The following is information for all those folks who need to _selectively_ read looong postings (Hi Arnt !) ;-)
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1) The first part is about Ron suggesting a specific FlightGear helicopter community.
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2) To the FDM folks: Part of this is about Ron suggesting to add support for dynamic manipulation of flight dynamics in order to allow rotary wing aircraft to lift cargo.
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3) This is about the weather in Germany and Ron's swimming pool for his son
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LOL :-)
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Ron Lange wrote:
Boris Koenig wrote:
It is quiet simple: either build some new hardware or modify existing.
> Mechanical everything is possible, depending only on your skills, the > electric aspect is also fairly well documented, so everybody who wants > may set up his own hardware.
yes, I agree that it would probably be easier if such things were documented, but I doubt whether that would still be within the scope of FlightGear itself, on the other hand there was a suggestion to add a scenery specific page to the FlightGear community, I also indicated that I would be interested in such a page if my suggestions shouldn't be directly integrated into flightgear.org itself, so if the whole idea is kept general enough, one could provide some basic community portal that may then serve various purposes, e.g. on the one hand provide easy access to scenery and means to upload user contributions, on the other hand maintain a dynamic FAQ/documentation system about FlightGear and then possibly also a "FlightGear hardware customization project" :-)
In the end you want to save & rescue a "virtual pilot" after an accident ... well, you'd have to implement so many new things,
hence I think it would be more realistic to rather implement
some fixed scenarios which don't necessarily interact in a
multiplayer fashion.
As I mentioned in my first heli-posting I fly helis in MSFS a couple of years ago. This time I was about to found a VA for helis, which should be as realisitc as possible.
If there's really some support integrated into a flight simulator for the stuff that you are thinking of, a virtual "airline" might indeed be interesting for those rotary folks ...
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There are (and now *seriously* ;-) many tasks for such a heli service, eg. powerline checking, agricultural deployment, transport etc, which can be done with all proceedings, ATC etc. In this context interaction with scenery objects (carrying with changed aircraft physics) would increase the simulation feeling IMHO.
yes, I agree - thinking about these details now, I also think that the idea in general is really not bad, even though it's a pretty specific one, taking into account that all the necessary work would mainly benefit only a minority of FlightGear users - on the other hand it's insofar pretty interesting as something like this does not yet seem to exist and might really add a good portion of realism to FlightGear, I am simply afraid that the required work itself would not be ingsignificant.
But one might begin to address these issues by collecting the ideas and requirements and try to find those things that are not too complex to get implemented into FlightGear, regarding the flight dynamics topic the developer's list has some people who are really familiar with the FDMs and who might hence be the correct people to talk to about the whole idea, so I'd suggest to post a follow up there, too.
Talking of that specific feature, this would be mainly about allowing rotary aircraft to carry external loads - regardless if water tanks, cargo or means for resue operations.
One would then need to approriately modify the flight model, taking into account the shape and weight of the object as well as its distance from the actual aircraft (pendular movement) in order to deal with aerodynamics/forces properly.
Actually, creating the necessary graphical object - in order to display/attach it to the aircraft shouldn't even be such a task, so I would recommend to talk to the FDM guys on the devel list mainly about the modifications mathematically involved.
As soon as the basic maths is clear it shouldn't be too problematic to modify the flight model accordingly, basically one could start very simple and provide the shape of an object using a matrix, in the beginning we'd simply assume the object to be massive (without any aerodynamic specifics on either sides like holes etc.)
One could then specify the density or overall weight of the object in order to calculate the load on the aircraft and change of CG involved...
So, if you split up these things into smaller requirements it's certainly going to be a lot easier to achieve at least some of the functionality that you desire. So, getting things done piece by piece is certainly more realistic than trying to implement a whole adventure engine at once ;-)
I certainly would not mind to keep talking about ideas :-)
I leaving the "heli-heroe" nonsense aside for now, but I personally missing some things in common flight sims, e.g. pariticipating other's flights, ground dispatching, changing the aircraft as simulated procedure (not as menu item in the fs application...) that is also part of flying I think.
it is - and it certainly would add realism, but on the other hand it also adds complexity and would make FlightGear appeal to less non-professional (gaming) users, I think - at least if it was not totally optional and would remain invisible to those users.
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Now I have to fill up my son's paddling pool, it is damned hot...
Yepp, pretty much everywhere, I guess (spricht's aus dem hohen Norden) :-)
-------- Boris
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