c872af41bf
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. |
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.. | ||
TerraSync | ||
demo.py | ||
FGFSDemo.py | ||
FlightGear.py | ||
nasal_api_doc.py | ||
recordreplay.py |