Generally a good idea, however it would mean adding an additional design feature not used in other parts of the gauge.
That's quite a nifty solution, thanks for pointing this out! It's essentially calculating a line across the rectangle and then checking on which side of the line the cursor is...
Yeah, I was afraid that this is the answer... I want to display a front-view schematic of the Wasp engine with the cylinders and valves having their unique mouseareas. 9 cylinders with 3 clickspots each and except for the no. 1 cylinder, they're all at a different angle.
I think I'll...
I went through your code and nothing jumps into my eyes. Maybe it's something with the linked code - I guess a C++ gauge?
Is it on purpose that you use 1 (>L:LVEVRELEASE, number) both for Left and Right release?
Yes, that's what I thought as well. I didn't go through the rigorous testing as you did, but always had a hunch that it was silly to add more keyframes for "smoothness". I usually set the animationlength to a value that makes the math easy. E.g. if the range of a gauge i 0 to 42, I'd go with an...
It's really not much different from the 2d gauges. You simply need to define the animation code in the modeldef.xml and choose the range wisely. Here's my approach:
(A:AIRSPEED INDICATED,KNOTS) 100 % 2 *
By taking the modulo (100 %), you make sure that the variable stays within its range. Also, make sure not to use <lag> for any animations that are supposed to turn around 360 degrees.
Btw. why did you settle on an animation length of 200? I always scale...
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@arno you are a HERO of the flightsim world! Thank you so...