Re: [Flightgear-devel] Sky dive free fall

2009-05-31 Thread S Andreason
Curtis Olson wrote:
 Has anyone developed a more detailed model of a sky diver?  I'm 
 especially interested in the free fall phase.  (My brother is up to 
 his 38th jump now I think.)
I most certainly have!
Have you looked at bluebird or my other shuttlecraft?? (which for the 
moment are more up to date)

The free fall stage is carefully modeled with physics and formulas in mind.

To see drag constant for spread eagle, and time to reach terminal 
velocity, etc. etc.
Look at Nasal/walk.nas and search for eagle

Stewart
http://seahorseCorral.org/flightgear_aircraft.html



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Re: [Flightgear-devel] Sky dive free fall

2009-05-31 Thread S Andreason
Curtis Olson wrote:
 An accurate FDM would be immensely complex considering all the 
 possible poses a human can achieve.  But perhaps something simplistic 
 could be worked up using the arms and legs as control surfaces.  My 
 focus right now is not so much getting accurate free fall dynamics, 
 but to get a nice jumper model and then just hack up some sort of 
 dynamics with approximately the right lift/drag ratio for someone is a 
 stable free fall pose.

 The goal would be to get approximately the right fall rates and 
 timings so that there is training value in solving problems and 
 overcoming various combinations of faults with in a realistic time 
 frame.  It's still only a very partial simulation but hopefully a step 
 better than just sitting around in a circle talking through various 
 scenarios.


I have the jumper with animations already in bluebird.
You can even edit the animation to see Waldo (walker/jumper) do more 
visually.

Getting more accurate variability in free fall physics is an idea I 
tagged as difficult and low priority. Because I could not get an entire 
FDM in Nasal to accurately place the jumper's position, due to low frame 
rates causing an uneven result. I fixed the formulas on when the jumper 
exits the aircraft, and when the parachute is opened. From those two 
variables, I made the entire jump work off of a set of formulas for the 
stages: accelerate to free fall, free fall in spread eagle, pull chute 
cord, and float to ground. 

To be able to get Waldo to change velocities and positions in free fall 
would be a next step goal, but would probably need a separate FDM 
outside of nasal. Or if it Can be done in Nasal, some approach that 
exceeds the limitations I encountered.

For adding Waldo to other aircraft, I did work up a Walker addition 
patch a few months ago for Anders balloon. It is still available for 
any interested aircraft owners.

Stewart
http://seahorseCorral.org/flightgear_aircraft.html


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Re: [Flightgear-devel] Sky dive free fall

2009-05-31 Thread Curtis Olson
On Sun, May 31, 2009 at 9:38 AM, S Andreason wrote:

 Curtis Olson wrote:
  Has anyone developed a more detailed model of a sky diver?  I'm
  especially interested in the free fall phase.  (My brother is up to
  his 38th jump now I think.)
 I most certainly have!
 Have you looked at bluebird or my other shuttlecraft?? (which for the
 moment are more up to date)

 The free fall stage is carefully modeled with physics and formulas in mind.

 To see drag constant for spread eagle, and time to reach terminal
 velocity, etc. etc.
 Look at Nasal/walk.nas and search for eagle

 Stewart
 http://seahorseCorral.org/flightgear_aircraft.html



Hey, that's pretty neat (the bluebird is part of CVS if anyone else wants to
play.)  Question, is there a way to turn the walker?  I found forward/back
and left/right but he always faces the same direction.

Regards,

Curt.
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Re: [Flightgear-devel] Sky dive free fall

2009-05-31 Thread S Andreason
Josef Duschl wrote:
 Why not start by look for skydiving gps tracks on the net to come up 
 with a model?
   
Hi Josef,

I didn't think gps was meant to be as accurate on the z-axis.

It is all physics anyways. I can draw a smooth curve with the right formula.
Here is a link to one of the better ones I found:

http://www.pha.jhu.edu/%7Ebroholm/l10/node5.html

Stewart

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Re: [Flightgear-devel] Sky dive free fall

2009-05-31 Thread S Andreason
Curtis Olson wrote:
 Hey, that's pretty neat (the bluebird is part of CVS if anyone else 
 wants to play.)  Question, is there a way to turn the walker?  I found 
 forward/back and left/right but he always faces the same direction.

Hi Curtis,

When in Walk View, mouse mode 2 (view direction), panning the view 
changes Waldo's heading.
When in Walker Orbit View, Waldo stays put, and you can pan the camera 
around your walker/jumper.

Stewart

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Re: [Flightgear-devel] Sky dive free fall

2009-05-30 Thread Vivian Meazza
I don't see much of a problem with a suitable jumper. Making it a ballistic
object with drag and mass would be easy. But a more realistic FDM . Hmmm

 

Vivian 

 

-Original Message-
From: Curtis Olson [mailto:curtol...@gmail.com] 
Sent: 30 May 2009 16:25
To: FlightGear developers discussions
Subject: [Flightgear-devel] Sky dive free fall

 

I know we have a few aircraft that can drop sky divers.  The Noratlas was
the first one I recall.  However, these sky divers immediately pull their
chutes and drift down ... and the skydiver/chute model is very simplistic
... optimized to be viewed from the drop plane and optimized to have bunches
of these in the sky at one time.

Has anyone developed a more detailed model of a sky diver?  I'm especially
interested in the free fall phase.  (My brother is up to his 38th jump now I
think.)

A detailed jumper with articulated arms and legs (even with just a cannon
ball FDM to start out with) could be the start of an interesting training
tool.

My brother speaks of some of the training classes he has gone to where
different failure scenarios are presented, but you are sitting (or perhaps
lying) on the ground with no real urgency (except some false urgency of the
instructor yelling at you.)

If some of these failure cases could be cooked into a FlightGear scenario
with a free fall sky diver, there could be some good virtual urgency and
good training value so students can instinctively learn the right things to
do in various scenarios without forgetting key steps or key aspects of the
situation.

I know we have some nice pilot figures that people include in some of our
aircraft.  How hard would it be to develop a nicely detailed sky diver model
that can be posed in typical free fall positions?

Thanks,

Curt.
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Re: [Flightgear-devel] Sky dive free fall

2009-05-30 Thread Curtis Olson
On Sat, May 30, 2009 at 12:02 PM, Vivian Meazza  wrote:

  I don’t see much of a problem with a suitable jumper. Making it a
 ballistic object with drag and mass would be easy. But a more realistic FDM
 … Hmmm


An accurate FDM would be immensely complex considering all the possible
poses a human can achieve.  But perhaps something simplistic could be worked
up using the arms and legs as control surfaces.  My focus right now is not
so much getting accurate free fall dynamics, but to get a nice jumper model
and then just hack up some sort of dynamics with approximately the right
lift/drag ratio for someone is a stable free fall pose.

The goal would be to get approximately the right fall rates and timings so
that there is training value in solving problems and overcoming various
combinations of faults with in a realistic time frame.  It's still only a
very partial simulation but hopefully a step better than just sitting around
in a circle talking through various scenarios.

The next step would be to have a canopy that could be configured to have
various problems opening up and be able to draw that somehow from the
perspective of the sky diver, and perhaps have some appropriate dyanmics for
partially tangled or partially inflated chutes?  Obviously there's endless
variabiltiy and high fidelity in all respects would be crazy to try to
achieve, but it would be interesting to take a few small steps forward and
see how far we can get.

Best regards,

Curt.
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Re: [Flightgear-devel] Sky dive free fall

2009-05-30 Thread leee
On Saturday 30 May 2009, Curtis Olson wrote:
 On Sat, May 30, 2009 at 12:02 PM, Vivian Meazza  wrote:
   I don’t see much of a problem with a suitable jumper. Making
  it a ballistic object with drag and mass would be easy. But a
  more realistic FDM … Hmmm

 An accurate FDM would be immensely complex considering all the
 possible poses a human can achieve.  But perhaps something
 simplistic could be worked up using the arms and legs as control
 surfaces.  My focus right now is not so much getting accurate
 free fall dynamics, but to get a nice jumper model and then just
 hack up some sort of dynamics with approximately the right
 lift/drag ratio for someone is a stable free fall pose.

 The goal would be to get approximately the right fall rates and
 timings so that there is training value in solving problems and
 overcoming various combinations of faults with in a realistic
 time frame.  It's still only a very partial simulation but
 hopefully a step better than just sitting around in a circle
 talking through various scenarios.

 The next step would be to have a canopy that could be configured
 to have various problems opening up and be able to draw that
 somehow from the perspective of the sky diver, and perhaps have
 some appropriate dyanmics for partially tangled or partially
 inflated chutes?  Obviously there's endless variabiltiy and high
 fidelity in all respects would be crazy to try to achieve, but it
 would be interesting to take a few small steps forward and see
 how far we can get.

 Best regards,

 Curt.

Is lift actually much of a factor in free-fall skydiving?  I thought 
it was mostly just varying drag, in which case the FDM might be 
simpler than you think.  For example, the YASim FDM assigns drag to 
extended gear elements, which are located at specific points on the 
aircraft and so act at those points.  It might be possible then to 
hack the YASim FDM about a bit to remove the need to solve for 
cruise and approach conditions and just use the gear drag bits, 
which could then be placed and animated to simulate a human body.

LeeE

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Re: [Flightgear-devel] Sky dive free fall

2009-05-30 Thread Josef Duschl
leee schrieb:
 On Saturday 30 May 2009, Curtis Olson wrote:
   
 On Sat, May 30, 2009 at 12:02 PM, Vivian Meazza  wrote:
 
  I don’t see much of a problem with a suitable jumper. Making
 it a ballistic object with drag and mass would be easy. But a
 more realistic FDM … Hmmm
   
 An accurate FDM would be immensely complex considering all the
 possible poses a human can achieve.  But perhaps something
 simplistic could be worked up using the arms and legs as control
 surfaces.  My focus right now is not so much getting accurate
 free fall dynamics, but to get a nice jumper model and then just
 hack up some sort of dynamics with approximately the right
 lift/drag ratio for someone is a stable free fall pose.

 The goal would be to get approximately the right fall rates and
 timings so that there is training value in solving problems and
 overcoming various combinations of faults with in a realistic
 time frame.  It's still only a very partial simulation but
 hopefully a step better than just sitting around in a circle
 talking through various scenarios.

 The next step would be to have a canopy that could be configured
 to have various problems opening up and be able to draw that
 somehow from the perspective of the sky diver, and perhaps have
 some appropriate dyanmics for partially tangled or partially
 inflated chutes?  Obviously there's endless variabiltiy and high
 fidelity in all respects would be crazy to try to achieve, but it
 would be interesting to take a few small steps forward and see
 how far we can get.

 Best regards,

 Curt.
 

 Is lift actually much of a factor in free-fall skydiving?  I thought 
 it was mostly just varying drag, in which case the FDM might be 
 simpler than you think.  For example, the YASim FDM assigns drag to 
 extended gear elements, which are located at specific points on the 
 aircraft and so act at those points.  It might be possible then to 
 hack the YASim FDM about a bit to remove the need to solve for 
 cruise and approach conditions and just use the gear drag bits, 
 which could then be placed and animated to simulate a human body.

 LeeE
   
Why not start by look for skydiving gps tracks on the net to come up 
with a model?

Cheers,

Josef

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Re: [Flightgear-devel] Sky dive free fall

2009-05-30 Thread Ron Jensen
On Sat, 2009-05-30 at 10:24 -0500, Curtis Olson wrote:
 I know we have a few aircraft that can drop sky divers.  The Noratlas
 was the first one I recall.  However, these sky divers immediately
 pull their chutes and drift down ... and the skydiver/chute model is
 very simplistic ... optimized to be viewed from the drop plane and
 optimized to have bunches of these in the sky at one time.
 
 Has anyone developed a more detailed model of a sky diver?  I'm
 especially interested in the free fall phase.  (My brother is up to
 his 38th jump now I think.)

Many moons ago I played with the paraglider model and added a bit more
control.  No free-fall, though.
http://www.jentronics.com/fgfs/paraglider.tgz

Might be a better jumping off point than the current CVS for someone
else :)

 A detailed jumper with articulated arms and legs (even with just a
 cannon ball FDM to start out with) could be the start of an
 interesting training tool.



 My brother speaks of some of the training classes he has gone to where
 different failure scenarios are presented, but you are sitting (or
 perhaps lying) on the ground with no real urgency (except some false
 urgency of the instructor yelling at you.)



 If some of these failure cases could be cooked into a FlightGear
 scenario with a free fall sky diver, there could be some good virtual
 urgency and good training value so students can instinctively learn
 the right things to do in various scenarios without forgetting key
 steps or key aspects of the situation.
 
 I know we have some nice pilot figures that people include in some of
 our aircraft.  How hard would it be to develop a nicely detailed sky
 diver model that can be posed in typical free fall positions?
 
 Thanks,
 
 Curt.
 -- 
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Re: [Flightgear-devel] Sky dive free fall

2009-05-30 Thread Ron Jensen
On Sat, 2009-05-30 at 12:16 -0500, Curtis Olson wrote:
 On Sat, May 30, 2009 at 12:02 PM, Vivian Meazza  wrote:
 I don’t see much of a problem with a suitable jumper. Making
 it a ballistic object with drag and mass would be easy. But a
 more realistic FDM … Hmmm
 
 
 
 An accurate FDM would be immensely complex considering all the
 possible poses a human can achieve.  But perhaps something simplistic
 could be worked up using the arms and legs as control surfaces.  My
 focus right now is not so much getting accurate free fall dynamics,
 but to get a nice jumper model and then just hack up some sort of
 dynamics with approximately the right lift/drag ratio for someone is a
 stable free fall pose.

I think a reasonable JSBsim fdm wouldn't be too hard, 2D drag tables for
drag in different body positions, separate 2D table drag inputs for
main-chute deployed and fouled.  Same for backup chute...  Cm, Cn, Cl
functions for the 'chutes should swamp the body functions... use alpha 0
for standing upright, alpha -90 for head first...  Could work...

but...  How do you control it?  What joystick input does what?

Before opening the 'chute different body positions affect drag, as well
as pitching and yawing forces.  Should viewing direction be considered
head movement?
http://www.dropzone.com/cgi-bin/safety/detail_page.cgi?ID=636


http://www.dropzone.com/cgi-bin/safety/detail_page.cgi?ID=696

Talks about using hip movement to properly steer the 'chute.  
http://www.dropzone.com/cgi-bin/safety/detail_page.cgi?ID=536

Mentions brakes, toggles, risers.

Which button would do what?

 The goal would be to get approximately the right fall rates and
 timings so that there is training value in solving problems and
 overcoming various combinations of faults with in a realistic time
 frame.  It's still only a very partial simulation but hopefully a step
 better than just sitting around in a circle talking through various
 scenarios.
 
 The next step would be to have a canopy that could be configured to
 have various problems opening up and be able to draw that somehow from
 the perspective of the sky diver, and perhaps have some appropriate
 dyanmics for partially tangled or partially inflated chutes?
 Obviously there's endless variabiltiy and high fidelity in all
 respects would be crazy to try to achieve, but it would be interesting
 to take a few small steps forward and see how far we can get.
 
 Best regards,
 
 Curt.




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Re: [Flightgear-devel] Sky dive free fall

2009-05-30 Thread Arnt Karlsen
On Sat, 30 May 2009 21:42:55 +0200, Josef wrote in message 
4a218c3f.3010...@googlemail.com:

 leee schrieb:
  On Saturday 30 May 2009, Curtis Olson wrote:

  On Sat, May 30, 2009 at 12:02 PM, Vivian Meazza  wrote:
  
   I don’t see much of a problem with a suitable jumper. Making
  it a ballistic object with drag and mass would be easy. But a
  more realistic FDM … Hmmm

  An accurate FDM would be immensely complex considering all the
  possible poses a human can achieve.  But perhaps something
  simplistic could be worked up using the arms and legs as control
  surfaces.  My focus right now is not so much getting accurate
  free fall dynamics, but to get a nice jumper model and then just
  hack up some sort of dynamics with approximately the right
  lift/drag ratio for someone is a stable free fall pose.
 
  The goal would be to get approximately the right fall rates and
  timings so that there is training value in solving problems and
  overcoming various combinations of faults with in a realistic
  time frame.  It's still only a very partial simulation but
  hopefully a step better than just sitting around in a circle
  talking through various scenarios.
 
  The next step would be to have a canopy that could be configured
  to have various problems opening up and be able to draw that
  somehow from the perspective of the sky diver, and perhaps have
  some appropriate dyanmics for partially tangled or partially
  inflated chutes?  Obviously there's endless variabiltiy and high
  fidelity in all respects would be crazy to try to achieve, but it
  would be interesting to take a few small steps forward and see
  how far we can get.
 
  Best regards,
 
  Curt.
  
 
  Is lift actually much of a factor in free-fall skydiving?  I
  thought it was mostly just varying drag, in which case the FDM
  might be simpler than you think.  For example, the YASim FDM
  assigns drag to extended gear elements, which are located at
  specific points on the aircraft and so act at those points.  It
  might be possible then to hack the YASim FDM about a bit to remove
  the need to solve for cruise and approach conditions and just use
  the gear drag bits, which could then be placed and animated to
  simulate a human body.
 
  LeeE

 Why not start by look for skydiving gps tracks on the net to come up 
 with a model?

..we have _some_ sanity here, galskap means insanity... ;o)
http://filter.start.no/nettnytt/2977

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