We (an .edu and our glider flight club) are busy building a motion based glider
sim with the aim of using this as a basic trainer for glider students. Teaching
basic motorised skill and familiarising the student with aero-tows, patterns and
landings, and so on.

The motion hardware has 2 degrees of freedom. Last night we had a discussion on
what data to use from the sim (angular accelerations, velocities, pitch, roll
etc.) and how to apply it to the motion hardware.

We are definitely not the first to run into these questions. Anyone have some
answers or suggestions or pointers to where I may find some more info on the
subject? Not that I will understand the maths much, but I will pass it along.
:-)

And no, we are not going to use FlightGear.. yet. My aim is to use FlightGear in
the long run (and we do hardcore FG supporters on the team). In the short term,
we are going to support X-Plane and FS2002 (FS2002 support is largely academic I
think, I doubt that it can be useful for soaring). X-Plane at this stage
supports most of what we want off-the-shelf so to speak and seems to be the
current choice.

The interface software (between the sim and the motion hardware) is very much
modular - the intention being that it will only take a little effort to swap the
flight modeling software and visual rendering components.

--
Billy



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