Harbin Y-12 for FlightGear with UFO FDM as a test and development platform for Walker, WalkView and multi-player parachute jumping.
https://en.wikipedia.org/wiki/Harbin_Y-12
v,sh-V and ctrl-v to choose the view
o to jump outside and get back into cabin
j to open parachute
k to reset position, altitude and heading of the aircraft.
--lon=113.872558
--lat=31.12665764
--heading=90
--callsign=Y-pilot
--prop:/sim/Y12B/flight-time=55
after a flight time of n(default:55) seconds the door will open and the light sequence yellow & green will start.
known issue: if you press "k" before that happens, then the timer will continue to run and a second timer will be started.
Y12B-pax1 is a passenger/parachute jumper that can connect to the Y12B aircraft via "dual-control" protocol.
More than one passengers can connect to the same aircraft.
"inside cabin view": use w to walk forward , control walking direction with view(hold right mouse button)
Known issue: It uses WalkView and Walker Milestone 4 - Players can not see each other.
The multiplayer walker. Can connect to the Y12B aircraft.
"o" toggles outside/inside cabin. Walker-mp is set to invisible when inside cabin due to network jitter/lag, but the Aircraft Y12B contains sitting persons that represent connected players inside the cabin.
"j" to open parachute
When not falling(controlled by walk-mp.nas) then he can be moved like a UFO. Auto-disconnects and reconnect to Y12B aircraft when toggled outside/inside. The callsign for the Y12B aircraft has to be "Y-pilot"
In the menu you can chose between the green "Walker" outfit(rigged), SoldierVR(not rigged) and SoldierVR(rigged). Default is: SoldierVR(not riggged). If you choose any of the rigged outfits, then all poses/animations/limb movements are visible to other players.
Start the mp server:
./fgms -c fgms_local.skel.conf
Start the Y12B aircraft first, activate the autopilot at the top of the Y12B-set.xml file if you like.
fgfs --aircraft=Y12B --altitude=3000 --lon=113.872558 --lat=31.12665764 --heading=90 --multiplay=out,25,SERVER-IP,5000 --multiplay=in,25,,5001 --callsign=Y-pilot
Start parachutist 1:
fgfs --aircraft=Walker-mp --altitude=3000 --lon=113.872558 --lat=31.12665764 --heading=90 --multiplay=out,25,SERVER-IP,5000 --multiplay=in,25,,5002 --callsign=one
Start parachutist 2 (on the same PC, if you like):
export FG_HOME=/home/user/dot-fgfs2
fgfs --aircraft=Walker-mp --altitude=3000 --lon=113.872558 --lat=31.12665764 --heading=90 --multiplay=out,25,SERVER-IP,5000 --multiplay=in,25,,5003 --callsign=two
(One home folder for each running FlightGear. see: http://wiki.flightgear.org/$FG_HOME )
Start parachutist 3 :
fgfs --aircraft=Walker-mp --altitude=3000 --lon=113.872558 --lat=31.12665764 --heading=90 --multiplay=out,25,SERVER-IP,5000 --multiplay=in,25,,5004 --callsign=three
If you do not like long command lines you can put all the options into the fgfsrc file, see http://wiki.flightgear.org/Fgfsrc
Parachuters usually auto-connect to the aircraft with callsign "Y-pilot". If not, then use the menu to connect.
Parachuters are not visible after loading (outside=0) you only see the yellow callsign-label trailing behind the aircraft. but the Aircraft Y12B contains models of sitting persons that represent connected players inside the cabin.
When you press "o" to jump outside they disconnect from aircraft, become visible until you press o again, then they re-connect to the aircraft.
Put the .ac file and textures into the Scenery folder of the aircraft, then uncomment and edit the following line in the Walker-mp-set.xml file:
geo.put_model("Scenery/planes_and_flat_houses_bingHD.ac",31.12676931,113.90421222, 44.3, 272.0 , 0, 0);
Values are: (object-filename, lat, lon, elevation, heading* , 0,0);
- take the heading from the stg file and add 180 to it. If you use this workaround do not forget to remove the STATIC_OBJECT line from the stg file.
Parachuters(Walker-mp) use Human/Nasal/walk-mp.nas, not walk.nas! Put all your custom code into walk-mp.nas!