Also fixed uneven MP carrier motion.
If /ai/models/carrier[]/ai-latch is true (e.g. by MPCarrier.nas), we
set /position/* and /orientation/* in C++ every frame instead of in
nasal. For external multiplayer carriers the values are copied from
/ai/models/multiplayer[]/*, so the AI carrier follows the corresponding MP
carrier exactly. For this to be useful, multiplayer motion needs be smooth,
e.g. with /sim/time/simple-time/enabled=true.
scripts/python/recordreplay.py
Added --carrier test - checks that multiplayer carrier moves with even
speed.
src/AIModel/AIBase.hxx
Added speed_fps, to be kept up to date and tied to velocities/uBody-fps
when we are a carrier. Previously this was set from Nasal which doesn't
do what is required when all updates happen in C++.
src/AIModel/AICarrier.cxx
src/AIModel/AICarrier.hxx
If is-user-craft is true, we directly update /position/* every frame.
If ai-latch is true, we don't call TurnToLaunch(), TurnToRecover(),
ReturnToBox(), TurnToBase() etc, because our position and orientation is
determined only by multiplayer packets.
src/AIModel/AIMultiplayer.cxx
src/AIModel/AIMultiplayer.hxx
If an mp craft is a carrier, MP packets define velocities/speed-kts but
set ecLinearVel to all-zeros. So we now copy across to ensure that the
extrapolation algorithm has a velocity to work with. Previously the zero
velocity caused very uneven motion.
If ai-latch is true we set AI craft's position+velocities directly from
the equivalent (extrapolated or interpolated) MP position, every frame. We
also set AI craft's orientation. And we copy MP's uBody-fps to AI's
velocities/speed-kts which ensures that friction works between carrier deck
and aircraft undercarriage.
Added logging of raw speeds implied by multiplayer packets, activated by
/sim/log-multiplayer-callsign; used by scripts/python/recordreplay.py's
--carrier test.
src/AIModel/AIShip.cxx
Tie velocities/uBody-fps to new speed_fps member and set speed_fps in
update() along with members that are tied to properties.
Replaced code that calculated new position using heading and speed:
Previously the new position after dt was calculated using
ft_per_deg_lat, ft_per_deg_lon, speed_north_deg_sec and
speed_east_deg_sec. But this was moving slightly faster than the
specified speed.
This was leading to incremental errors when a different Flightgear
instance extrapolated the multiplayer position from the information in
multiplayer packets, because the specified velocity was too small, so
we jumped forwards when extrapolation moved to a new packet.
The fix is to use a Quaternion-based calculation to calculate movement
in the direction specified by (heading, pitch, roll), as done by other
code such as the view code.
src/Main/fg_init.cxx
Moved FGAIManager to just before FGMultiplayMgr so we send latest info in
mp packets.
src/MultiPlayer/multiplaymgr.cxx
Fixed minimum transmit rate calculation - if transmit rate is less than 1,
default to 1, not 10.
src/Network/props.cxx
Use more precision when sending double-precision values e.g. to telnet
client. Otherwise for example UTC times don't have sufficient resolution.
src/Viewer/viewmgr.cxx
Generate internal logs of multiplayer position and speed (after
interpolation/extrapolation) if /sim/log-multiplayer-callsign is set. Used
by scripts/python/recordreplay.py's --carrier test.
Try to catch NaN SGGeod position before we pass them to the intersect
visitor, so we don’t fill the console/logs with error messages: we
catch NaNs in other places.
Previously we always used the default download dir, and ignored any
user override of this. Use the active download dir as the base for
the cache dir.
Also write the cache dir to the property tree, and wipe it on a
clean uninstall.
GUIDs aren’t stable across different builds of the cache, which causes
odd behaviour when switching between stable and next. Use idents and
lat-lon instead, since these should be stable.
Avoid a per-update() lookup of the AI controls properties. As part
of this, bypass updatePrimaryTargetValues for the user aircraft,
where it doesn’t make sense.
We previously ignored mp packets if their .time was very different from local
time, but this stops time-compensation (e.g. with simple-time) from working and
is unnecessary because we clean up old packets anyway.
Also removed unnecessary erase of mp packets after interpolation.
When we fail to find the request aircraft, ensure we log the paths
to Sentry. If the user didn’t supply any aircraft paths at all, or
was using a hangar aircraft, adjust the error dialog text, to make
it a bit clearer what is going wrong.
Otherwise a SGSharedPtr is implicitly created on ai_list.push_back(model). It's not clear to the caller that FGAIManager takes care of the passed raw pointer.
Also fixes a bug for swift using the passed dangling pointer after the created SGSharedPtr of FGAIManager got out of scope and deleted the resource.
As this commit mainly addresses the swift crash (also for backport to LTS) it doesn't fix other calls to ::attach(..) which might also use the raw pointer afterwards.
Use a transient index for the poly-lines. This avoids NavCache disk
contention when multiple copies of FG race after the rebuild completes.
Should reduce locking errors early in startup.
Some propellers could start windmilling very easily under mild wind conditions (11 kts). And in stronger wind the propeller could even generate some power and torque strong enough to turn the aircraft upside down.
This was due to the combination of:
- Propellers generating power (wind turbine) for advance ratio higher than 1.0 (is it plausible !?!)
- Powers and torques computed with ludicrously small RPMs.
So this commit basically filters out extremely small RPMs in order to avoid huge numbers resulting from division by small values.
Some spacecraft send out-of-range engine numbers from the JSBsim side.
Should probably be fixed in JSBsim itself but let’s check here to
keep compat with existing FDMs.