Curtis Olson wrote:
> 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.


I have the jumper with animations already in bluebird.
You can even edit the animation to see Waldo (walker/jumper) do more 
visually.

Getting more accurate variability in free fall physics is an idea I 
tagged as difficult and low priority. Because I could not get an entire 
FDM in Nasal to accurately place the jumper's position, due to low frame 
rates causing an uneven result. I fixed the formulas on when the jumper 
exits the aircraft, and when the parachute is opened. From those two 
variables, I made the entire jump work off of a set of formulas for the 
stages: accelerate to free fall, free fall in spread eagle, pull chute 
cord, and float to ground. 

To be able to get Waldo to change velocities and positions in free fall 
would be a "next step" goal, but would probably need a separate FDM 
outside of nasal. Or if it Can be done in Nasal, some approach that 
exceeds the limitations I encountered.

For adding Waldo to other aircraft, I did work up a "Walker addition 
patch" a few months ago for Anders balloon. It is still available for 
any interested aircraft owners.

Stewart
http://seahorseCorral.org/flightgear_aircraft.html


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