Hi Vivian,

I setup the Rascal 110 model with the wing leveler active and full rudder,
then manipulated the throttle to hold level altitude.  This way I flew
pretty tight, consistent circles.  I ended up flying into the back of my own
smoke, and this worked no matter what velocity or direction I set the winds
to, so I think I have the particle wind vector dialed in pretty close now.

Curt.


On Fri, Jul 23, 2010 at 3:56 AM, Vivian Meazza wrote:

>  Curt,
>
>
>
> Using the same comparison here between the submodel wind and the particle
> wind, there is still an error. The particle contrail is still at an angle to
> the aircraft axis.
>
>
>
> I will investigate some more.
>
>
>
> Vivian
>
>
>
> -----Original Message-----
> *From:* Curtis Olson [mailto:curtol...@gmail.com]
> *Sent:* 22 July 2010 16:28
> *To:* FlightGear developers discussions
> *Subject:* Re: [Flightgear-devel] weather conditions and winds aloft
> notworking correctly..
>
>
>
> Replying to my own message ... I see a couple simple code cleanups in my
> first patch so don't worry too much about that.  I've been flying tight
> level circles in a variety of wind conditions (up to 70 kts) with smoke
> turned on and when I come around and start the circle again, I've been
> flying into the tail of my own smoke now no matter what the wind is doing.
>  So I think that's how it's supposed to work.  It looks *much* better.
>
>
> Curt.
>
>
>
> On Thu, Jul 22, 2010 at 9:55 AM, Curtis Olson wrote:
>
> On the topic of the partical system and the wind vector not being correct.
>  I have a patch here that seems to be working, and it would be great if a
> few other people could test/review it to see if it makes sense.  This is the
> first time I've dove into the particle system code and the environment
> manager has always been a bit of a beast.  There's probably a better way to
> do this, but as I worked my way through the logic, this is what I ended up
> with that made sense to me.
>
>
>
> SIMGEAR PATCH:
>
>
>
> diff --git a/simgear/scene/model/particles.cxx
> b/simgear/scene/model/particles.cxx
>
> index 0803790..acac7df 100644
>
> --- a/simgear/scene/model/particles.cxx
>
> +++ b/simgear/scene/model/particles.cxx
>
> @@ -62,11 +62,13 @@ void GlobalParticleCallback::operator()(osg::Node*
> node, osg::NodeVisitor* nv)
>
>      osg::Matrix om(toOsg(q));
>
>      osg::Vec3 v(0,0,9.81);
>
>      gravity = om.preMult(v);
>
> +    // NOTE: THIS WIND COMPUTATION DOESN'T SEEM TO AFFECT PARTICLES
>
>      const osg::Vec3& zUpWind = Particles::getWindVector();
>
> -    osg::Vec3 w(zUpWind.y(), zUpWind.x(), - zUpWind.z());
>
> +    osg::Vec3 w(zUpWind.y(), zUpWind.x(), -zUpWind.z());
>
>      wind = om.preMult(w);
>
>
>
> -    //SG_LOG(SG_GENERAL, SG_ALERT, "wind
> vector:"<<w[0]<<","<<w[1]<<","<<w[2]<<"\n");
>
> +    // SG_LOG(SG_GENERAL, SG_ALERT,
>
> +    //        "wind vector:" << w[0] << "," <<w[1] << "," << w[2]);
>
>  }
>
>
>
>
>
> diff --git a/simgear/scene/model/particles.hxx
> b/simgear/scene/model/particles.hxx
>
> index 6dda343..3fd3ccb 100644
>
> --- a/simgear/scene/model/particles.hxx
>
> +++ b/simgear/scene/model/particles.hxx
>
> @@ -257,6 +257,14 @@ public:
>
>       * magnitude is the velocity in meters per second.
>
>       */
>
>      static void setWindVector(const osg::Vec3& wind) { _wind = wind; }
>
> +    static void setWindFrom(const double from_deg, const double speed_kt)
> {
>
> +       double map_deg = 0.0 - from_deg;
>
> +       double map_rad = map_deg * SG_DEGREES_TO_RADIANS;
>
> +       double speed_mps = speed_kt * SG_KT_TO_MPS;
>
> +       _wind[0] = cos(map_rad) * speed_mps;
>
> +       _wind[1] = sin(map_rad) * speed_mps;
>
> +       _wind[2] = 0.0;
>
> +    }
>
>      static const osg::Vec3& getWindVector() { return _wind; }
>
>  protected:
>
>      float shooterExtraRange;
>
>
>
> FLIGHTGEAR PATCH:
>
>
>
> diff --git a/src/Environment/environment_mgr.cxx
> b/src/Environment/environment_mgr.cxx
>
> index 15268f9..17d1e36 100644
>
> --- a/src/Environment/environment_mgr.cxx
>
> +++ b/src/Environment/environment_mgr.cxx
>
> @@ -295,7 +295,10 @@ FGEnvironmentMgr::update (double dt)
>
>    osg::Vec3 windVec(-_environment->get_wind_from_north_fps(),
>
>                      -_environment->get_wind_from_east_fps(),
>
>                      _environment->get_wind_from_down_fps());
>
> -  simgear::Particles::setWindVector(windVec * SG_FEET_TO_METER);
>
> +  // simgear::Particles::setWindVector(windVec * SG_FEET_TO_METER);
>
> +  double wind_true_deg = _environment->get_wind_from_heading_deg();
>
> +  simgear::Particles::setWindFrom( wind_true_deg,
>
> +                                  _environment->get_wind_speed_kt() );
>
>  }
>
>
>
>  FGEnvironment
>
>
>
> Curt.
>
>
>
>
>
> On Thu, Jul 22, 2010 at 4:25 AM, Stuart Buchanan wrote:
>
> On Wed, Jul 21, 2010 at 5:00 PM, Torsten Dreyer wrote:
> > I don't know if it's somehow related, but the 3d clouds don't seem to
> drift
> > with the wind, either. Flying with  crosswind with a magnitude as your
> > airspeed let you fly toward the clouds at a 45 degree angle. My setup
> was:
> > Wind from 1...@100, flying heading 270 with 100KTS. The clouds came in
> from
> > 45degrees out of the right hand side.
> >
> > Torsten
>
> That's just a missing feature/bug in the 3d clouds, and I don't think
> it's related
> to the particles problem. I haven't managed to find the time to fix
> it, and I'm unlikely
> to in the near future (baby due end of August), so if anyone is
> looking for some work...
>
> -Stuart
>
>
>
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>
>
>   --
> Curtis Olson: http://baron.flightgear.org/~curt/
>
>
>
>
> --
> Curtis Olson: http://baron.flightgear.org/~curt/
>
>
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>


-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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