Re: [Flightgear-devel] No textures rendered with i915 graphic card
Actually that square is the sun's halo. Things look this way if fg can't load the texture-files. I'd check out the permissions and ownership of the files and directories in FGROOT. Also, could you provide FlightGear's output? If it's a problem with loading the textures there should be a message. Besides, is this the default fg of Kubuntu? Burcu Mella wrote: Sal 13 20:15 tarihinde, Arnt Karlsen şunları yazmıştı: On Tue, 13 Jun 2006 15:12:16 +, savas wrote in message [EMAIL PROTECTED]: Hi, Simply my problem is like this: http://img119.imageshack.us/img119/6794/f7im.jpg ..huh??? A square sun??? You are definetly _somethere_, but which galaxy??? ;o) The Sim works ok,but everything rendered without textures.I use FG-cvs,simgear-cvs,plib-1.8.4,Kubuntu Dapper Drake. Any other GL app works like a charm.No texture problem. What have i miss? ..the url to your (root's) output of dmesg, lspci -v, glxinfo, glxgears, and /var/log/Xorg.0.log and your fgfs commandline. dmesg : http://pastebin.ca/65311 lspci : http://pastebin.ca/65312 glxinfo : http://pastebin.ca/65313 Xorg.0.log : http://pastebin.ca/65315 fg command line : fgfs --aircraft=737-300 --airport=LTBA --geometry=1280x800 --fg-root=/usr/share/games/FlightGear/ --fg-scenery=/home/ortak/kurulmadan_calisan/fg_scenery/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear PR; Was: In the press
Well, I think we should do some PR when FlightGear makes it to 1.0. And there's also an aniversary coming up. So by doing some PR we could get more attention, broaden our user-base and maybe get some more developers out of it. >From what I can see, Curt has been doing alot of PR for the project already. So we might just support his efforts and take some work of his shoulders. As for me, I could dedicate some time to this. However, I am not that familiar with everything and I would have to ask around for infos. But I'd be happy to participate in some way. Mark Martin Spott wrote: Martin Spott wrote: As Mark already suggested, we'll try to place a larger article that covers FlightGear when the 1.0 release happens - whenever this will happen, BTW, we should form a FlightGear PR department which consists of an official press contact (where in fact all the work is being dumped :-) and a little 'corona' of people to whom the work should be delegated - at least in theory. I'd say Pigeon definitely belongs to the corona as he provides invaluable support for the PR department with his work on the FGLive CD. Who would like to participate, Mark ? Georg ? Does anyone like to play the head of this department ? Somebody with limited programming skills but with experience in this sector ? Cheers, Martin. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UAV Heli and Matlab
Melchior FRANZ schrieb: * Georg Vollnhals -- Wednesday 14 June 2006 03:02: Take the BO105 and goo for a straight and level flight with 100-120 knts. Then push the collective down. [...] Try it with the BO105 - see what happens? You are not only able to hold height with pulling the stick back but to climb with up to 1500 ft/min until speed is low. That's translational lift. You know, the thing people are claiming isn't implemented. :-} It's not realistic (as Maik himself says), No. Translational list is an additional lift component related to helicopter speed against the air and will start at about 12 to 20 knts (depending on type of helo). This is a real big addition lift component together with (an unwished) roll and yaw component. but I'm not sure about the dropping like a stone thing. Normally, people compare a fully loaded real helicopter (because they are sitting in them as passengers together with several other people) with an unloaded sim helicopter. Put more weight into the bo, and it sinks faster, as one would expect in RL. m. falling like a stone might be the wrong expression but was told me by a RL pilot and demonstrated afterwards in a hot autorotation for a short time from 2000 to 1000 ft. It is pretty impressive and the vertical speed naturally depends on the type and configuration (ie weight) of the helo that you fly, our BK117 should come up to more than 2000 ft/min, a BO105 will be have some other numbers but generally comparable. You understand what one is doing when reducing collective? You reduce the common blade-pitch angle to (nearly) zero (depending on the type of helo you are flying). Of course, going into a heavy flare will give you some lift for a short time until your horizontal kinetic energy (speed) is reduced. But when I asked one of our experienced RL pilots about this scenario and what would happen, he told me that he could (if ever) hold altitude for a *very* short time by pitching back but could not make the bird ascend remarkably (what our FG helo does). OK, after all I want to say once again that I am not the real expert for this, we should have an *experienced RL helo pilot* who is also interested in flightsims to tell us what he thinks in general and detail about our FDM. But as I was very keen to learn all about helicopter flight behaviour and technics and comparing different helo sim flightmodels by checking the opinion of RL helo pilots I *just want to share* all I know with you. People simply should be advised that there are very diffent views regarding the actual helo FDM. I would feel pretty bad if we announce our helo FDM as realistic as we have some nice fixed wing aircraft with real life pilots and a/c owners approved flightdynamics, this would be bad for FG in common. Just my 2c, this discussion will probably never end :-) Regards Georg EDDW ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UAV Heli and Matlab
* Georg Vollnhals -- Wednesday 14 June 2006 11:57: Melchior FRANZ schrieb: * Georg Vollnhals -- Wednesday 14 June 2006 03:02: Take the BO105 and goo for a straight and level flight with 100-120 knts. Then push the collective down. [...] ^^^ That's translational lift. No. Translational list is an additional lift component related to helicopter speed against the air and will start at about 12 to 20 knts Pardon? You spoke about 100-120 knots. I said it's translational lift. You disgree because translational lift starts with 12 to 20 knots?!? Doesn't make the least sense. m. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UAV Heli and Matlab
The discussion seems to be getting hot..Regarding the heli model: Could it represent an R/C helicopter model fine enough to synthonize an autopilot to be ported afterwards to real (R/C UAV) life?Would it work for slow velocities and near to ground flights? Would it work for higher (not much) altitude and agressive manoeuvres?Thanks,David2006/6/14, Melchior FRANZ [EMAIL PROTECTED]: * Georg Vollnhals -- Wednesday 14 June 2006 11:57: Melchior FRANZ schrieb: * Georg Vollnhals -- Wednesday 14 June 2006 03:02: Take the BO105 and goo for a straight and level flight with 100-120 knts. Then push the collective down. [...]^^^ That's translational lift. No. Translational list is an additional lift component related to helicopter speed against the air and will start at about 12 to 20 knts Pardon? You spoke about 100-120 knots. I said it's translational lift.You disgree because translational lift starts with 12 to 20 knots?!?Doesn't make the least sense.m.___ Flightgear-devel mailing listFlightgear-devel@lists.sourceforge.nethttps://lists.sourceforge.net/lists/listinfo/flightgear-devel ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UAV Heli and Matlab
Melchior FRANZ schrieb: * Georg Vollnhals -- Wednesday 14 June 2006 11:57: Melchior FRANZ schrieb: * Georg Vollnhals -- Wednesday 14 June 2006 03:02: Take the BO105 and goo for a straight and level flight with 100-120 knts. Then push the collective down. [...] ^^^ That's translational lift. No. Translational list is an additional lift component related to helicopter speed against the air and will start at about 12 to 20 knts Pardon? You spoke about 100-120 knots. I said it's translational lift. You disgree because translational lift starts with 12 to 20 knots?!? Doesn't make the least sense. m. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Simply because it is established at low speed and will not *change* anymore at high speed. Only at the transition phase [groundeffect] (up to 5 knts) - loosing lift until 12-20 knts - [translational lift] you will then have that heavy upwards with same powersetting, need to pitch down and correct roll-tendency and some yaw effect (without changing collective) due to increased tail-rotor efficiency (is also a rotor-disk with tl-effect, only other angle than main rotor). Georg ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UAV Heli and Matlab
On Wed, 14 Jun 2006 11:57:39 +0200, Georg wrote in message [EMAIL PROTECTED]: Melchior FRANZ schrieb: * Georg Vollnhals -- Wednesday 14 June 2006 03:02: Take the BO105 and goo for a straight and level flight with 100-120 knts. Then push the collective down. [...] Try it with the BO105 - see what happens? You are not only able to hold height with pulling the stick back but to climb with up to 1500 ft/min until speed is low. That's translational lift. You know, the thing people are claiming isn't implemented. :-} It's not realistic (as Maik himself says), No. Translational list is an additional lift component related to helicopter speed against the air and will start at about 12 to 20 knts (depending on type of helo). This is a real big addition lift component together with (an unwished) roll and yaw component. but I'm not sure about the dropping like a stone thing. Normally, people compare a fully loaded real helicopter (because they are sitting in them as passengers together with several other people) with an unloaded sim helicopter. Put more weight into the bo, and it sinks faster, as one would expect in RL. m. falling like a stone might be the wrong expression but was told me by a RL pilot and demonstrated afterwards in a hot autorotation for a short time from 2000 to 1000 ft. It is pretty impressive and the vertical speed naturally depends on the type and configuration (ie weight) of the helo that you fly, our BK117 should come up to more than 2000 ft/min, a BO105 will be have some other numbers but generally comparable. You understand what one is doing when reducing collective? You reduce the common blade-pitch angle to (nearly) zero (depending on the type of helo you are flying). Of course, going into a heavy flare will give you some lift for a short time until your horizontal kinetic energy (speed) is reduced. But when I asked one of our experienced RL pilots ..define experienced. We need somebody experienced in autorotation, and these guys are rare and expensive. about this scenario and what would happen, he told me that he could (if ever) hold altitude for a *very* short time by pitching back but could not make the bird ascend remarkably (what our FG helo does). OK, after all I want to say once again that I am not the real expert for this, we should have an *experienced RL helo pilot* who is also interested in flightsims to tell us what he thinks in general and detail about our FDM. But as I was very keen to learn all about helicopter flight behaviour and technics and comparing different helo sim flightmodels by checking the opinion of RL helo pilots I *just want to share* all I know with you. People simply should be advised that there are very diffent views regarding the actual helo FDM. I would feel pretty bad if we announce our helo FDM as realistic as we have some nice fixed wing aircraft with real life pilots and a/c owners approved flightdynamics, this would be bad for FG in common. Just my 2c, this discussion will probably never end :-) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UAV Heli and Matlab
Unless you get REALLY small the accuracy should be the same as full scale. But close to the ground the ground effect makes a big difference. It happens when aplane flies at an altitude less than half its wingspan. Basically the air underneath can't get out and creates tremendous additional lift. On Wed, 14 Jun 2006 6:59 am, Correu PelDavid wrote: The discussion seems to be getting hot.. Regarding the heli model: Could it represent an R/C helicopter model fine enough to synthonize an autopilot to be ported afterwards to real (R/C UAV) life? Would it work for slow velocities and near to ground flights? Would it work for higher (not much) altitude and agressive manoeuvres? Thanks, David 2006/6/14, Melchior FRANZ [EMAIL PROTECTED]: * Georg Vollnhals -- Wednesday 14 June 2006 11:57: Melchior FRANZ schrieb: * Georg Vollnhals -- Wednesday 14 June 2006 03:02: Take the BO105 and goo for a straight and level flight with 100-120 knts. Then push the collective down. [...] ^^^ That's translational lift. No. Translational list is an additional lift component related to helicopter speed against the air and will start at about 12 to 20 knts Pardon? You spoke about 100-120 knots. I said it's translational lift. You disgree because translational lift starts with 12 to 20 knots?!? Doesn't make the least sense. m. ___ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] VMAP1 in Landcover-DB
Hello, the VMAP1 dataset makes a nice difference for the Bay Area. Go to: http://mapserver.flightgear.org/ enter ICAO KPAO, and then replace several layers in the selection: rivers_stream - rivers_vmap1 rivers_intermittentstream - intermittentrivers_vmap1 roads_road - roads_vmap1 cities_urban - cities_vmap1 add freeway_vmap1 if you like, Refresh and enjoy. I find it very interesting that the VMAP1 city areas match the GSHHS shoreline _much_ better than the VMAP0 cities do, like in SFO downtown or Treasure Island. It's a pity that the available VMAP1 covers only so little of the Earth (yes, I know why), Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UAV Heli and Matlab
Melchior FRANZ wrote: * Georg Vollnhals -- Wednesday 14 June 2006 11:57: Melchior FRANZ schrieb: * Georg Vollnhals -- Wednesday 14 June 2006 03:02: Take the BO105 and goo for a straight and level flight with 100-120 knts. Then push the collective down. [...] ^^^ That's translational lift. No. Translational list is an additional lift component related to helicopter speed against the air and will start at about 12 to 20 knts Pardon? You spoke about 100-120 knots. I said it's translational lift. You disgree because translational lift starts with 12 to 20 knots?!? Doesn't make the least sense. m. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel I think the 100-120 kts figure is irrelevant, he was talking about autorotation there, which has pretty much nothing to do with what we are talking about now. We are mixing two effects here, ETL and transverse flow effect. In my original post I was talking about ETL, and failed to mention transverse flow, as well as LTE, both of which should have been on that list. These two effects are also related to dissymmetry of lift, retreating blade stall and delta-3 blade hinges. Here are some excellent descriptions of the difference between the two. Point was, there are a lot of important effects missing from the simulation or not realistically implemented. http://helicopterflight.net/translational_lift.htm http://www.dynamicflight.com/aerodynamics/transverse_flow_eff/ http://www.dynamicflight.com/aerodynamics/translational_lift/ http://64.233.161.104/search?q=cache:Sy8Mi3NkuKAJ:www.baseops.net/ft_rucker/HELO_Aerodynamics.ppt+translational+lifthl=engl=usct=clnkcd=6client=firefox Josh ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Preclipped or overlapping layouts for apt.dat
Hi Y'all, One of the things that's come up in the apt.dat discussions is whether the taxiway layouts should be pre-clipped (meaning there are no overlapping polygons) or overlapped (meaning polygons can overlap and there is a well-defined draw order that makes one appear on top of another). (I think we have to pick one - having overlapping polygons with random draw order doesn't help authors make layouts.) I'm looking for pros and cons of each technique...here's some thoughts I've had: - I'm not sure about FG's scenery distro model, but pre-clipped polygons means that more work has been done to a layout before it becomes an apt.dat file, which would make on-the-fly loading of add-on scenery faster. - Any app will have to do clipping or draw order control - clipping can happen before or during app run. So a clipping model gives us a chance to keep work out of sim-run-time, but an overlapped model allows us to do work in the sim (e.g. avoid the need for preprocessing). I think FG is pretty strongly in the preprocessing camp right now. - Pre-clipping puts more burdon on content creation tools (by requiring them to have robust clipping to save the data) whereas not requiring pre-clipping puts more work on data consumers. - Personally I like pre-clipping because I've always found overlapping runway data to be...messy. I always wonder if there isn't some polygon buried under another one, totally invisible to the user. So I tend to think pre-clipping makes a better editing environment. But this last point is probably not appropos to the discussion. Thoughts? Ben ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Autopilot Bug/Feature
Hi, In the course of developing the KC135, I noticed that parts of the autopilot function do not work in that model, copied from the B737 - the bits described as vor/loc and app. Investigation showed that the cause was simple - in JSBSim a jet ac does not have vacuum system. No vacuum - no Heading Indicator - no Heading Indicator - no vor/loc etc. So quick as a flash I rustled up an electrically driven one. Simple solution? Wrong: when I tried to implement a dedicated instrument.xml configuration for the KC135, using the new Heading Indicator, the old one was still present (and still inoperative). This is caused by xmlauto.cxx initiating before instrumentmgr.xml, and creating the unnecessary nodes which it needs. So I changed the initiation order. But by this time I realised that the simple Heading Indicator we have is not what would be fitted to a KC135, or indeed any jet ac since the '50s onward. We need what I would call a flux gate compass (you might know a more modern term). This is more or less just the property orientation/heading-magnetic-deg, but I thought that, for completeness a proper flux gate instrument electrically driven etc, would be nice. So I coded up one, and amended xmlauto.cxx so that it uses whichever sort is configured and does not generate spurious ones. Now, I might have got hold of the wrong end of the stick here, and someone may well know better. I intend to arrange the upload of these pretty trivial changes at the weekend unless otherwise directed, or as I would have said in a former existence UNODIR. Regards Vivian ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Preclipped or overlapping layouts for apt.dat
On Wednesday 14 June 2006 16:14, bsupnik wrote: - Pre-clipping puts more burdon on content creation tools (by requiring them to have robust clipping to save the data) whereas not requiring pre-clipping puts more work on data consumers. Where are you thinking of saving the clipped data? Back into apt.dat (heaven forbid!) or straight to a scenery format? If we had to store the clipped data to apt.dat file the file will become massive and the editor tools would have to be very complex to handle the data. In essense TaxiDraw would become a 3D modeler for airports. Saving overlapping layouts is going to be a lot cleaner. I'd rather see the clipping done at scenery build time or simulator run time much like the way it's handled at the moment. If you're worried about layers becoming lost under others in the editor tools it wouldn't be hard to flag them for removal. Just check if any layer is totally covered by others and notify the user of the problem. Paul ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Autopilot Bug/Feature
I think the simple solution here is to modify the autopilot config so the input is not from a vacuum driven heading indicator since you don't have one, but from a different property that you do have. The autopilot is designed to be very configurable in this respect and even though it can be complex, you can create a custom config for each aircraft that matches it's real world capabilities and design quite closely. Curt. Vivian Meazza wrote: In the course of developing the KC135, I noticed that parts of the autopilot function do not work in that model, copied from the B737 - the bits described as vor/loc and app. Investigation showed that the cause was simple - in JSBSim a jet ac does not have vacuum system. No vacuum - no Heading Indicator - no Heading Indicator - no vor/loc etc. So quick as a flash I rustled up an electrically driven one. Simple solution? Wrong: when I tried to implement a dedicated instrument.xml configuration for the KC135, using the new Heading Indicator, the old one was still present (and still inoperative). This is caused by xmlauto.cxx initiating before instrumentmgr.xml, and creating the unnecessary nodes which it needs. So I changed the initiation order. But by this time I realised that the simple Heading Indicator we have is not what would be fitted to a KC135, or indeed any jet ac since the '50s onward. We need what I would call a flux gate compass (you might know a more modern term). This is more or less just the property orientation/heading-magnetic-deg, but I thought that, for completeness a proper flux gate instrument electrically driven etc, would be nice. So I coded up one, and amended xmlauto.cxx so that it uses whichever sort is configured and does not generate spurious ones. Now, I might have got hold of the wrong end of the stick here, and someone may well know better. I intend to arrange the upload of these pretty trivial changes at the weekend unless otherwise directed, or as I would have said in a former existence UNODIR. Regards Vivian ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Autopilot Bug/Feature
In the course of developing the KC135, I noticed that parts of the autopilot function do not work in that model, copied from the B737 - the bits described as vor/loc and app. Investigation showed that the cause was simple - in JSBSim a jet ac does not have vacuum system. No vacuum - no Heading Indicator - no Heading Indicator - no vor/loc etc. Vivian I don't understand this. Is it that JSBSim code is missing some internal capability, or that most JSBSim aircraft models (the XML files) do not seem to have defined a vacuum system? Is this a code or a definition problem? Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Preclipped or overlapping layouts for apt.dat
Hi Paul, For what it's worth, I'm leaning more and more toward overlapping, both because of your arguments, stuff Curt's said, and just tossing the ideas around...so this is a bit of a devil's advocate argument... Paul Surgeon wrote: Where are you thinking of saving the clipped data? Back into apt.dat (heaven forbid!) or straight to a scenery format? Yes - back into the apt.dat format. If we had to store the clipped data to apt.dat file the file will become massive and the editor tools would have to be very complex to handle the data. In essense TaxiDraw would become a 3D modeler for airports. Yes. Saving overlapping layouts is going to be a lot cleaner. I'd rather see the clipping done at scenery build time or simulator run time much like the way it's handled at the moment. I'm not sure I would say overlapping is 'cleaner'...it's definitely simpler from a data format and validation standpoint, simpler for an editor, but perhaps more complex for a viewer. Whether it's a truer representation I think depends on the intent of the author. In my original RFC I described the apt.dat format as a distribution format because the output of editors like Taxidraw goes into the database for distribution. But this isn't really tool, because we'd like to be able to put the layouts back into TaxiDraw (or another editor) and work on them more. Also apt.dat's roll as a high-level format shared between two sims implies it shouldn't be gunked up with distribution-level optimizatinos. So both these things have been moving me back toward overlapping and away from clipping. *cheers* ben -- Scenery Home Page: http://scenery.x-plane.com/ Scenery blog: http://xplanescenery.blogspot.com/ Plugin SDK: http://www.xsquawkbox.net/xpsdk/ Scenery mailing list: [EMAIL PROTECTED] Developer mailing list: [EMAIL PROTECTED] ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Aerobatics using flight gear and JSBSim
Using derivations very similar to those described by Jon in his latest paper, I have managed having my Su-26 alpha model do most of these figures : http://aerobatics.ws/acro_figures.html The ones that still are a little dirty for me are the tailslide and sided loops (the former because I always seem to have some sideslip even with engine shut, the latter because I am plain bad as a pilot ;o) ). Cuban eigths on the other hand instance are piece of cake. Inverted spins require a lot of aileron work whereas normal spins are pretty easy. All this to say that it looks very good. Now for a few questions : - Are both half wings treated separately in JSBSim ? That can be important for snap rolls, even though I do them day in day out now - Has anybody given thought to have wing flex in 3D models ? That would be interesting effect for aerobatics in a sailplane, some undercarriages (like humm, say humm, the su-26) and modern airliners for which wings are quite flexible (look at a picture of any of them taking off) When I release the Su as beta, I would like some feedback of people who have flown aerobatics (so that I can tweak some more) Cheers ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Autopilot Bug/Feature
Vivian Meazza wrote: Hi, In the course of developing the KC135, I noticed that parts of the autopilot function do not work in that model, copied from the B737 - the bits described as vor/loc and app. Investigation showed that the cause was simple - in JSBSim a jet ac does not have vacuum system. No vacuum - no Heading Indicator - no Heading Indicator - no vor/loc etc. So quick as a flash I rustled up an electrically driven one. Simple solution? Wrong: when I tried to implement a dedicated instrument.xml configuration for the KC135, using the new Heading Indicator, the old one was still present (and still inoperative). This is caused by xmlauto.cxx initiating before instrumentmgr.xml, and creating the unnecessary nodes which it needs. So I changed the initiation order. But by this time I realised that the simple Heading Indicator we have is not what would be fitted to a KC135, or indeed any jet ac since the '50s onward. We need what I would call a flux gate compass (you might know a more modern term). This is more or less just the property orientation/heading-magnetic-deg, but I thought that, for completeness a proper flux gate instrument electrically driven etc, would be nice. So I coded up one, and amended xmlauto.cxx so that it uses whichever sort is configured and does not generate spurious ones. Can't you just supply whatever property regarding the vacuum system that the instrument is looking for? Josh ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Autopilot Bug/Feature
On Wednesday 14 June 2006 21:51, Josh Babcock wrote: Can't you just supply whatever property regarding the vacuum system that the instrument is looking for? He could (which ISTR I had to do for the Lightning) but I think it would be nice to have the correct system available too. Some aircraft have multiple types of the same instrument to provide emergency backups and providing for this is where the hacks start to get a bit messy I think. Cheers, AJ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
Hey toaster :-), I love your idea of trying to simulate aerobatics correctly and I'd want to try to help you once you're able to release the first version. I'm not too familiar with flightgear (I'm only using it as a flight data display) so far (especially not JSBSim, can't help you with that), but I've been flying aerobatics for quite a while (I'd rather have other people judge my skill than myself :-) and I'm quite familiar with the flight dynamics of different aerobatic maneuvres. In my opinion simulating the wings seperately would be the key feature for simulating aerobatics. No simulator I know of has this ability so far, but accurate (inverted) snaps and spins won't work without it. You'll also have to include the torque effect since in modern aerobatics many figures rely on engine torque influence, and vice versa many figures simply won't work with or without it. In the end, I don't believe we even have an aerobatic plane for Flightgear yet (I'm loading MS Flight Simulator MDL-models). I don't know if I can help you out, but I'll try! Good luck on your design, TH flying.toaster wrote: Using derivations very similar to those described by Jon in his latest paper, I have managed having my Su-26 alpha model do most of these figures : http://aerobatics.ws/acro_figures.html The ones that still are a little dirty for me are the tailslide and sided loops (the former because I always seem to have some sideslip even with engine shut, the latter because I am plain bad as a pilot ;o) ). Cuban eigths on the other hand instance are piece of cake. Inverted spins require a lot of aileron work whereas normal spins are pretty easy. All this to say that it looks very good. Now for a few questions : - Are both half wings treated separately in JSBSim ? That can be important for snap rolls, even though I do them day in day out now - Has anybody given thought to have wing flex in 3D models ? That would be interesting effect for aerobatics in a sailplane, some undercarriages (like humm, say humm, the su-26) and modern airliners for which wings are quite flexible (look at a picture of any of them taking off) When I release the Su as beta, I would like some feedback of people who have flown aerobatics (so that I can tweak some more) Cheers ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Autopilot Bug/Feature
Curt wrote I think the simple solution here is to modify the autopilot config so the input is not from a vacuum driven heading indicator since you don't have one, but from a different property that you do have. There is one - nearly - as I said orientation/heading-magnetic-deg. But it's not derived from an instrument, and therefore has no supply, neither can it fail, not does it have any error. Further, use of such a property will not stop, AFAIKS, the generation of spurious and unnecessary instruments, caused by incorrect initiation, and a hack to get around this. This looks unprofessional. The autopilot is designed to be very configurable in this respect and even though it can be complex, you can create a custom config for each aircraft that matches it's real world capabilities and design quite closely. So it is. Except the existing Heading Indicator is quite inappropriate for even halfway recent military or civil aircraft. Vivian Meazza wrote: In the course of developing the KC135, I noticed that parts of the autopilot function do not work in that model, copied from the B737 - the bits described as vor/loc and app. Investigation showed that the cause was simple - in JSBSim a jet ac does not have vacuum system. No vacuum - no Heading Indicator - no Heading Indicator - no vor/loc etc. So quick as a flash I rustled up an electrically driven one. Simple solution? Wrong: when I tried to implement a dedicated instrument.xml configuration for the KC135, using the new Heading Indicator, the old one was still present (and still inoperative). This is caused by xmlauto.cxx initiating before instrumentmgr.xml, and creating the unnecessary nodes which it needs. So I changed the initiation order. But by this time I realised that the simple Heading Indicator we have is not what would be fitted to a KC135, or indeed any jet ac since the '50s onward. We need what I would call a flux gate compass (you might know a more modern term). This is more or less just the property orientation/heading-magnetic-deg, but I thought that, for completeness a proper flux gate instrument electrically driven etc, would be nice. So I coded up one, and amended xmlauto.cxx so that it uses whichever sort is configured and does not generate spurious ones. Now, I might have got hold of the wrong end of the stick here, and someone may well know better. I intend to arrange the upload of these pretty trivial changes at the weekend unless otherwise directed, or as I would have said in a former existence UNODIR. Regards Vivian ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Autopilot Bug/Feature
Jon In the course of developing the KC135, I noticed that parts of the autopilot function do not work in that model, copied from the B737 - the bits described as vor/loc and app. Investigation showed that the cause was simple - in JSBSim a jet ac does not have vacuum system. No vacuum - no Heading Indicator - no Heading Indicator - no vor/loc etc. Vivian I don't understand this. Is it that JSBSim code is missing some internal capability, or that most JSBSim aircraft models (the XML files) do not seem to have defined a vacuum system? Is this a code or a definition problem? Well, unless you can show me that modern jet aircraft have a vacuum system that is gear driven from the engine or bled from it somewhere - the existing code is just fine and totally realistic. The problem is that the existing Heading Indicator is not the correct instrument, vacuum or electrically driven, and there is some programming that could be improved a little, but not in JSBSim. Vivian ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Autopilot Bug/Feature
AJ wrote On Wednesday 14 June 2006 21:51, Josh Babcock wrote: Can't you just supply whatever property regarding the vacuum system that the instrument is looking for? He could (which ISTR I had to do for the Lightning) but I think it would be nice to have the correct system available too. Some aircraft have multiple types of the same instrument to provide emergency backups and providing for this is where the hacks start to get a bit messy I think. We really don't need to hack this one. Sure we could paper over this one with a few lines of Nasal, but that won't solve the underlying problem (minor but below the high standards we set ourselves, or I thought we did) Vivian ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Autopilot Bug/Feature
Josh Vivian Meazza wrote: Hi, In the course of developing the KC135, I noticed that parts of the autopilot function do not work in that model, copied from the B737 - the bits described as vor/loc and app. Investigation showed that the cause was simple - in JSBSim a jet ac does not have vacuum system. No vacuum - no Heading Indicator - no Heading Indicator - no vor/loc etc. So quick as a flash I rustled up an electrically driven one. Simple solution? Wrong: when I tried to implement a dedicated instrument.xml configuration for the KC135, using the new Heading Indicator, the old one was still present (and still inoperative). This is caused by xmlauto.cxx initiating before instrumentmgr.xml, and creating the unnecessary nodes which it needs. So I changed the initiation order. But by this time I realised that the simple Heading Indicator we have is not what would be fitted to a KC135, or indeed any jet ac since the '50s onward. We need what I would call a flux gate compass (you might know a more modern term). This is more or less just the property orientation/heading-magnetic-deg, but I thought that, for completeness a proper flux gate instrument electrically driven etc, would be nice. So I coded up one, and amended xmlauto.cxx so that it uses whichever sort is configured and does not generate spurious ones. Can't you just supply whatever property regarding the vacuum system that the instrument is looking for? Why would I want to do that when a proper solution is to hand? It's only a handful of lines of code to fix this, and I've already written them. Vivian ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
On Wed, 14 Jun 2006 22:12:31 +0200 (CEST), flying.toaster wrote in message [EMAIL PROTECTED]: Now for a few questions : - Are both half wings treated separately in JSBSim ? ..AFAIK, no, yasim yes. ..2 option for JSBSim, cut your Su-26 in 2, Su-26Left and Su-26Right, or rewrite JSBSim with 2 half wings per full wing. That can be important for snap rolls, even though I do them day in day out now - Has anybody given thought to have wing flex in 3D models ? ..just a wee bit, short term solution is look-up tables off FEA models, then hope Microsoft survives long enough to lure box vendors like Dell and Lenovo into shrinking Hollywood render farms into desktops. -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] VMAP1 in Landcover-DB
On Wed, 14 Jun 2006 12:58:09 + (UTC), Martin wrote in message [EMAIL PROTECTED]: Hello, the VMAP1 dataset makes a nice difference for the Bay Area. Go to: http://mapserver.flightgear.org/ enter ICAO KPAO, and then replace several layers in the selection: rivers_stream - rivers_vmap1 rivers_intermittentstream - intermittentrivers_vmap1 roads_road - roads_vmap1 cities_urban - cities_vmap1 add freeway_vmap1 if you like, Refresh and enjoy. I find it very interesting that the VMAP1 city areas match the GSHHS shoreline _much_ better than the VMAP0 cities do, like in SFO downtown or Treasure Island. It's a pity that the available VMAP1 covers only so little of the Earth (yes, I know why), ..one way we can go, is use VMAP1 or better where we can find it, and VMAP0 elsewhere, and let the market and the electorate put the heat on where it belongs, so we can help them patriots show off their beautiful home town, instead of that ugly VMAP0 dump. ;o) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] vatsim
On Wed, 14 Jun 2006 20:36:46 +0100, Lee wrote in message [EMAIL PROTECTED]: Ultimately though, _all_ software will be designed by AIs and 'who' will 'own' it then? :) ..mmm, after AII; AI Intuition, porcupine aviation etc. ;o) ...but until then we have both O/S C/S s/w and that's the way it _is_, whether anyone thinks that's good or bad. The issue of getting FG to work with C/S software, such as vatsim, doesn't have to compromise FG's integrity or leave it open to challenges. ..we certainly better not, and as long as we keep our eyes 'n minds open, we should able to remain squeaky clean. There's no restriction within the GPL of exchanging data between O/S and C/S s/w, and a good job too because all the firmware in your h/w is going to be C/S. ..correct, those restrictions are usually on the C/S side and in their contracts, and litigators usually allege some complex and spicy form of breach of contracts. The only real issue I see here is who does the work and how they feel about it. ..feelings protects _nothing_. Action on it is a requirement. Ask any woman. ;o) I've top-posted because I guess I'm summarising :) ...and hey - it's summer :) ..aye. ;o) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Preclipped or overlapping layouts for apt.dat
On Wed, 14 Jun 2006 10:14:18 -0400, bsupnik wrote in message [EMAIL PROTECTED]: Hi Y'all, One of the things that's come up in the apt.dat discussions is whether the taxiway layouts should be pre-clipped (meaning there are no overlapping polygons) or overlapped (meaning polygons can overlap and there is a well-defined draw order that makes one appear on top of another). (I think we have to pick one - having overlapping polygons with random draw order doesn't help authors make layouts.) I'm looking for pros and cons of each technique...here's some thoughts I've had: - I'm not sure about FG's scenery distro model, but pre-clipped polygons means that more work has been done to a layout before it becomes an apt.dat file, which would make on-the-fly loading of add-on scenery faster. - Any app will have to do clipping or draw order control - clipping can happen before or during app run. So a clipping model gives us a chance to keep work out of sim-run-time, but an overlapped model allows us to do work in the sim (e.g. avoid the need for preprocessing). I think FG is pretty strongly in the preprocessing camp right now. ..strong enough, or too? ;o) - Pre-clipping puts more burdon on content creation tools (by requiring them to have robust clipping to save the data) whereas not requiring pre-clipping puts more work on data consumers. - Personally I like pre-clipping because I've always found overlapping runway data to be...messy. I always wonder if there isn't some polygon buried under another one, totally invisible to the user. So I tend to think pre-clipping makes a better editing environment. But this last point is probably not appropos to the discussion. Thoughts? Ben ..I don't like either way. My preference is let those home town patriots decide whether they wanna live with their ugly-as-sin VMAP0/apt.dat toxin dumps, or volonteer slick brlcad type 3d solid models to tweak in TaxiDraw, and generate apt.dat data from those. -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
Using derivations very similar to those described by Jon in his latest paper, I have managed having my Su-26 alpha model do most of these figures : http://aerobatics.ws/acro_figures.html The ones that still are a little dirty for me are the tailslide and sided loops (the former because I always seem to have some sideslip even with engine shut, the latter because I am plain bad as a pilot ;o) ). Cuban eigths on the other hand instance are piece of cake. Inverted spins require a lot of aileron work whereas normal spins are pretty easy. This is fascinating to me - I'll be interested to try it out. All this to say that it looks very good. Now for a few questions : - Are both half wings treated separately in JSBSim ? That can be important for snap rolls, even though I do them day in day out now Yes, I know. The aerodynamics of a snap roll are ... interesting. We have talked about splitting up various surfaces on and off for years. I think David Megginson first suggested that approach. It's definitely a possibility. I suppose that ideally the wing would be split up into four or five parts on each side. Alpha would be calculated for each section given the rotational and translational state of the aircraft. But, I'm also wondering if there is a way to obtain the same effect with a three-dimensional table. Can someone give a detailed describption of a snap roll? Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] VMAP1 in Landcover-DB
I say we issue everyone a GPS unit and start taking out own data :) Josh ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
Jon S. Berndt wrote: But, I'm also wondering if there is a way to obtain the same effect with a three-dimensional table. Can someone give a detailed describption of a snap roll? My understanding of a snap roll is that at some speed (probably well above traditional stall speed) you command a large nose up elevator deflection -- if you have enough elevator authority you can quickly force the wing to a high alpha so that the wing stalls (at a much higher than normal speed.) What happens next is very similar to a spin: one wing stalls before the other leading to a rapid roll. But in this case you have so much forward momentum that the result looks more like a traditional aileron roll. I can do this in many of my R/C planes. Just pull back the elevator to full deflection and the plane rolls almost instantly. Let go of the elevator and the plane stops rolling and recovers. From the ground it looks *very* similar to a more traditional aileron roll. I have an aerobatic sea plane with the engine mounted on a pylon above the wing. There's one move that's fun and freaky to fly it through. First I accelerate to full speed and pull the aircraft into a vertical climb, then I induce a snap roll as I'm going straight up by pulling the elevator back to maximum deflection. The result is that I'm in a snap roll/spin but heading straight *UP*. If I do this at full throttle and then feed in some extreme aileron/rudder deflection, the airplane will continue to spin upwards until it runs out of momentum and then continue tumbling very strangely in mid air before it begins to drop and the maneuver transitions into a more traditional spin. It's very freaky to watch because the engine is on a pylon above the wing so you have a strange off axis thrust line that makes the plane tumble more strangely. http://www.flightgear.org/~curt/Models/Current/Mariner40/ I should point out that I'm an average R/C pilot at best so there are a *lot* of guys that can do a lot fancier and wilder stuff than I know how to do. Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] AI Flightplan Animations
Hi I'm writing xml animation files for AI aircraft. I have the propeller animation tied into the air-speed as an AI aircraft doesn't have an engine speed. I tied the flap and gear animations into; /ai/models/aircraft/surface-positions/flap-pos-norm and /ai/models/aircraft/controls/gear/gear-down respectively I can test the flap animation using the internal property browser and it works. The gear-down property seems to be read only though (when I try to change it from true to false it reverts back to true). The other issue is that neither of these properties seem to be tied into the flightplan gear-down and flaps-down properties. The on-ground flightplan property doesn't seem to do anything in the property tree. I'm using 098a. Can some-one please point me in the direction of what I'm doing wrong? I would post the xml samples but they don't post too well either in mail or on a web-site. Regards Dene _ Check out the latest video @ http://xtra.co.nz/streaming ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
Jon S. Berndt wrote: But, I'm also wondering if there is a way to obtain the same effect with a three-dimensional table. Can someone give a detailed describption of a snap roll? My understanding of a snap roll is that at some speed (probably well above traditional stall speed) you command a large nose up elevator deflection -- if you have enough elevator authority you can quickly force the wing to a high alpha so that the wing stalls (at a much higher than normal speed.) What happens next is very similar to a spin: one wing stalls before the other leading to a rapid roll. But in this case you have so much forward momentum that the result looks more like a traditional aileron roll. Curt. Partially right: http://www.av8n.com/how/htm/snaps.html Rudder is involved. Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
Snap roll: This is indeed the recipe for a snap roll: starting from a speed slightly above the stall, apply a sudden yaw with the rudder, apply opposite aileron, and pull back on the yoke. SNAP! --- One wing stalls and the plane rolls over. [I liked the clever use of the word, recipe with the phrase snap *roll*] This would be hard to model using lookup tables, but it might be possible using JSBSim functions and a table or tables, together. Could be fun. I need to think about this one. The first idea that comes to mind is that if the aircraft speed minus the yaw rate times some characteristic lateral length (span/2?) falls below the stall speed, then a rolling moment would be generated - maybe a yawing moment, too. Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
Sorry about that, prematurely hit send. Here is the link:http://forums.x-plane.org/index.php?showtopic=13050st=0Might be interesting, or maybe even relevant to modelling things like snap rolls in JSBSim. Regards,Hugo Vincent.On 6/15/06, Hugo Vincent [EMAIL PROTECTED] wrote: I came across this discussion about adding a new open source FDM toX-Plane, using CFD methods to get really really high fidelity models.On Wed, 2006-06-14 at 20:32 -0500, Jon S. Berndt wrote: Snap roll: This is indeed the recipe for a snap roll: starting from a speed slightly above the stall, apply a sudden yaw with the rudder, apply opposite aileron, and pull back on the yoke. SNAP! --- One wing stalls and the plane rolls over. [I liked the clever use of the word, recipe with the phrase snap *roll*] This would be hard to model using lookup tables, but it might be possible using JSBSim functions and a table or tables, together. Could be fun. I need to think about this one. The first idea that comes to mind is that if the aircraft speed minus the yaw rate times some characteristic lateral length (span/2?) falls below the stall speed, then a rolling moment would be generated - maybe a yawing moment, too. Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
This would be hard to model using lookup tables, but it might be possible using JSBSim functions and a table or tables, together. Could be fun. I need to think about this one. The first idea that comes to mind is that if the aircraft speed minus the yaw rate times some characteristic lateral length (span/2?) falls below the stall speed, then a rolling moment would be generated - maybe a yawing moment, too. Jon We might also calculate alpha at a few points along the wing and key off of that (partially) for roll and yaw moment deltas... Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
On Wed, 14 Jun 2006 20:22:05 -0500, Jon wrote in message [EMAIL PROTECTED]: Jon S. Berndt wrote: But, I'm also wondering if there is a way to obtain the same effect with a three-dimensional table. Can someone give a detailed describption of a snap roll? My understanding of a snap roll is that at some speed (probably well above traditional stall speed) you command a large nose up elevator deflection -- if you have enough elevator authority you can quickly force the wing to a high alpha so that the wing stalls (at a much higher than normal speed.) What happens next is very similar to a spin: one wing stalls before the other leading to a rapid roll. But in this case you have so much forward momentum that the result looks more like a traditional aileron roll. Partially right: http://www.av8n.com/how/htm/snaps.html Rudder is involved. ..rudder _may_ be involved, any assymmetry will do the job. -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
I came across this discussion about adding a new open source FDM to X-Plane, using CFD methods to get really really high fidelity models. On Wed, 2006-06-14 at 20:32 -0500, Jon S. Berndt wrote: Snap roll: This is indeed the recipe for a snap roll: starting from a speed slightly above the stall, apply a sudden yaw with the rudder, apply opposite aileron, and pull back on the yoke. SNAP! --- One wing stalls and the plane rolls over. [I liked the clever use of the word, recipe with the phrase snap *roll*] This would be hard to model using lookup tables, but it might be possible using JSBSim functions and a table or tables, together. Could be fun. I need to think about this one. The first idea that comes to mind is that if the aircraft speed minus the yaw rate times some characteristic lateral length (span/2?) falls below the stall speed, then a rolling moment would be generated - maybe a yawing moment, too. Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
My understanding of a snap roll is that at some speed (probably well above traditional stall speed) you command a large nose up elevator deflection -- if you have enough elevator authority you can quickly force the wing to a high alpha so that the wing stalls (at a much higher than normal speed.) What happens next is very similar to a spin: one wing stalls before the other leading to a rapid roll. But in this case you have so much forward momentum that the result looks more like a traditional aileron roll. Partially right: http://www.av8n.com/how/htm/snaps.html Rudder is involved. ..rudder _may_ be involved, any assymmetry will do the job. Sounds like it. I've now read several accounts. There are at least two ways to enter it. See this, for instance: https://cnatra.navaltx.navy.mil/cnatra/folder5/T45/P-1287.PDF Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
Jon S. Berndt wrote: Partially right: http://www.av8n.com/how/htm/snaps.html Rudder is involved. The link you quote describes a situation where you get into a snap roll/spin when you don't want to. I had something similar happen when I was looping my R/C cub and tried to tighten up the bottom side of the loop a little too much. But as far as I know, rudder isn't required. It's just that rudder (or the lack of it (or compensating for change in rudder with aileron deflection)) can get you into trouble a lot quicker than you might realize. Also note that if your left wing is dropping due to being on the edge of a stall and you try to compensate with right aileron, that will cause the left side aileron to deflect down. This effectively increases the angle of attack a bit and can hasten the arrival of your spin. But if you don't want to spin, you might consider correcting with rudder next time when you are at these low speeds. :-) Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
Curt, I can do this in many of my R/C planes. Just pull back the elevator to Ah, how come I haven't until now realized that you're into model aircraft...? What a great collection of models you have, too. First I accelerate to full speed and pull the aircraft into a vertical climb, then I induce a snap roll as I'm going straight up by pulling the elevator back to maximum deflection. The result is that I'm in a snap roll/spin but heading straight *UP*. If I do this at full throttle and That's often called a Lomcevak, I think, or at least one of the millions of variations thereof. I should point out that I'm an average R/C pilot at best so there are a *lot* of guys that can do a lot fancier and wilder stuff than I know how to do. This is a video I've just come across and it displays some of the best flying I've ever seen, it's great fun to watch. Warning: you might want to get one for yourself after seeing this (especially since the kind of plane shown here isn't very expensive): http://www.rcgroups.com/forums/showatt.php?attachmentid=831005 :) Andras (building a 74 EDGE 540, perfect for snap rolls etc.) ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
Also note that if your left wing is dropping due to being on the edge of a stall and you try to compensate with right aileron, Right aileron as in trying to roll to the right? that will cause the left side aileron to deflect down. Left aileron TED follows from right aileron TEU. The pilot causes the left aileron TED movement. I'm not sure what you mean. This effectively increases the angle of attack a bit Why? I'm trying to picture the mechanics of that and can't quite. Seems to me like deflecting the left aileron down would cause the airflow to deflect down and reduce the angle of attack - all other things remaining constant. The hinge moment might also tend to reduce the angle of incidence of the outer length of the wing, thus reducing alpha. Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
This would be hard to model using lookup tables, but it might be possible using JSBSim functions and a table or tables, together. Could be fun. I need to think about this one. The first idea that comes to mind is that if the aircraft speed minus the yaw rate times some characteristic lateral length (span/2?) falls below the stall speed, then a rolling moment would be generated - maybe a yawing moment, too. There are two simulators out there that model all kinds of weird flight situations remarkably well -- Reflex XTR and Aerofly Pro Deluxe. Unfortunately, both are payware, but they both have a reputation among R/C modellers that they are as realistic as it gets. I'm not sure what kind of physics they use, but maybe we can learn something from them in one way or another. Just a thought. Andras ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
Disclaimer: my degree is in computer science, I only walk through the aerospace engineering department on they way to my driving simulator lab. :-) Jon S. Berndt wrote: Also note that if your left wing is dropping due to being on the edge of a stall and you try to compensate with right aileron, Right aileron as in trying to roll to the right? Yes, that's what I meant. Left aileron TED follows from right aileron TEU. The pilot causes the left aileron TED movement. I'm not sure what you mean. TED = trailing edge down? By right aileron I mean turning the wheel to the right and commanding the aircraft to roll right. This effectively increases the angle of attack a bit Why? I'm trying to picture the mechanics of that and can't quite. Seems to me like deflecting the left aileron down would cause the airflow to deflect down and reduce the angle of attack - all other things remaining constant. The hinge moment might also tend to reduce the angle of incidence of the outer length of the wing, thus reducing alpha. I'm probably mixing up my terms here. Imagine some cross section of the wing (ie. airfoil.) This could be some complex shape, especially if it includes the aileron in a deflected state. To compute wing incidence at that cross section, you need to come up with some sort of average zero incidence line fit through the airfoil shape. There's probably a name for that and an official way to determine this zero incidence line. If you look at the cross section of the wing (through a point that includes the aileron) when you deflect the aileron down (TED), you are increasing the angle of that average zero incidence line relative to the wind stream. If you deflect the aileron up (TEU) you are reducing the average incidence of that section of the wing. So now, take an airplane that is flying at a high angle of attack where the wing is struggling to stay ahead of a stall. Now deflect one aileron down (TED). You have just slightly (or perhaps more than slightly) increased the incidence of the wing across the area covered by the aileron. All other things remaining equal which it will be in the short term, you have just increased the aoa on a portion of your wing, and if you are riding the edge already, it might be just enough to push you over into a snap roll. Maybe said a different way, imagine your wing is riding on the edge of the amount of air it can push down without stalling. Now you deflect the aileron down and try to push the air down even more. For what it's worth, I experienced this first hand in my Piper Cub (R/C) model (so I was safely on the ground.) I was attempting to do a loop, but in retrospect I started too low and too slow. I got really slow over the top and due to my low altitude, I tried to tighten up the backside of the loop on the way down by feeding in some additional elevator. But the cub snapped hard on me. I released the elevator and got some speed and then pulled back again to avoid the ground and she started to snap again. But I somehow managed to find some sort of middle ground with the elevator to keep pulling out of the dive while maintaining just enough aileron authority to somehow save it. Both wing tips were literally inches from the ground at various points in the manuever and I was still flying right on the ragged edge of the stall. I was one tremble short of another full snap roll. The spectators claimed that ground effect saved me. :-) Somehow in the end I was back flying with no vegetation in the gear or wing tips. WHEW! BUT! Had I known then what I know now and steered with the rudder rather than the ailerons, it probably wouldn't have been nearly such a close call. Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
BUT! Had I known then what I know now and steered with the rudder rather than the ailerons, it probably wouldn't have been nearly such a close call. There are a few very spectacular inadvertent stalls and spins and suchlike in this video as well. It's actually quite funny to watch: http://www.rusjet.ru/video/krach.wmv #2 is very much what happened to you, I think, with a slightly different outcome. Andras ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
Maybe said a different way, imagine your wing is riding on the edge of the amount of air it can push down without stalling. Now you deflect the aileron down and try to push the air down even more. Stupid me. I forgot something. OK, deflecting an aileron is like deflecting a flap. If you look at a lift curve from a wing section you can see that deflecting a flap (aileron) increases the lift coefficient, but you also reduce your stall angle. That would be enough to do it for that portion of the airfoil. Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
Jon S. Berndt wrote: Snap roll: This is indeed the recipe for a snap roll: starting from a speed slightly above the stall, apply a sudden yaw with the rudder, apply opposite aileron, and pull back on the yoke. SNAP! --- One wing stalls and the plane rolls over. [I liked the clever use of the word, recipe with the phrase snap *roll*] This would be hard to model using lookup tables, but it might be possible using JSBSim functions and a table or tables, together. Could be fun. I need to think about this one. The first idea that comes to mind is that if the aircraft speed minus the yaw rate times some characteristic lateral length (span/2?) falls below the stall speed, then a rolling moment would be generated - maybe a yawing moment, too. Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel My understanding is that a snap roll is initiated by yaw-roll coupling. The lower wing is put into the turbulent flow behind the fuselage by the hard yaw. This imparts a strong roll moment, and the result is that the AOA of the upper wing goes down, while the AOA of the lower wing goes up into the stall region. At that point the partial loss of lift on the down wing becomes almost complete, while the upper wing only loses a small amount of lift. If it were done at a low AOA you would only get roll damping as the low wing would go into a high AOA high lift regime, while the upper wing would go into a low AOA low lift regime. You need to be close enough to stall that the lower wing goes past the high lift regime and into the stall regime. I may be wrong about that. If the roll were initiated on the back side of the lift curve, the upper wing would actually gain lift in the roll, and the lower one would lose it as it goes into stall. I'm not sure which is right, but I'm pretty sure that to get a roll going fast enough to get only one wing into a stall you have to have the yaw-roll coupling. Otherwise roll damping would limit you to a mere barrel roll. So for JSBSim, you would need to add another dimension to your lookup tables that indicates the loss of lift as an airfoil goes through the turbulent wake of other elements like the fuselage. Not a bad idea really, but it's a lot of data and probably pretty hard to find. You would also need separate R/L wing elements. Josh ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim
On Wed, 2006-06-14 at 19:34 -0500, Jon S. Berndt wrote: All this to say that it looks very good. Now for a few questions : - Are both half wings treated separately in JSBSim ? That can be important for snap rolls, even though I do them day in day out now Yes, I know. The aerodynamics of a snap roll are ... interesting. We have talked about splitting up various surfaces on and off for years. I think David Megginson first suggested that approach. It's definitely a possibility. I suppose that ideally the wing would be split up into four or five parts on each side. Alpha would be calculated for each section given the rotational and translational state of the aircraft. But, I'm also wondering if there is a way to obtain the same effect with a three-dimensional table. Can someone give a detailed describption of a snap roll? Jon Jon, I'm not an aeronautical engineer by any stretch of the imagination, but I am remembering something you said on this forum awhile back about modelling the effect vs. modelling the structures... So, what are the effects of one wing stalling? An uneducated guess on my part would be lift reduced by about 1/2 and AERORP moving towards the (middle of the) unstalled wing. A quick read of many of the posts here suggests looking at some function of yaw rate, pitch rate, aileron deflection and alpha into tables to move AERORP and reduce lift. Ron ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel