![]() ![]() The macOS and Windows nightly builds are now running OSG 3.6.5, so people can hopefully start testing WS3.0 Īlso, be aware that the binary builds also switched to OSG 3.6, so that may have an FPS impact as well (either higher or lower…) That's what we recommend for everyone who wants to fly and enjoy flying. If ' next' works for someone, that is great, but if you want stability, stable FPS and compatibility with older hardware, there is an easy answer: use 2020.3. (Eg, we cannot say 'an Intel 4000 will work but an Intel 3000 won't - we have no idea!) Of course, we'll try to make it work on as wide a range of hardware as possible, but right now we don't know, and it would be incorrect to speculate or promise anything. In that time the build dependencies, minimum system requirements, performance baseline and basically everything else are going to change (and keep changing). ' next' is work-in-progress: likely 12 or 18 months before it becomes a release. We tried to communicate this: 2020.3 is the last release that will work on really old hardware: ' next' and future releases will need a more modern machine with an OpenGL 4 / DX12 class GPU. ![]() It is likely the non-shader code path (fixed-function pipeline) will also go away in the next twelve months (~ early/mid 2022). In addition, adopting OSG 3.6 means that the experimental CompositeViewer Support can be more widely enabled and tested (it is already enabled by default on next).Īlso, as part of the CompositeViewer effort, Canvas FBO rendering is in the process of being moved out of the scene graph into dedicated viewer-level cameras, which provides better support/integration with OSG threading and fixes the long-standing issue where Canvas textures were being rendered twice per view unnecessarily due to the original new/far camera scheme.įurthermore, to support Canvas (actually CanvasPath/all SVG handling) on Core profile, the plan is to migrate our Canvas Path backend from Shiva to ‘something else’ (see Shiva Alternatives) which implements the required drawing operations, unlike Shiva, ShaderVG or NanoVG can target Core-profile OpenGL. More importantly: Adopting OSG 3.6+, moving to the OpenGL core profile, WS 3.0, Osm2city buildings, Photoscenery and Compositor shadows & lights. Eventually you’ll get to low enough a throttle setting that the propeller is below its governing range and from there throttle controls RPM as well as MP…but that’s a function of prop mechanics and not the physics of manifold pressure.Note FlightGear is currently undergoing a lot of huge changes. ".since most MP gauge-equipped airplanes have constant-speed propellers, the RPM will not change as a result. At least someone else faced this eleven years ago, though in FSX -īTW, found this in an article on mp (italics mine): Being insufferably lazy, I will first search for other piston aircraft with similar power, prop size, and performance, and try their prop tables if that doesn't work, well, bite the bullet and experiment. The above edits should bring things more in line, then it looks like I must deal with those prop tables they correlate prop speed, pitch angle, airspeed, etc. It seems the pitch is reaching max long before hp/mp/speed, so has exceeded the governed range and further throttle increase causes the prop rpm to increase along with engine rpm. Once I'm satisfied with all this, I am back to the original problem - loss of prop control at high power settings. The Shinden's top speed is at 28k ft and its ceiling is 39k. The F8f, the airfile I'm using as a base, had it set for a miserly 10k ft, I currently have it at 30k ft. (Using this for reference - it's for auto turbos but fluid dynamics do not change.)Ĭritical altitude is next, I know what it means but no idea where to set it in regard to this aircraft (everything I read seems in reference to a normalized boost, not to a supercharged military engine). Now I must convert that boost figure to the required max mp and I should have the basic specs as required by the cfg file. Specs for the Mitsubishi Ha-43 are: 2536ci, 7:1 compression, 2200hp at 2900 rpm with 10.1psi (.69bar) boost 1800hp at 22k ft. Thus when I set the reduction gear to its specified setting I got an increase in rpm my guess (probably wrong) is that FS9 pays no attention to the engine redline and will continue raising engine rpm to match prop settings. Hovering the cursor over the rpm gauge gets a popup blatantly stating "propeller rpm", but it is actually reading engine rpm. a mislabeled gauge (and some erroneous conclusions on my part). Well, as a result of everyone's help, and that utility, I'm back on track. ![]()
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