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Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.

    •  
      CommentAuthoraltlenny
    • CommentTimeDec 9th 2012 edited
     

    FVD++ v0.77:


    - fixed export of individual sections
    - fixed force based sections not saving constant speed
    - changed to Qt 5.2.1, qcustomplot 1.2.1 and glm 0.9.5.1-1

    Not much has changed if you are a normal user of the program, so don't update if you are currently working on a big coaster project. This version will be the last that I solely worked on due to me starting to work in the industry. Therefore I've opened up the sources a few days ago. If you are a developer and interested in contributing to FVD++ please visit the project's github.



    Download:


    FVD++ v0.77 and Documentation





    Greetings,
    Lenny
  1.  
    Do you have to install that stupid ilivid thing to download?
    As for a better file sharing site I'd try mediafire or maybe trying to contact one of the mods to see if they can host it on the main site.
  2.  
    The download is the little tiny box to the right of the ilivid thing.

    Just use mediafire.

    Edit: I'm having a problem with glew32.dll

    I believe that you forgot to include it.
    •  
      CommentAuthoraltlenny
    • CommentTimeDec 9th 2012
     
    ^done
    • CommentAuthorbigjoe97
    • CommentTimeDec 9th 2012
     
    It's still missing...
  3.  
    He was replying to me saying use mediafire.
    •  
      CommentAuthoraltlenny
    • CommentTimeDec 9th 2012
     
    Posted By: gigacoasterfanEdit: I'm having a problem with glew32.dll


    I'm sorry, included the file now too, check download link in the first post.
    • CommentAuthorfrutiemax
    • CommentTimeDec 9th 2012 edited
     
    I installed glew-1.8.0 a while ago so I just copy paste the missing dll into the directory, but I'm sad to see that all I see is a white line because it uses OpenGL 3.1... I hope you somehow make it to be at least compatible with OpenGL 2x with missing visualizations... I can see the timewarp zones though.
  4.  
    I'm assuming that the speed is in Meters per second. Correct?

    stupid question.

    EDIT: Also, there is already a framerate increase from Newton.

    EDIT2: I am having trouble adjusting the duration of a force based segment.
    •  
      CommentAuthoraltlenny
    • CommentTimeDec 9th 2012 edited
     
    Posted By: gigacoasterfan
    EDIT2: I am having trouble adjusting the duration of a force based segment.


    It sets itself automatically by the length of the shortest function. Just make your lateral normal and roll function longer and the section gets longer.

    I'm gonna sign out now, it's 4:15 am in Germany, gotta sleep ;)

    Greetings, Lenny
  5.  
    Your tool is awesome!
    •  
      CommentAuthorrcrider4
    • CommentTimeDec 9th 2012
     
    Do you guys have any idea what the friction values on this program are in relation to the ones given for Newton? Are they even comparable, or do you just have to play around with it?
    •  
      CommentAuthorL Bosch
    • CommentTimeDec 9th 2012 edited
     
    1. When I ride your example track in the NL Editor, the second zero G roll wobbles quite abnormally...
    2. Is it possible to scale the graph panel so it isn't stretched out that much?
    3. It would be nice to have explanations/graphs that show the different transition types and the options of them (scroll-down-menu)
    •  
      CommentAuthorrcrider4
    • CommentTimeDec 9th 2012 edited
     
    Scroll on your mousewheel/trackpad to zoom in and out of the graph panel :)
    Edit: Spelling fail
    •  
      CommentAuthorL Bosch
    • CommentTimeDec 9th 2012 edited
     
    ^Thanks, I've just found that out by accident...

    4.Why isn't the "Roll Function" simply called "Roll Change"?
    5. The ability to manipulate the roll values directly would be useful (at least to me).
    6. The right axis always says its about the forces, but in geometric sections it shows the pitch/yaw changes in degrees/second.
    7. It would be quite useful to have a locking feature for graphs so they adapt the length of the other graphs.
    8. Another proposal for future versions: Changing the orientations from roll per second to roll per meter and so on...
    •  
      CommentAuthoraltlenny
    • CommentTimeDec 9th 2012 edited
     
    Posted By: rcrider4Do you guys have any idea what the friction values on this program are in relation to the ones given for Newton? Are they even comparable, or do you just have to play around with it?

    The standard value of 0.24 should do the trick on your first go. From then on you can adjust accordingly. Increase the value to have more friction, decrease to have less (a value of 0.0 is friction-less). Values between 0.20 and 0.36 should be common.

    Posted By: L Bosch1. When I ride your example track in the NL Editor, the second zero G roll wobbles quite abnormally...

    Can someone confirm this? Is your heartline on the top view of NL not straight? Try smoothing the zero-g roll inside NL and see if anything noteworthy happens, if not, the export was fine. The problem with the second Zero-G roll is, that the roll speed is quite fast in a rather slow element (see roll-speed visualisation), such that the track has to bend quite heavily to sustain a straight heartline.

    Posted By: L Bosch
    3. It would be nice to have explanations/graphs that show the different transition types and the options of them (scroll-down-menu)

    Posted By: L Bosch
    7. It would be quite useful to have a locking feature for graphs so they adapt the length of the other graphs.

    Yeah, but bear with me putting in such comfort features.

    Posted By: L Bosch4.Why isn't the "RollFunction" simply called "Roll Change"?

    Posted By: L Bosch
    6. The right axis always says its about the forces, but in geometric sections it shows the pitch/yaw changes in degrees/second.

    You're right and I must admit that I was too lazy changing some names after I changed their implementation. I have to correct you though because only the pitch change is displayed using the right y-Axis. Yaw and roll change use the left one.

    Posted By: L Bosch
    8. Another proposal for future versions: Changing the orientations from roll per second to roll per meter and so on...

    This is actually something I have thought about in a while now. Would be especially useful to get perfectly round helixes using geometric sections based on yaw change measured in degrees per meter rather than degrees per second :O

    Posted By: L Bosch
    5. The ability to manipulate the roll values directly would be useful (at least to me).

    This will be done for sure with Euler orientation. About quaternion I'm not sure because in quaternion things get weird when using the function plotter (the function will show roll of 0 while the track has some arbitrary roll -> unintuitive).

    Greetings, Lenny
    •  
      CommentAuthorL Bosch
    • CommentTimeDec 9th 2012 edited
     
    Thanks for the answers ;)

    9. Having a POV mode with a constant velocity would be nice!
    10. The anchor point has to start with 1g normal, could this become a customizable value?
    • CommentAuthorROLLER97
    • CommentTimeDec 9th 2012 edited
     
    11. Can you add a possibility to change values with sliders? That would be really useful.
    12. The ability to press delete to remove a selected section
    13. I can't change the values on a geometric section? --> The whole section doesn't seem to work --> I think I made it work
    14. Maybe add buttons below the section part to add a certain section in stead of right-clicking?
    15. Could you add the letters X, Y, and Z to the coordinates?
    16. It seems that you can only edit the values when you have the graph selected, that is, when I have roll function selected, and I want to edit the normal force, I have to select the graph of the normal force. Could you make it to be able to change the part you're changing just by clicking on the tab in the sections menu?
    17. Could you add a slider down at the graph?
  6.  
    would it be possible to have visual reference with the part of the track your editing. (track lights up on the selected part your editing. not one whole section as in newton, but one force/roll zone.) should make it much easier to see what you're doing.
    •  
      CommentAuthorL Bosch
    • CommentTimeDec 9th 2012
     
    18. Just like in newton, the anchor point could have a starting yaw (already there), pitch and roll values, where the last two ones are missing in the current version of FVD++
    • CommentAuthorROLLER97
    • CommentTimeDec 9th 2012
     
    19. UNDO AND REDO!!!!
    no seriously, you really need to do that
    •  
      CommentAuthorL Bosch
    • CommentTimeDec 9th 2012 edited
     
    20. Maybe add a clickbox to disable the graph filling (colored areas between the curve and the zero line)
    21. Different background colors
    22. Visible real values and second derivatives in the graphs (or just the one you are currently working with)
    •  
      CommentAuthoraltlenny
    • CommentTimeDec 9th 2012
     
    Keeping the cosmetics aside, I found a bug while exporting near vertical parts of track. Currently sitting on it, expect a minor update in a few days. (currently I export nearly vertical parts with rel-roll option on which apparently wasn't the best of ideas). The update will ONLY patch the exporter and every work done by you now can be used in the new version!
  7.  
    Hmm, I exported an immelman, and it was fine. What was the bug?
    • CommentAuthorROLLER97
    • CommentTimeDec 9th 2012 edited
     
    23. The ability to click a section in the visual part to select that one.
    •  
      CommentAuthorgeforcefan
    • CommentTimeDec 9th 2012
     
    @altlenny:

    Which SL and GL version is needed?
    •  
      CommentAuthoraltlenny
    • CommentTimeDec 9th 2012 edited
     
    GLSL version 1.3 -> OpenGL 3.0 (alternatively read the readme :O)
    •  
      CommentAuthoraltlenny
    • CommentTimeDec 9th 2012 edited
     
    Posted By: gigacoasterfanHmm, I exported an immelman, and it was fine. What was the bug?


    Try to build a coaster like TTD or kingda ka and you'll see probably.

    EDIT: shit didn't mean to double post
    •  
      CommentAuthorL Bosch
    • CommentTimeDec 9th 2012 edited
     
    24. Having smaller increments on number fields when pressing Ctrl (0.1 normally and 0.01 with Ctrl) and lager increments when pressing Shift (1 with Shift).

    After some hours of experiments on FVD++ I'm reallly impressed how much more control it gives you in your designs. I have some elements here which were quite hard to build even in newton and now, they are much better and feel very realistic. Your idea of roll changes is the main improvement over newton here...

    25. The numbers in the bar above the graphs should be paired: (start value) (end value) of the segment and (start value) (end value) of the selected transition including the changing speeds. I know this will easily double the amount of data displayed there but I love having these numbers to work with.
    •  
      CommentAuthorgeforcefan
    • CommentTimeDec 9th 2012 edited
     
    Posted By: altlennyGLSL version 1.3 -> OpenGL 3.0 (alternatively read the readme :O)


    Sorry ^^ next time I will read that at first :)

    Btw: OpenGL 3.0 wont work
    •  
      CommentAuthorbaadrix
    • CommentTimeDec 9th 2012
     
    Maybe it's a stupid question, but why can't I download the tool? Mediafire says "The resource you are trying access belongs to an account that has not yet been validated." O_o

    Could you upload it to another site (e. g. sendspace.com), please? :)
    •  
      CommentAuthoraltlenny
    • CommentTimeDec 9th 2012
     
    should work now
    •  
      CommentAuthorBBSpeed26
    • CommentTimeDec 9th 2012
     

    A couple comments: when right-clicking on the track window and walking/flying around using the arrow keys and/or shift to increase speed, I'm finding it possible to have it get stuck walking forward. Basically start walking around and using shift and eventually this you will get stuck moving forward, undo-able only by right clicking again to exit the walk/fly view.

    Also as a nitpick - I might recommend some interface (buttons? menu?) to add new sections rather than having right-clicking be the only way to access the menu. It's fine once you get used to it, but that first impression of "ok, how does this work" took some random clicking about until things started to make sense.

    Running W7 x64, additional specs available upon request.

    •  
      CommentAuthorL Bosch
    • CommentTimeDec 9th 2012
     
    26. Have you thought about basic smoothing options during export?
    •  
      CommentAuthorbaadrix
    • CommentTimeDec 9th 2012
     
    27. Is it possible to implement the feature to move forward by right-clicking and then left-clicking (similar to Newton)?
    •  
      CommentAuthorrcrider4
    • CommentTimeDec 9th 2012
     
    I prefer the WASD approach available now over the left/right click method
  8.  
    This program is confusing the balls out of me with the degree per second thing. All of my steps in newton that I learned for "making an Intamin snap turn" are totally different now. Ughhh relearning. :(

    That said, this program looks like the next step in graphical FVD and I'm kinda excited! Great work on your end... now to just do the work on my end and figure the damn thing out! lol
  9.  
    Photobucket
    would it be possible to add euler and quaternion orientation? otherwise we wont be able to make things like a tophat. (as shown in the pic)



    Posted By: BBSpeed26

    Also as a nitpick - I might recommend some interface (buttons? menu?) to add new sections rather than having right-clicking be the only way to access the menu. It's fine once you get used to it, but that first impression of "ok, how does this work" took some random clicking about until things started to make sense.

    I second this. took quite some time before everything started to make sense.
    • CommentAuthorsprog
    • CommentTimeDec 9th 2012 edited
     
    I've had a play, and I found this a lot easier than Newton, which I really struggled with. Currently trying to make a banana roll for my launched eurofighter, I've made it halfway through, which is about 75% further than I ever did with Newton!

    As such, I don't really have much to add - The only issue I've had so far is getting the "Roll" pane to open so I can play with the values, it seems I just have to click wildly on the graph in the bottom window to get it to open - Is there a knack to this?

    Edit: Figured it out now!
    •  
      CommentAuthoraltlenny
    • CommentTimeDec 9th 2012
     
    Posted By: rctthebestwould it be possible to add euler and quaternion orientation? otherwise we wont be able to make things like a tophat. (as shown in the pic)


    It is possible, just change the yaw.
  10.  
    I would love how to use this but I have no idea how to lol
    • CommentAuthorPePpO
    • CommentTimeDec 9th 2012
     
    I think this is more difficult to use than Newton.
    I tested it 1 hour today. Some video tutorials would be nice!
  11.  
    How do you get the roll to 0 AND GET IT TO STAY? Getting it to 0 is no problem (well, getting it close, but there aren't enough decimal places to get it exact), but then the next segment keeps it going at that rate. Is there a lock function somewhere? If not, that'd be great. Get it to be able to lock any roll for a time section.
  12.  
    The roll is based on degrees per second.
    • CommentAuthorbigjoe97
    • CommentTimeDec 10th 2012
     
    It would be nice to be able to add more significant figures to the values.
    •  
      CommentAuthorAJClarke0912
    • CommentTimeDec 10th 2012 edited
     
    Posted By: mightbeawannabeHow do you get the roll to 0 AND GET IT TO STAY? Getting it to 0 is no problem (well, getting it close, but there aren't enough decimal places to get it exact), but then the next segment keeps it going at that rate. Is there a lock function somewhere? If not, that'd be great. Get it to be able to lock any roll for a time section.

    Since it's degrees per second you have to make the function return to 0 on the graph to stop rolling. This does not mean it's banking is zero, just it's roll change. The way you shape your roll functions in this program is very different from Newton. Think as if you are creating the 1st derivative graph in Newton, not the actual roll graph. Because, well, you are.

    The great thing about the roll carrying over is that you can sorta sidechain it to other segments and it still be smooth. In Newton, when you start a new multi-zone force section it's kinda noticeable, but with FVD++ the roll continues on and it sidechains seamlessly. Takes getting used to, but powerful.

    Also to note: the vertical/lateral graphs are NOT derivatives, but actuals. So keep that in mind.
    •  
      CommentAuthorBBSpeed26
    • CommentTimeDec 10th 2012
     

    I just wanted to check in to say that this is flipping incredible. The UI is a bit... unpolished, but as for what the program can actually do... I am just floored. This is amazing. Coolest thing to happen to NL in literally years.

  13.  
    I get that I'm creating the 1st derivative, but are you confirming that I cannot stop the roll and get it 0 at the same time? I mean, like a drop and then a vertical loop. I can't do that in one force section? Or is there some other way I have to do it?
    •  
      CommentAuthorBBSpeed26
    • CommentTimeDec 10th 2012
     

    Well you can. It's just really, really fiddly to do it. Sort of like lining up a brake run with a station in Newton, except you have to do it every time you want flat track.

    In related news: how tough would it be to code a "seek zero banking" roll transition? Getting back to pure zero for brakeruns, top-hats, normal air hills, etc. can be... a bit of a chore?

    • CommentAuthorPePpO
    • CommentTimeDec 10th 2012
     
    I would like to see an option for degrees per second and the easyer newton way!