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?
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