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Author Topic:   Question/Observation about Props
Werner Molders
Pilot
posted 05-14- 01:54 PM     Click Here to See the Profile for Werner Molders   Click Here to Email Werner Molders     Edit/Delete Message   Reply w/Quote
This has been on my mind for some time but for whatever reason I haven't got around to asking. On a few of the planes, like one of the new 109s (either K or F, I can't remember) and on most (but not all) of the WWI planes, the propeller 'haze' appears nearly static on my screen, but when I change the throttle it repositions and then goes nearly static again. This is kinda frustrating, and I was wondering if it is a known bug that is being addressed or not. At first I thought it might have been a problem with having only two blades on a prop, but one of SV's birds and Laika's Rata have this problem licked so I'm not sure, oh yeah and the affected 109 is a three-blader. The versions I'm flying are 5.3b, so this shouldn't be a beta bug either.

Any replies would be much appreciated.

Thanks,

Werner

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Spanky the Mad Dog
Pilot
posted 05-14- 02:30 PM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here..

Yeah i Seen that too, Its on either the 109g or 109k not sure which.

And yes it does suck.

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Michael Harrison
General
posted 05-14- 02:33 PM     Click Here to See the Profile for Michael Harrison   Click Here to Email Michael Harrison     Edit/Delete Message   Reply w/Quote
This isn't a "bug". It's aliasing caused by the fact that the game is running at a specific FPS.

We generate a visual frame, the prop is moved (multiple times since we generate more non-visual game frames than we do visual frames) and later we generate another visual frame. Depending on the speed the game is running, whether or not your video card is synced to the video refresh rate, etc. The prop may appear to be in the same position.

It's the same effect that can make car wheels appear to stand still or even move backwards when the car is moving at different speeds.

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Werner Molders
Pilot
posted 05-17- 12:06 AM     Click Here to See the Profile for Werner Molders   Click Here to Email Werner Molders     Edit/Delete Message   Reply w/Quote
Thanks MH. Okay then, how do I go about fixing this on my comp, and why would it happen to say one of MPosis' 109s and not the other?

Werner

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Army puke SFC
Pilot
posted 05-17- 02:18 AM     Click Here to See the Profile for Army puke SFC   Click Here to Email Army puke SFC     Edit/Delete Message   Reply w/Quote
Might be due to the sim's prop speed and your video card. Note that each 109 has different engines, so the prop RPM for each 109 may differ.
If you seen a helicopter flying from above you can see that at a certain throttle setting the blades' 'haze' is stationary.

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Zurawski
Pilot
posted 05-17- 09:03 AM     Click Here to See the Profile for Zurawski   Click Here to Email Zurawski     Edit/Delete Message   Reply w/Quote
I can answer this ... As I'm the one who modelled the FMs.

The props blur is harmanized by the prop HP & RPM ...

On a few of the 109s the combination of the two is such that at max throttle, the blur freezes/stops occilating.

The only wat to change this behavior would be to change the historical HP and RPM data.

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Sv
Pilot
posted 05-17- 09:32 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Right Zur,

It just happens by chance. The new SE5a prop appears to go very fast since I efected the result RPM. I don't think this is a bad thing. Sometimes when you see a real aircraft prop it appears to stand still, or move very slowly.

What causes this? Is it the eye/brain refresh rate? In film/TV this happens because of frame rate just like in SDOE.

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-Sv =FC=

WWI in SDOE!


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jedi
Pilot
posted 05-17- 09:43 AM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
A possible solution would be to use a different .tif for the rotating prop .lods. There are several .tifs used by the various aircraft, and they have different appearances. You could try, say the prop.tif from the Typhoon on the 109 and see if it looks different. Easy to change using OPS (just change the name of the prop.tif or propfast.tif to refer to the one for the other plane).

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--jedi--

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Spanky the Mad Dog
Pilot
posted 05-17- 11:04 AM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here...

Brain refresh rate. HAHHAHHAHAHAHAHA

LOL

heheh

THAT cracked me.

I think I'm going to bump mine up a bit.

Maybe I'll get in there and play with the jumpers. Maybe slap on a huge case fan and raise the bus speed a bit.

While I'm at it I might get a new hard drive and some extra ram.

LOL

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Tailslide
Pilot
posted 05-17- 12:25 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

I can't see props spinning in real life.. I can't even see my computer fan spinning. If the sun is reflecting off it I will see a light spot but thats it. The blur thing is just on film AFAIK.

TS


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TS Aircombat


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Sv
Pilot
posted 05-17- 12:55 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Like all important debates in life such as the prop-spinning strobe effect, my dad and I have fought over this very same issue.

You can not usually see the prop blur, but when the prop is shut off you can see what looks like this effect we are speaking of. It appears for a second that the prop twists backwards, then forward again. I think if it is slow enough that it is not 100% blurred but is stall hard to keep up with, then your mind gets tricked for a second as to what direction the object is spinning. But this may be for a whole different reason than "brain frame rate"

I think it can be hard at times because we see so many things ONLY on film! How many times have you seen a prop starting on a film? Now how many times in real life? Not fair if you are a pilot! It is funny how we perceive the world, and life imitates art! Look at all those lens glares added to sims! They make the sim feel real, because we see the inside of a fighter more on TV than real life!

-Sv

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Tailslide
Pilot
posted 05-17- 01:05 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Yep, I've had people ask me when I'm going to 'fix' the prop blur on the yak.. I made it a slightly tinted disc. So I just wound up seperating the prop into a seperate file so they can have the blur if they want it.

You can see the same 'spinning in reverse' effect if you look at wheel rims when you're driving beside someone on the highway.

I took a film class and was told it's possible to have lense flare with your eyeballs but the flare is round like the human iris not angled like a camera iris. I've never seen it. It can also be a side effect of that laser surgery to correct your vision. Am I ever getting off topic I better stop now

TS

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Werner Molders
Pilot
posted 05-17- 11:05 PM     Click Here to See the Profile for Werner Molders   Click Here to Email Werner Molders     Edit/Delete Message   Reply w/Quote
Tailslide - No wonder we're having such bad road rage in the city right now, start paying more attention while you drive, will ya! Seriously though, thanks. As much as realiy would look more like the Yak's default prop, I prefer the film effect. Also, how do I get the film-haze prop for the yak? I must have missed a thread somewhere about that.

Zur- is there any way to throw one of the 'historically accurate' variables such that the planes' FMs aren't messed up but the prop haze still moves? My contention is that if planes like the 109 have prop haze then at least the haze should move, because when it's static it's easy to see the pixels and then the realism factor (imo) gets flushed.

Thanks,

Werner

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Tailslide
Pilot
posted 05-18- 01:45 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

There is a file called prop.sm in the new Yak. There's another one called onesidedprop.sm in there as well, you can just rename it to prop.sm you will still be compatible online.

This is one that pachy did that has the fixed spinner mapping and prop blur on the side facing away from the pilot, I still don't have one with prop blur facing both ways if someone sends me one I can add it to the .zip

TS


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Patch It!

TS Aircombat


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Zurawski
Pilot
posted 05-18- 09:21 AM     Click Here to See the Profile for Zurawski   Click Here to Email Zurawski     Edit/Delete Message   Reply w/Quote
...Werner Molders,

I'm currently re-vamping the 109s for the next planepack, In doing so, I've made some changes that would/will stop the blurs from going "static"

Fair enough?

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spin
Pilot
posted 05-18- 12:37 PM     Click Here to See the Profile for spin     Edit/Delete Message   Reply w/Quote
In essence your brain does have a built in frame rate and no you can't buy an accelerator to boost it.

The reason everybody wants 60 fps is that's about the limit your brain can resolve changes over time. Hence a faster frame rate than 60 doesn't add much because your brain just averages the two pictures into one. In a television if frame rate (refresh rate) is less than 60 you get flickering images (like a strobe effect).

So if a prop blade spins faster than 60 rps (3600 rpm - that would be one blade with 2 1800 and 3 - 1200) it should be a steady blur (averaging the image of the prop). If it drops below this you would start to get flickering of the blade - a movement similar to spokes on a wheel.

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Sv
Pilot
posted 05-18- 01:14 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
That seems to match my observations, spin, cool

-Sv

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Werner Molders
Pilot
posted 05-18- 02:58 PM     Click Here to See the Profile for Werner Molders   Click Here to Email Werner Molders     Edit/Delete Message   Reply w/Quote
Zur - Sounds great, thank you.

Spin - Hehe, I'm sitting in a room with my physics teacher and we just finished having a chat about electricity and magnetism (coincidentally) and it turns out 60 "fps" (Hertz in this context)is the frequency at which electricity is generated and distributed, throughout North America if not the world. Take for example fluorescent lightbulbs. If electricity had a frequency of greater than 60 or less than 60 (beyond a reasonable margin of course) the bulb would appear to flicker. See according to the equation c=(lambda)f where c is the speed of light (constant) lambda is the wavelength and f is frequency, as you change frequency you change wavelength, so for electromagnetic radiation (EMR) to appear as visible light the wavelengths must be between 400 and 700 nanometers, so the frequency must be (c)/(400nm) and (c)/(700nm) in order for it to appear as visible light.

In short, yes, the eyeball's fixed framerate is approx. 60 fps.

Now I know why I'm taking physics.

Werner

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Mighty
Pilot
posted 05-18- 03:23 PM     Click Here to See the Profile for Mighty   Click Here to Email Mighty     Edit/Delete Message   Reply w/Quote
No, no no. The eye/brain system can discern greater than 60 fps. Also, it can resolve far less than 60 fps as continuous motion. (Sorry, this is a pet peeve of mine.)

For example, film runs at 24 fps and that's acceptable to the vast majority of people. But when people are shown movies shot at 70 fps or more the most consistent comment is that it looks more realistic. In fact, it looks so realistic that the brain gets confused an the incidence of vertigo skyrockets.

As another example, about 10 years ago most computer monitors used to run at 55-60 Hz. Then a study in Sweden showed that at 60 Hz a fairly high percentage of people could detect flicker and it caused fatigue and eye strain. That's why all card/monitor systems run at least 72 Hz these days.

OTOH, while 72 Hz is high enough to eliminate flicker, people can still discern a difference between games running at 75 fps on up to 120 fps (the max of the one test I read about.)

So there's a wide range of values here depending on exactly what you're talking about. There's the minimum refresh rate at which flicker is discernable, which is very different from the maximum frame rate that's discernable, and both of which can vary significantly depending on the medium.

What does this have to do with seeing flicker in airplane props or wheel spokes? My experience has been that outside of film and TV, if you see the blades/spokes it's because something else is strobing them. Like, you're driving over a bridge and the sun is getting blocked regularly. Or, you can see past the wheel and you're catching sight of something behind it, like the spokes of another wheel, which alternately blocks or shows light. Or one more possibility, the wheel is getting bounced or vibrated at a frequency that matches how fast the spokes are moving which makes them appear to sit still for an instant.

Without any of those, a real airplane prop looks like a disc, to me.

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Tailslide
Pilot
posted 05-18- 06:27 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Hoi ! what a thread.

re: monitor flicker, the reason some screens flicker at lower scan rates has to do with how long the phospors light up after they have been scanned. In the olde days I tried a "high persistence" monitor where the phospors would stay lit much longer than a normal screen. You could run at 30fps scan rate and the picture would look rock solid (it would scan odd and even number lines on each consecutive scan to achieve higher resolutions). The same signal running to a normal monitor would flicker like crazy.

Also the PAL video format uses 50fps if I'm not mistaken. If you have a converter and display it on a NTSC screen it flickers (for the same reason?)

TS

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Werner Molders
Pilot
posted 05-18- 11:05 PM     Click Here to See the Profile for Werner Molders   Click Here to Email Werner Molders     Edit/Delete Message   Reply w/Quote
Whoops, aren't I the fool. I remember now that I heard early German film footage (early '40s) was ~30fps. Oh well, that bit about electricity at 60Hz is still right. I'm thinking now that refresh rate and frequency of the light (still ~60Hz) emitted by the screen are two separate things and I confused them here. Sorry!

Werner

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spin
Pilot
posted 05-19- 12:34 AM     Click Here to See the Profile for spin     Edit/Delete Message   Reply w/Quote
Ok I'm over my depth here. I hadn't realized how many physicists populate this place.

Interesting stuff Mighty.

I didn't mean to suggest 60 Hz as a fixed "brain" frame rate. Where I was heading is that you take inputs over time and distance and average them. It's that averaging that allows flip books to generate a reasonable moving picture. Television works because it can fool the eye into thinking it's always on when in fact only a small portion of the screen is excited at a time. If you've ever taken a picture of a TV screen you'll usually get a band of the screen's image.

Like TS said long persistance phosphors can work at lower framerates but generally aren't good for video speed - the image gets blurred.

On another note - your ability to resolve blue is much less than red and green. This is related to the number of blue sensitive cones in your eye. I think that's why blue works better as a background than text in onscreen presentations.

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Sv
Pilot
posted 05-19- 10:37 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Wow, this keeps getting more interesting

Mighty, your notion of the "light-blocking" just may be it as far as what I see on car wheels sometimes.

As far as film, doesn't higher frame rate mean less blur in action shots? If so, this could help explain the "it looks more realistic" observation. On the computer we never have blur though... this must make a big difference in the way the two mediums are perceived. Isn't that way TV interlaces? To create a sort of motion blur? This smooths out action at 30 FPS. Isn't it 60 if you count interlacing? Or is it 15 fps for every other row?

-Sv

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Mighty
Pilot
posted 05-19- 02:25 PM     Click Here to See the Profile for Mighty   Click Here to Email Mighty     Edit/Delete Message   Reply w/Quote
There are several factors that contribute to high frame rate looking more realistic. Less blur is one. But it's also simply more information, and the eye/brain system can handle an incredible amount of information.

And actually, you can simulate blur on computers. I know some programs implement it, and I believe some cards accelerate it. But the couple I've seen so far look horrible.

US TV is 60 fields per second, aka 30 frames per second. The interlacing helps fool the brain because the lines are small enough that the eye has a very difficult time discerning them individually, depending on what's being shown. So for your usual TV show, the fact that a person moving across the screen actually has half his lines moving each field is all run together by the eye and it looks pretty good.

OTOH, if you see computer text on an interlaced display the flicker as every other line is lit and fades becomes very apparent. For images of natural scenes, interlacing is a reasonable tradeoff. With text, interlacing is terribly annoying, unless the text is very large compared to the video lines.

There's persistence of vision, persistence of the phosphers, how long a film frame is lit vs how much darkness between frames, how the eye detects motion and passes that on to the brain. Lots of factors figure into this.

Oh, yeah. I just thought of another way car wheels could appear to strobe. Vibration of your eyeballs. One cute experiment is to bite on something crunchy while looking at your computer monitor. Something like a large hard pretzel. That crunch will make your eyes move and at the right frequency it looks like your computer screen is getting scrunched down to about 1/10th its normal size. It's a really odd effect.

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