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View Full Version : FSX New Aircraft Interactivity Enabled Via Spot Plane View



Atmosphere5
03-19-2006, 04:41 AM
Hello all, I would firstly like to thank those who responded to my first post about enhancing FSX using subtle camera motions and "sound-aircraft motion-environment" triggers.

Here now I would like to present to you, the developer community and anyone with creative contact and influence on the FSX design team one more enhancement. Perhaps this is more of an extension of a feature already provided.

PRESENTATION: "Think outside of the box...literally"

FS98 and FS95 (yes there actually was an FS95 can you believe that? odd not even) had simple and functional 2d cockpits with nearly every button you could wish to use displayed on the panel...from the throttles to the radios. FS2002 (and perhaps even earlier with FS2000) took this a step further by utilizing these cockpit "subpanels" which we could toggle via SHIFT+(#'s) eg. SHIFT+2 brings up the throttle console, SHIFT+3 brings up radios. In fact, we are mostly familiar with the "simicons" that panels provide to access a wider range of complex overheads, electrical control panels, pressurization panels etc.

FS2004 introduced the fully functional VC. Though a healthy majority see the VC as second priority to any 2D panel given that First Person Perspective panning through a VC seems "unatural" and there are severe aircraft position/ sitting position alignment issues, the VC is still a major accomplishment for FS. The PMDG Beechcraft 1900C payware has a virtual cabin that utilizes even clickable cockpit/cabin door which you can open by clicking it and even arm rests on the FO and Captain's seats that you can move up and down.

One day I found myself pondering about something that seemed very subtle...unless I have not seen this before, but It seemed very strange to me that we could only use such VC interactive and subpanel functionality inside of the aircraft. How is it that this concept has never ventured outside of the aircraft?

New EXTERIOR SUBPANEL and "CLICK-ME" 3d model functions:

Basically, this is what I am proposing (unless it already has been done in FS). Envision an FSX session like this...very realistic:

you start up FSX, select "cold cockpit start"..select "open with ATC window"...and whatever else barrage of new ways to intiate your walk to the tarmac. But that's just it, now you can actually perform a full comprehensive aircraft inspection. You begin in spot view and with the new "Walk around" camera mode start at the left wing tip of your Baron 58, eye level, and pan or "walk". Now you can actually check off the "secure fuel cap" portions or the "close access panels" portions. Using your mouse you could either click on a region of your aircraft's exterior model and a part-specific 2d subpanel shows up, enabling you to screw fuel caps shut (fuel cap sub panel), close panels (cowling side view panel), remove caps on pitot tubes etc. Or perhaps taking hints from the VC functionality, you could perform all of this without need for subpanels and pan your mouse over areas of interest on the aircraft's body, click once, and the camera automatically zooms into a programmed "best angle for inspection" view point, where one can twist, snap shut and jiggle objects on your aircraft's 3d exterior.

There you have it, new tools and ways to interact even further with your aircraft. Instead of pressing SHIFT+E+2 simply walk up to the cargo door and open it's safety latch then click-hold-pull the open handle. Inspect tire pressure by walking close to the gear and resting the mouse over them until a small status window pops up...much like how you can get instant dial readings from hard to read guages in the Default FS9 panels.

CONCLUSION

It's a very interesting and perhaps simple concept. Turn the VC inside out, make the aircraft a much more interactive piece of equipment...giving more substance and appreciation to the complexity that you are flying, giving developers more creative room and means to prove true updates to their products. Finally, when we open those huge Turbine engines on the Melvin Raff 777 models we can twist and turn and yank cables...and perhaps even break something and replace something. From realistic walk arounds to being able to actually tie down your aircraft or drag wheel chocks into place. FSX can truly be "As real as it gets". They did say there would be "new levels of airport interactivity".

Thanks and take care for now! : - )

n4gix
03-19-2006, 02:23 PM
That's a nice idea. It's a bloody shame that it won't work though.

Although you can place "gauges and such" on the exterior model, they aren't "clickable" while in Spot view, at least not in FS9. I have no certain knowledge whether this will hold true for FSX at this time, but see no reason to anticipate such a major change in the existing paradigm.

Understand that in any given model (compiled .mdl) file, there are actually several "models," which may include:

exterior (Spot View) model

interior (Virtual Cockpit) model

shadow model (low poly geometry used only to draw shadows)

There are a couple of other types, but they are seldom created directly, so I'll omit them from the list. MakeMDL generates them automatically, while FSDS2 modelers have to create them manually. FSDS3 modelers use MakeMDL, so that it no longer a requirement for them.

At Eaglesoft, our 'workaround' for this limitation is to provide a popup subpanel that serves as an interactive mini-checklist. Dreamfleet (if I recall correctly) pioneered this idea with their A36 release.

Like yourself, I'd love to have "clickable" stuff on the exterior model, but alas, until the nice folks at ACES provide for the capability, it will remain a "wish," not a reality... ;)