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Osprey nacelle rotation too slow ... seems tied to FPS

By @nenenui
    2023-09-12 16:11:10.496Z

    While taking a look at the impressive EGNX airport in heavy weather my FPS dropped to below 17 FPS and I realized that rotating the nacelles did take a very long time.

    After some more investigation I found for a 90 degree rotation …

    • 17 FPS … results in 40 sec
    • 30 FPS … results in 24 sec
    • 60 FPS … results in 12 sec

    Since the real Osprey is rated at 12 seconds it feels like the "sim speed" is tied to a fixed 60 FPS assumption and (maybe) the rotation angle is a fixed number per frame (=event - loop cycle). This makes quick (vector trust) reactions very hard in low FPS situations.

    Perhaps there is a way to make the "rotation angle per frame" dependent on "time since last rotation event" (if it is the result of a continuous "button press")
    … so instead of the "fixed delta angle per frame" move to a "delta angle per delta time"

    Solved in post #2, click to view
    • 2 replies
    1. Frame per second = times per second all variables and animations are recalculated. Meaning, all simvars, animations, LVars, etc. are calculated once per frame. Hence, absolutely everything on the sim is tied to FPS.

      ReplySolution
      1. @nenenui
          2023-09-12 17:05:07.005Z

          hmm … so does it mean an aircraft has no access to "sim time"?

          Do you have access to the FPS? … or the "delta time to the previous frame"?

          It should be fairly easy to perhaps just multiply the "angle delta" with a factor like "60 / current FPS"