Thanks Maik for your idea, but Think to me. 
If I had the position angular and my motors correspond on same velocity, I have 
the acceleration, Isn't It?
I realy solve my problem with this game. I made a little program in Java to 
receive data from the game, and I had a beautifull answer. So, It's possible to 
made a Flight Simulator fisical.
Thank for helping me.

  Héber Costa Ferreira 
 
 

  I CO 1:25 "Porque a loucura de Deus é mais sábia do que os homens;  e a 
fraqueza de Deus mais forte do que os homens. "

--- Em seg, 23/6/08, Maik Justus <[EMAIL PROTECTED]> escreveu:
De: Maik Justus <[EMAIL PROTECTED]>
Assunto: Re: [Flightgear-devel] Input/Output (It was: I need a help)
Para: [EMAIL PROTECTED], "FlightGear developers discussions" 
<flightgear-devel@lists.sourceforge.net>
Data: Segunda-feira, 23 de Junho de 2008, 14:44

Hi Héber

Héber Cos.Fer. schrieb am 23.06.2008 21:53:
>
> Maik, I think it's better to receive angular position than  
> acceleration, because my plataform is limited in less than 90º (+45, 
> -45). It's only a prototype.
>
But you can not feel orientation directly, you only can feel 
acceleration. Therefore I expect it to be much more realistic if you try 
to use the acceleration for your platform. Of course you can not change 
the magnitude of the acceleration, but you can control the direction. 
Therfore take the aircrafts acceleration add the gravity and determine 
the direction of the resulting vector and use this for calculating the 
two angles.
Think of an aircraft ready for take off, you push the throttle to 
maximum and you can feel acceleration (you only need a few degree 
tilting of the platform for this)....
with 45° tilting you can simulate an additional acceleration up to 1g 
(unfortunately only direction, not magnitude).

Maik


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