Re: [Flightgear-devel] JSBSim Piston Engine Idle

2012-12-11 Thread Eric van den Berg

Ron, 

From experience: the lyco IO540 idles at 14-15 inHG, 900RPM (MT-prop with 
P-880-xx governor)

Eric

 From: w...@jentronics.com
 To: flightgear-devel@lists.sourceforge.net
 Date: Sat, 8 Dec 2012 12:12:23 -0700
 CC: jsbsim-de...@lists.sourceforge.net
 Subject: [Flightgear-devel] JSBSim Piston Engine Idle
 
 I took a quick look through the FGData Aircraft directory today and came up
 with a list of some 27 JSBSim piston engines that still seem to be using
 either the old aeromatic default values for idle manifold pressure (minmp)
 or suspiciously low values.
 
 As time permits this week I intend to take a deeper look at this list and
 adjust the minmp value as seems appropriate, if there are no objections. 
 I know a couple of engines have different versions in other repositories 
 (JSBSim or personal hangers) that are updated and just need to be copied
 into FGData.
 
 Ron
 
 
 Probably won't idle:
 
 Aerocar/Engines/Lycoming_O-290.xml:  minmp unit=INHG   6.0 /minmp
 an2/Engine/ASH-62IR.xml: minmp unit=INHG   5.0 /minmp
 Boeing314/Engines/WrightGR-2600.xml: minmp unit=INHG   6.0 /minmp
 c150/Engines/eng_O-200.xml:  minmp unit=INHG   6.0 /minmp
 c172r/Engines/engIO360C.xml: minmp unit=INHG   6.5 /minmp
 c182/Engines/engIO540AB1A5.xml:  minmp unit=INHG   6.5 /minmp
 c182rg/Engines/engIO540AB1A5.xml:minmp unit=INHG   6.5 /minmp
 c310/Engines/engIO470D.xml:  minmp unit=INHG   6.5 /minmp
 c310u3a/Engines/engIO470D.xml:   minmp unit=INHG   6.5 /minmp
 dc2/Engines/R-1820-R52.xml:  minmp unit=INHG   6.0 /minmp
 dc6/Engines/CB17.xml:minmp unit=INHG   6.0 /minmp
 dc6/Engines/eng_R-2800.xml:  minmp unit=INHG   6.5 /minmp
 Dragonfly/Engines/Rotax582.xml:  minmp unit=INHG   2.1 /minmp
 Dromader/Engine/engine_Asz-62IRM18.xml:  minmp unit=INHG   5.0 /minmp
 fkdr1/Engines/Oberursel-UrII.xml:minmp unit=INHG   6.0 /minmp
 flash2a/Engines/503.xml: minmp unit=INHG   2.0 /minmp
 Lockheed1049/Engines/WrightCyclone-975C18CB1.xml:   minmp unit=INHG  6.0 
 /minmp
 Lockheed1049h/Engines/WrightCyclone-972TC18DA3.xml: minmp unit=INHG  6.0 
 /minmp
 Lockheed1049h/Engines/WrightCyclone-975C18CB1.xml:  minmp unit=INHG  6.0 
 /minmp
 Noratlas/Engines/Bristol-739.xml:   minmp unit=INHG6.0 /minmp
 ogel/Engines/200hp-jsbsim-2.0.xml:  minmp unit=INHG6.0 /minmp
 P-38-Lightning/Engines/Allison.xml: minmp unit=INHG6.0 /minmp
 p51d/Engines/Packard-V-1650-7.xml:  minmp unit=INHG4.0 /minmp
 PBY-Catalina/Engines/PBY-6_engine-new.xml: minmp unit=INHG  6.0 /minmp
 Skyranger/Engines/rotax.xml:minmp unit=INHG6.0 /minmp
 Storch/Engines/Argus_As_10.xml: minmp unit=INHG6.0 /minmp
 
 
 Maybe:
 
 G-164/Engines/R-1340-AN1.xml:minmp unit=INHG   7.0 /minmp
 
 Good:
 
 A6M2/Engines/Sakae-Type12.xml:   minmp unit=INHG  10.5 /minmp
 b29/Engines/eng_R3350.xml:   minmp unit=INHG  12.0 /minmp
 c172p/Engines/eng_io320.xml: minmp unit=INHG   8.3 /minmp
 C684/Engines/6Pfi.xml:   !--minmp unit=INHG   6.0 /minmp--
 Cap10B/Engine/LycomingIO360B2F.xml:  minmp unit=INHG  12.0 /minmp
 Cessna337/Engines/engine_IO360C.xml: minmp unit=INHG  15.0 /minmp
 ercoupe/Engines/c-75-12.xml: minmp unit=INHG  10.0 /minmp
 Nordstern/Engines/eng_Maybach_Mb_IVa.xml:minmp unit=INHG   9.0 /minmp
 SenecaII/Engines/tsio360eb.xml: minmp unit=INHG   10.0 /minmp
 Short_Empire/Engines/eng_PegasusXc.xml: minmp unit=INHG   10.0 /minmp
 Submarine_Scout/Engines/eng_RRhawk.xml: minmp unit=INHG   10.0 /minmp
 ZivkoEdge/Engines/io540.xml:minmp unit=INHG   10.0/minmp
 ZLT-NT/Engines/engIO360C.xml:   minmp unit=INHG   10.0 /minmp
 
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Re: [Flightgear-devel] Real-Time Radio Propagation, Was: Sqlite location

2012-12-11 Thread Adrian Musceac
On Tuesday, December 11, 2012 00:40:16 Torsten Dreyer wrote:
 Hi,
 
 let me chime in here with a personal note, hoping it's not offending
 anybody.

Hi Torsten, and thanks for your detailed message. Let me explain below why 
realistic radio propagation should be inside Flightgear, and aleviate some of 
the fears about performance (leaving aside the fact that I would leave the 
system disabled by default, except for those who are really interested, like 
flying in an area which requires realistic radio factors).

 
 Although I like having accurate and detailed computation of our
 real-world simulation, I'm not really a friend of the radio propagation
 code with the level of detail given. Please let me explain why that is
 the case:
 The radio stations used for aviation purpose certainly follow the same
 physical laws as any other radio station does. However, their
 performance have to adhere to some specific rules, mostly set up by the
 ICAO. Service volumes is on of these rules, a straight ILS final track
 is another etc. If real life's environment disturbes the performance of
 the radio stations, the operator has to work hard to override these
 environmental impacts. As we usually do not have any detailed
 information about how the radio station is set up (and I doubt, we will
 ever get those), it's close to impossible to correctly model radio
 probagation of a specific station.

Well, it certainly is possible to take into account terrain, free-space loss, 
diffraction over mountain edges and other such stuff the ITM algorithms allow 
for. All I know is that now, sitting on the ground 88 km away from a VOR 
station, with hills in between, I have needle deviation. Impossible.
Please consider that having realistic radio navigation according to terrain 
would be as far as I know a unique feature for any flightsimulator I've seen.
To refuse to add such a realism enhancing feature would be quite illogic to 
me.


 Adding envirionmental factors besides
 terrain and terrain cover and the factors of aircraft installations will
 result in a wide range of uncertainty, spoiling all the detailed
 computation of the radio signal propagation.

Terrain, terrain landcover, and frequency of station are exactly the factors 
involved in my calculations, the rest comes from published data and equipment 
specs available all over the web. If needed, I can bring on board a 
specialist, but I'd rather await request. If needed by a research project, any 
station can be tuned like in the real world, and evaluated within the 
simulator.

 
 As a pilot, I am usually just interested in the factor, if I am within
 the service volume of a radio station. If so, I'd expect a clear and
 correct indication, probably with the well-known system errors applied.
 If I am outside the service volume, the systems may show something,
 but I do not really care about what exactly an ILS indicator (as an
 example) is showing.

I will make my case with just two screenshots, available from the wiki 
article, re: published volumes.
http://wiki.flightgear.org/images/e/e0/Vor_no_itm.png  no real radio
http://wiki.flightgear.org/images/c/c6/Vor_itm.png  realistic radio

Or consider for DME equipment, which is very much more affected by terrain 
than VOR, due to the 10x times higher frequency:
http://wiki.flightgear.org/File:Vor-no-dme.png  :VOR with no DME due to 
propagation over edge of mountain for lower VHF freqs.
http://wiki.flightgear.org/File:Vor-dme.png  :VOR with DME measurement, once 
obstruction was cleared.

 
  From real life experience, I can say that barely two stations behave
 the same if you are outside their published range. Sidelobes of a
 localizer may appear at on site and may not at another site. False
 glideslopes appear here but do not show up somewhere else. It depends
 heavily on the local setup of the base equipment (and to some degree on
 aircraft installations). However, I have seen the shoreline effect of
 ADF stations deflection my ADF needle heavily and I have seen effects of
 nearby thunderstorms and lightning on the instruments. I'd love to see
 these effects modeled.

If I remember correctly, Flightgear used to be used also in university 
projects, ARINC, etc. Has that changed? The ILS with it's two components is 
modelled rather simplistic right now. But still it's not possible to receive 
if obstructed by terrain, trees, buildings etc. Also, the fact that GS uses a 
higher, therefore more prone to terrain/clutter interference than LOC, is 
included. How would you feel to make an approach 10 km with a mountain turn 
like some airports in Swiss, and have ILS indication even while behind the 
mountains?

 
 That said, I think doing realtime radio signal propagations is much more
 that we need and much more than we want. At least unless we are
 multi-threading and have a spare CPU for those computations.

Thanks to your patient advice and a lot of time spent tuning the system, I can 
say this: with 3 stations tuned in, the 

Re: [Flightgear-devel] Real-Time Radio Propagation, Was: Sqlite location

2012-12-11 Thread AJ MacLeod
On Tue, 11 Dec 2012 14:20:58 +0200
Adrian Musceac wrote:

 My suggestion is to include this feature, leave it off, and let anyone 
 interested turn it on.

I can't comment on the actual code, but from the repeated detailed descriptions 
of what it actually does, I think it would be a very great pity if it weren't 
seriously considered for inclusion.  More than that, I can't see why it 
shouldn't be turned on by default (assuming the performance hit isn't 
significant) - isn't realism and accuracy what FlightGear is all about?  I know 
that I've sometimes added what most people would think as silly details my 
models, things that possibly almost nobody has ever noticed... but it all helps 
to model reality which is the end objective after all!

Cheers,

AJ

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Re: [Flightgear-devel] JSBSim Piston Engine Idle

2012-12-11 Thread Ron Jensen
On Tuesday 11 December 2012 00:55:35 Eric van den Berg wrote:
 Ron,

 From experience: the lyco IO540 idles at 14-15 inHG, 900RPM (MT-prop with
 P-880-xx governor)

 Eric


Thanks Eric,

The JSBSim piston engine model is missing something, probably Mach effect 
through the intake valve, so models tend to idle at lower manifold pressures 
than real engines. The current code idles most engines around 10-11 inHg, but 
the oldest code used 6 inHg...

Ron


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Re: [Flightgear-devel] Real-Time Radio Propagation, Was: Sqlite location

2012-12-11 Thread James J. Brennan
I'm not a developer here, I just maintain one of the mirror sites.

I would like to comment here a bit.

Over the years I've seen several folks who contributed lots to the
project leave after disputes over one thing or another.  

I'd hate to see this lead to something like that!

I personally agree with these points, and the final one in particular:

snip

 Please consider that having realistic radio navigation according to terrain 
 would be as far as I know a unique feature for any flightsimulator I've seen.
 To refuse to add such a realism enhancing feature would be quite illogic to 

snip

 I know you are a pilot, fellow amateur radio operator and one of the leaders 
 of the project. So please don't say that you would refuse a realism 
 increasing 
 option, which would not even have to be on by default, and which is not 
 present in any other flightsim that I know of. It would be illogic, and would 
 limit the options of using Flightgear in other environments, like research 
 projects, university, aeronautical radio. It would also make a discouraging 
 statement vs. contributing to Flightgear.

snip

 
 My suggestion is to include this feature, leave it off, and let anyone 
 interested turn it on.

Regards:

jj

http://kingmont.com



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Re: [Flightgear-devel] JSBSim Piston Engine Idle

2012-12-11 Thread Eric van den Berg



I see. 
Looking at the code (I think) I can see you are trying calculate the pressure 
losses in the injector/throttle valve, airbox and inlet tubes. Using throttle 
position and engine speed (was expecting cylinder displacement here also). 
Basically your MAP at idle is to low, thus the pressure loss too high. As 99% 
of the pressure loss comes from the injector/throttle position, I would say for 
idle power setting the injector air valve should be a bit more open?
I assume it is only calculated for indication and not for engine power calcs?

Eric 





 From: w...@jentronics.com
 To: flightgear-devel@lists.sourceforge.net
 Date: Tue, 11 Dec 2012 06:20:23 -0700
 Subject: Re: [Flightgear-devel] JSBSim Piston Engine Idle
 
 On Tuesday 11 December 2012 00:55:35 Eric van den Berg wrote:
  Ron,
 
  From experience: the lyco IO540 idles at 14-15 inHG, 900RPM (MT-prop with
  P-880-xx governor)
 
  Eric
 
 
 Thanks Eric,
 
 The JSBSim piston engine model is missing something, probably Mach effect 
 through the intake valve, so models tend to idle at lower manifold pressures 
 than real engines. The current code idles most engines around 10-11 inHg, but 
 the oldest code used 6 inHg...
 
 Ron
 
 
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Re: [Flightgear-devel] JSBSim Piston Engine Idle

2012-12-11 Thread Ron Jensen
On Tuesday 11 December 2012 09:46:10 Eric van den Berg wrote:
 I see.
 Looking at the code (I think) I can see you are trying calculate the
 pressure losses in the injector/throttle valve, airbox and inlet tubes.
 Using throttle position and engine speed (was expecting cylinder
 displacement here also).

The displacement is somewhat irrelevant in that it is a constant and can be 
ignored. The modeler provides two data points; the pressure at full throttle 
and maximum RPM, and the pressure at 0 throttle and idle RPM. These are used 
to determine the impedance of the airbox and throttle respectively. In this 
scheme, the engine is also treated as an impedance which varies with 
( 1 / engine speed ) giving infinite impedance at 0 RPM[1] and falling 
towards, but never reaching, 0 impedance as engine speed increases.
 

We experimented with many other and more complicated intake models early on, 
and this is the best behaved of the lot.

 Basically your MAP at idle is to low, thus the
 pressure loss too high. As 99% of the pressure loss comes from the
 injector/throttle position, I would say for idle power setting the injector
 air valve should be a bit more open?



 I assume it is only calculated for  indication and not for engine power
 calcs? 

Actually, the manifold pressure is used in three ways in the power 
calculations. First, it affects the mass flow rate. We assume an adiabatic 
process so the loss in pressure is accompanied by a corresponding loss of 
density. Second, the volumetric efficiency is reduced by the intake pressure 
being less than the exhaust pressure further reducing the mass flow rate. 
Finally, the pressure difference between intake and exhaust creates a direct 
power loss as work is performed to pull and maintain the manifold pressure 
drop.

Ron

[1] Note: Engine speed actually used is mean pistons speed not RPM.

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Re: [Flightgear-devel] JSBSim Piston Engine Idle

2012-12-11 Thread Eric van den Berg
So it is kind of modelled like an air pump. Interesting method.

BTW
p0 =101325 Pa
R = 287.05
Cp_air = 1004.68
gamma = 1.4

Handbook of Aviation fuel properties, third edition:
net heat of combustion of AVGAS, all grades : min. 43.5 MJ/kg, 44 typical
density of AVGAS: 710 at 15degC
C_p_AVGAS = 2.065 kJ/kg K @20degC, approx linear to 2.710 @140degC

hope this might improve accuracy (a bit),

Cheers,

Eric

On 12/11/2012 07:35 PM, Ron Jensen wrote:
 On Tuesday 11 December 2012 09:46:10 Eric van den Berg wrote:

 I see.
 Looking at the code (I think) I can see you are trying calculate the
 pressure losses in the injector/throttle valve, airbox and inlet tubes.
 Using throttle position and engine speed (was expecting cylinder
 displacement here also).
  
 The displacement is somewhat irrelevant in that it is a constant and can be
 ignored. The modeler provides two data points; the pressure at full throttle
 and maximum RPM, and the pressure at 0 throttle and idle RPM. These are used
 to determine the impedance of the airbox and throttle respectively. In this
 scheme, the engine is also treated as an impedance which varies with
 ( 1 / engine speed ) giving infinite impedance at 0 RPM[1] and falling
 towards, but never reaching, 0 impedance as engine speed increases.


 We experimented with many other and more complicated intake models early on,
 and this is the best behaved of the lot.


 Basically your MAP at idle is to low, thus the
 pressure loss too high. As 99% of the pressure loss comes from the
 injector/throttle position, I would say for idle power setting the injector
 air valve should be a bit more open?
  



 I assume it is only calculated for  indication and not for engine power
 calcs?
  
 Actually, the manifold pressure is used in three ways in the power
 calculations. First, it affects the mass flow rate. We assume an adiabatic
 process so the loss in pressure is accompanied by a corresponding loss of
 density. Second, the volumetric efficiency is reduced by the intake pressure
 being less than the exhaust pressure further reducing the mass flow rate.
 Finally, the pressure difference between intake and exhaust creates a direct
 power loss as work is performed to pull and maintain the manifold pressure
 drop.

 Ron

 [1] Note: Engine speed actually used is mean pistons speed not RPM.

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Re: [Flightgear-devel] JSBSim Piston Engine Idle

2012-12-11 Thread Ron Jensen
On Tuesday 11 December 2012 13:49:51 Eric van den Berg wrote:
 So it is kind of modelled like an air pump. Interesting method.

Piston engines are basically air pumps.

We currently calculate power by dividing the mass fuel flow by the 
user-entered bsfc multiply by correction factors for mixture and spark and 
subtract a little bit for good measure. The little bit ensures the engine 
stops spinning if it isn't producing power. The propeller code will keep it 
spinning under certain conditions, and needs to be fixed up to let it start 
the engine spinning again...

 If I were to start over with this model the biggest thing I would change 
would be replacing the power calculation with the Otto cycle[note 2] pressure 
calculations. We already (as mentioned) calculate the area of [1:2]+[6:1] as 
pumping losses.[note 3] The trick to this method is calculating the [3:4] 
pressure rise to get the area of [3:4:5:6] This should let us roll the egt 
and cylinder temp calculations into the power loop and make them more 
meaningful. Right now they are largely just indications, altough egt does 
indicate power somewhat correctly.

That may be done in the future as we can then more easily add a diesel cycle.

Ron


[2] http://hyperphysics.phy-astr.gsu.edu/hbase/thermo/otto.html#c5
[3] http://mae.wvu.edu/~smirnov/mae320/figs/F9-2.jpg

 BTW
 p0 =101325 Pa
 R = 287.05
 Cp_air = 1004.68
 gamma = 1.4

 Handbook of Aviation fuel properties, third edition:
 net heat of combustion of AVGAS, all grades : min. 43.5 MJ/kg, 44 typical
 density of AVGAS: 710 at 15degC
 C_p_AVGAS = 2.065 kJ/kg K @20degC, approx linear to 2.710 @140degC

 hope this might improve accuracy (a bit),

 Cheers,

 Eric

 On 12/11/2012 07:35 PM, Ron Jensen wrote:
  On Tuesday 11 December 2012 09:46:10 Eric van den Berg wrote:
  I see.
  Looking at the code (I think) I can see you are trying calculate the
  pressure losses in the injector/throttle valve, airbox and inlet
  tubes. Using throttle position and engine speed (was expecting cylinder
  displacement here also).
 
  The displacement is somewhat irrelevant in that it is a constant and can
  be ignored. The modeler provides two data points; the pressure at full
  throttle and maximum RPM, and the pressure at 0 throttle and idle RPM.
  These are used to determine the impedance of the airbox and throttle
  respectively. In this scheme, the engine is also treated as an impedance
  which varies with ( 1 / engine speed ) giving infinite impedance at 0
  RPM[1] and falling towards, but never reaching, 0 impedance as engine
  speed increases.
 
 
  We experimented with many other and more complicated intake models early
  on, and this is the best behaved of the lot.
 
  Basically your MAP at idle is to low, thus the
  pressure loss too high. As 99% of the pressure loss comes from the
  injector/throttle position, I would say for idle power setting the
  injector air valve should be a bit more open?
 
 
 
 
  I assume it is only calculated for  indication and not for engine power
  calcs?
 
  Actually, the manifold pressure is used in three ways in the power
  calculations. First, it affects the mass flow rate. We assume an
  adiabatic process so the loss in pressure is accompanied by a
  corresponding loss of density. Second, the volumetric efficiency is
  reduced by the intake pressure being less than the exhaust pressure
  further reducing the mass flow rate. Finally, the pressure difference
  between intake and exhaust creates a direct power loss as work is
  performed to pull and maintain the manifold pressure drop.
 
  Ron
 
  [1] Note: Engine speed actually used is mean pistons speed not RPM.

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Re: [Flightgear-devel] JSBSim Piston Engine Idle

2012-12-11 Thread Ron Jensen
On Tuesday 11 December 2012 13:49:51 Eric van den Berg wrote:
 So it is kind of modelled like an air pump. Interesting method.

Piston engines are basically air pumps.

We currently calculate power by dividing the mass fuel flow by the 
user-entered bsfc multiply by correction factors for mixture and spark and 
subtract a little bit for good measure. The little bit ensures the engine 
stops spinning if it isn't producing power. The propeller code will keep it 
spinning under certain conditions, and needs to be fixed up to let it start 
the engine spinning again...

 If I were to start over with this model the biggest thing I would change 
would be replacing the power calculation with the Otto cycle[note 2] pressure 
calculations. We already (as mentioned) calculate the area of [1:2]+[6:1] as 
pumping losses.[note 3] The trick to this method is calculating the [3:4] 
pressure rise to get the area of [3:4:5:6] This should let us roll the egt 
and cylinder temp calculations into the power loop and make them more 
meaningful. Right now they are largely just indications, altough egt does 
indicate power somewhat correctly.

That may be done in the future as we can then more easily add a diesel cycle.

Ron


[2] http://hyperphysics.phy-astr.gsu.edu/hbase/thermo/otto.html#c5
[3] http://mae.wvu.edu/~smirnov/mae320/figs/F9-2.jpg

 BTW
 p0 =101325 Pa
 R = 287.05
 Cp_air = 1004.68
 gamma = 1.4

 Handbook of Aviation fuel properties, third edition:
 net heat of combustion of AVGAS, all grades : min. 43.5 MJ/kg, 44 typical
 density of AVGAS: 710 at 15degC
 C_p_AVGAS = 2.065 kJ/kg K @20degC, approx linear to 2.710 @140degC

 hope this might improve accuracy (a bit),

 Cheers,

 Eric

 On 12/11/2012 07:35 PM, Ron Jensen wrote:
  On Tuesday 11 December 2012 09:46:10 Eric van den Berg wrote:
  I see.
  Looking at the code (I think) I can see you are trying calculate the
  pressure losses in the injector/throttle valve, airbox and inlet
  tubes. Using throttle position and engine speed (was expecting cylinder
  displacement here also).
 
  The displacement is somewhat irrelevant in that it is a constant and can
  be ignored. The modeler provides two data points; the pressure at full
  throttle and maximum RPM, and the pressure at 0 throttle and idle RPM.
  These are used to determine the impedance of the airbox and throttle
  respectively. In this scheme, the engine is also treated as an impedance
  which varies with ( 1 / engine speed ) giving infinite impedance at 0
  RPM[1] and falling towards, but never reaching, 0 impedance as engine
  speed increases.
 
 
  We experimented with many other and more complicated intake models early
  on, and this is the best behaved of the lot.
 
  Basically your MAP at idle is to low, thus the
  pressure loss too high. As 99% of the pressure loss comes from the
  injector/throttle position, I would say for idle power setting the
  injector air valve should be a bit more open?
 
 
 
 
  I assume it is only calculated for  indication and not for engine power
  calcs?
 
  Actually, the manifold pressure is used in three ways in the power
  calculations. First, it affects the mass flow rate. We assume an
  adiabatic process so the loss in pressure is accompanied by a
  corresponding loss of density. Second, the volumetric efficiency is
  reduced by the intake pressure being less than the exhaust pressure
  further reducing the mass flow rate. Finally, the pressure difference
  between intake and exhaust creates a direct power loss as work is
  performed to pull and maintain the manifold pressure drop.
 
  Ron
 
  [1] Note: Engine speed actually used is mean pistons speed not RPM.

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Re: [Flightgear-devel] Real-Time Radio Propagation, Was: Sqlite location

2012-12-11 Thread Renk Thorsten
 My suggestion is to include this feature, leave it off, and let anyone
 interested turn it on.

+1

There may be many reasons to reject code, but they roughly fall into two 
categories: 1) the idea itself which is coded is not acceptable or 2) the 
actual implementation is not acceptable (unstable, degrading performance,...). 
Adrian has invested a fair share of time to make it work, and he introduced the 
project early on in this list. I think fairness asks that any argument of type 
1) against including the code  should have been given earlier. Otherwise the 
message sent to possible future contributors is quite negative.

 That said, I think doing realtime radio signal propagations is much more
 that we need and much more than we want. At least unless we are
 multi-threading and have a spare CPU for those computations.

Personally I don't need such a feature, since I'm not so much interested in 
IFR. However, I think in many situations we do have spare CPU capacity (I 
usually do - with lots of shader work on, GPU speed seems the limiting factor), 
and I also think it should be up to the user how he wants to burn his hardware 
performance - VFR sightseeing people like me want detailed shaders, IFR people 
may want to turn terrain eye candy off but spend the framerate for radio signal 
propagation. So including the code as optional feature seems entirely fine to 
me, I don't think there's such a well-defined 'we' with the same wishlist.

So I would also suggest to include it unless there are issues about stability, 
performance degradation if not running,  which I'm not qualified to judge.

* Thorsten 
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[Flightgear-devel] Grass and Dirt material declaration

2012-12-11 Thread Renk Thorsten

During the last weeks, someone added the 'Grass' landclass to the 'grass_raw' 
materials declaration and the 'Dirt' landclass to the 'dirt_rwy' declaration 
in/ Materials/regions/materials.xml.

I would like to undo the changes, or discuss other solutions to fix the 
problems caused by them - my GIT knowledge isn't good enough to find who 
committed that, so please get in touch.

The problems caused are as follows:

* assigning 'Dirt' the dirt_rwy texture changed all rock textures in the summit 
regions of the Alps in the French custom scenery to dirt runway textures. I 
realize this isn't as it should be - potentially this could be a scenery-side 
issue that the summit regions are misclassified as 'Dirt' rather than 'Rock', 
although I think this unlikely. I've come across similar issues that some 
landclasses are not really separable - so by some weird effect setting Dirt 
also previously set Rock for me when I tried this a year ago. I have no good 
understanding of the underlying issue, but at least till the time this is 
clarified, I think the error of replacing rock by dirt runway is much worse 
than replacing dirt by rock.

* assigning 'Grass' to 'grass_rwy' seems to suddenly reveal the fact that the 
green around our airport runways is two different landclasses. Since now 
'Grass' gets a size of 75x75  but later AirportKeep Co get a size of 125x125 
and in addition specular reflection coefficients, under the right light what 
formerly seemed a common green now shows pronounced differences in color and 
texture. For the same reason, the change spoils my RealGrass(TM) overlay 
texture scheme, which unfortunately inherits size and specular reflection and 
shows the same differences in an even worse way.

I'm not quite sure why these two changes have been introduced, but maybe we can 
find a solution without such bad side effects?

* Thorsten
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