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?

Cheers,

Josef

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