag_3",0);
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setprop("/sim/model/c172p/bushkit_flag_4",0);
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if (p == 0) { setprop("/sim/model/c172p/bushkit_flag_0",1); }
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if (p == 1) { setprop("/sim/model/c172p/bushkit_flag_1",1); }
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if (p == 2) { setprop("/sim/model/c172p/bushkit_flag_2",1); }
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if (p == 3) { setprop("/sim/model/c172p/bushkit_flag_3",1); }
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if (p == 4) { setprop("/sim/model/c172p/bushkit_flag_4",1); }
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}
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############################################
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# Global loop function
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# If you need to run nasal as loop, add it in this function
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############################################
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var global_system_loop = func{
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# terrain_survol_loop was incorporated during damage system creation.
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# "Unimplemented" crash detection system requires this self terrain modelling (I think)
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# If we end up not using it, then we can remove it.
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#terrain_survol_loop();
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c172p.physics_loop();
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c172p.weather_effects_loop();
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}
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##########################################
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# SetListerner must be at the end of this file
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##########################################
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#setlistener("/sim/signals/fdm-initialized", func{
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# setprop("/environment/terrain-type",1);
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# setprop("/environment/terrain-load-resistance",1e+30);
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# setprop("/environment/terrain-friction-factor",1.05);
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# setprop("/environment/terrain-bumpiness",0);
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# setprop("/environment/terrain-rolling-friction",0.02);
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#});
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var set_limits = func (node) {
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if (node.getValue() == 1) {
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var limits = props.globals.getNode("/limits/mass-and-balance-180hp");
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}
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else {
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var limits = props.globals.getNode("/limits/mass-and-balance-160hp");
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}
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var ac_limits = props.globals.getNode("/limits/mass-and-balance");
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# Get the mass limits of the current engine
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var ramp_mass = limits.getNode("maximum-ramp-mass-lbs");
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var takeoff_mass = limits.getNode("maximum-takeoff-mass-lbs");
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var landing_mass = limits.getNode("maximum-landing-mass-lbs");
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# Get the actual mass limit nodes of the aircraft
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var ac_ramp_mass = ac_limits.getNode("maximum-ramp-mass-lbs");
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var ac_takeoff_mass = ac_limits.getNode("maximum-takeoff-mass-lbs");
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var ac_landing_mass = ac_limits.getNode("maximum-landing-mass-lbs");
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# Set the mass limits of the aircraft
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ac_ramp_mass.unalias();
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ac_takeoff_mass.unalias();
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ac_landing_mass.unalias();
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ac_ramp_mass.alias(ramp_mass);
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ac_takeoff_mass.alias(takeoff_mass);
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ac_landing_mass.alias(landing_mass);
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};
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setlistener("/controls/engines/active-engine", func (node) {
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# Set new mass limits for Fuel and Payload Settings dialog
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set_limits(node);
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# Emit a sound because the engine has been replaced
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click("engine-repair", 6.0);
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}, 0, 0);
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var nasalInit = setlistener("/sim/signals/fdm-initialized", func{
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# Use Nasal to make some properties persistent. <aircraft-data> does
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# not work reliably.
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aircraft.data.add("/sim/model/c172p/immat-on-panel");
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aircraft.data.load();
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# Initialize mass limits
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set_limits(props.globals.getNode("/controls/engines/active-engine"));
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reset_system();
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var c172_timer = maketimer(0.25, func{global_system_loop()});
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c172_timer.start();
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});
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