[Flightgear-devel] Gas Turbine Modelling

2003-11-22 Thread Scott Lanham
Hi,

I am new to this mailing list, so don't know the current state of things.

Just wondering if someone has put their hand up for the Gas Turbine modelling 
goal. I do not use FGFS but am interested in modelling gas turbines and would 
like to do simple, general, thermodynamic models for turbo jet, turbo shaft / 
prop and fan jet engines.

Please let me know if I can be of any use to the project :-)

Cheers,

Scott.



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Is the world round or flat ?

2003-11-22 Thread Danie Heath
Title: Message



Hi 
guys,

I just wanna find 
out how Simgear actually works. Does it generate the world as a sphere, or 
as a flat world ?
Kind Regards

Danie 
Heath
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Is the world round or flat ?

2003-11-22 Thread David Megginson
Danie Heath wrote:

I just wanna find out how Simgear actually works.  Does it generate the 
world as a sphere, or as a flat world ?
An irregular WGS84 spheroid, I think, which is more accurate than either 
flat or spherical.

All the best,

David

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Is the world round or flat ?

2003-11-22 Thread Paul Surgeon
On Saturday, 22 November 2003 14:20, Danie Heath wrote:
 Hi guys,

 I just wanna find out how Simgear actually works.  Does it generate the
 world as a sphere, or as a flat world ?

 Kind Regards

 Danie Heath

Neither!
It generates the world as a WGS84 ellisoid which is accurate to about 100 
meters in altitude and even better in the horizontal plane.

You'll find the wgs84 routines under simgear/math/

Regards
Paul


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Helicopters: wow!

2003-11-22 Thread David Megginson
I just tried flying the bo105 around Ottawa a bit: FlightGear has made an 
incredible amount of progress over the past few weeks.  All of the jitters 
in the heli flight model are gone, the 3D interior looks great (though it 
needs a bit of instrumentation -- I'm using the HUD for now), and the sound 
really helps to set the mood.  I'm still not good enough to land on top of 
one of the little white apartment buildings, though.

All the best,

David

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Is the world round or flat ?

2003-11-22 Thread Paul Surgeon
Ah David beat me to it.

Actually David is correct in calling it a WGS84 spheroid and not an ellipsoid 
since spheroids are only flattened on one minor-axis and not two or more 
minor-axis like a true ellipsoid.

Paul


On Saturday, 22 November 2003 15:01, Paul Surgeon wrote:
 On Saturday, 22 November 2003 14:20, Danie Heath wrote:
  Hi guys,
 
  I just wanna find out how Simgear actually works.  Does it generate the
  world as a sphere, or as a flat world ?
 
  Kind Regards
 
  Danie Heath

 Neither!
 It generates the world as a WGS84 ellisoid which is accurate to about 100
 meters in altitude and even better in the horizontal plane.

 You'll find the wgs84 routines under simgear/math/

 Regards
 Paul


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] New timer code ported onto old

2003-11-22 Thread Erik Hofman
Russell Suter wrote:
Andy Ross wrote:

Instead, try this as a more verbose variant and see if it works.  It
adds an explicit cast to the type of the table, and uses a char* to
get around the original error:
h-table = (struct HashNode**)(((char*)h-nodes) + sz*sizeof(struct
HashNode));
You could do this but using again what you said about pointer arithmetic it
can be reduced to:
h-table = (struct HashNode**) (h-nodes + sz);

You must have the parens around the addition since the cast has a
higher precedence.
Both seem to work well (in which case I prefer the later solution).
But then I get a problem with the test.nas script which runs fine from 0 
to 93 and then seems to hang ...

Erik

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Re: Helicopters: wow!

2003-11-22 Thread Melchior FRANZ
* David Megginson -- Saturday 22 November 2003 14:24:
 the 3D interior looks great (though it needs a bit of instrumentation

Thanks. But as of now it's only a smaller copy of the fuselage so that
you would see some interior at all. I'll make a better interior once
the fuselage is done. I'm still working out bumps and edges. Then I'll
also weld the halves together and make the join seamless. The final
interior will be done in higher resolution and I'll eventually turn the
complete exterior off in pilot view (apart from the main rotor and the
skids; you don't see anything else through the windows and open doors
anyway :-). BTW: you can open the backdoor: /controls/backdoor
(range 0 to 5.5; will normalize it later), the other doors come later.

m.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Is the world round or flat ?

2003-11-22 Thread Erik Hofman
David Megginson wrote:
Danie Heath wrote:

I just wanna find out how Simgear actually works.  Does it generate 
the world as a sphere, or as a flat world ?


An irregular WGS84 spheroid, I think, which is more accurate than either 
flat or spherical.
Speaking of which,

After searching from some more information about the WGS84 model I came 
across a site that could calculate the local gravity based on the WGS84 
model:

http://solid_earth.ou.edu/notes/potential/igf.htm

But after searching a bit more I found the following site with lots of 
information that might be of interest for us:

http://www.mathworks.com/access/helpdesk/help/toolbox/aeroblks/aero_ref.shtml

This site also had a reference to the World Magnetic Model 2000:

http://www.ngdc.noaa.gov/seg/WMM/DoDWMM.shtml
ftp://www.ngdc.noaa.gov/Solid_Earth/Mainfld_Mag/DoD_Model/C_Software/
Is this something we could use?

Erik





___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Human conquers helicopter

2003-11-22 Thread David Megginson
Finally.  On the roof, with the engine shut down, after taking off from a 
nearby airport:

  http://www.megginson.com/flightsim/roof.jpg

Airspeed management is very different in a helicopter than in a plane -- I'm 
still trying to get a handle on it.

By the way, I always have to put on the parking brake (!!) to stop the skids 
from acting like wheels.  Is there an easy fix to the YASim model?

All the best,

David

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Human conquers helicopter

2003-11-22 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Finally.  On the roof, with the engine shut down, after taking off from a 
 nearby airport:
 
http://www.megginson.com/flightsim/roof.jpg

Wow! Now _that_ looks like fun!

I was trying to do that with the downtown skyscrapers (knowing I couldn't
actually land) when the bo105 first appeared without much luck.  Another one
that was quite challenging was trying to land in the football stadium.
 
 Airspeed management is very different in a helicopter than in a plane -- I'm 
 still trying to get a handle on it.

Pull back on the cyclic stick.  Depending on what speed you are going dropping
collective too.  I like to swoop down to create some downward momentum and
then pull back.  I'm not sure if this is a legal move :-),  but if you are
going really fast and want to stop quickly, pull the stick way way back and
raise the collective all the way up for a few seconds.  Kind of like reverse
thrust on a jet.

Part of the problem is the ground effect isn't modeled.  It is in FlyII and
that helps quite a bit with hovering as for a landing.  I've read that flight
training in the real world usually involves hovering around the field at about
10-20 ft for quite some time (until it becomes second nature).
 
 By the way, I always have to put on the parking brake (!!) to stop the skids 
 from acting like wheels.  Is there an easy fix to the YASim model?

We could force the breaks on...but it is also possible for a skid to
skid...isn't it?

Anyway,  I'm off to find a roof. :-)

Best,

Jim


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Human conquers helicopter

2003-11-22 Thread David Megginson
Jim Wilson wrote:

Pull back on the cyclic stick.  Depending on what speed you are going dropping
collective too.  I like to swoop down to create some downward momentum and
then pull back.  I'm not sure if this is a legal move :-),  but if you are
going really fast and want to stop quickly, pull the stick way way back and
raise the collective all the way up for a few seconds.  Kind of like reverse
thrust on a jet.
Thanks.  I do understand that part, but I'm still trying to get a feel for 
the exact speed effects, especially through the transition from cruise to hover.

Part of the problem is the ground effect isn't modeled.  It is in FlyII and
that helps quite a bit with hovering as for a landing.  I've read that flight
training in the real world usually involves hovering around the field at about
10-20 ft for quite some time (until it becomes second nature).
It does, from what I've seen at airports: not just hovering, but 
hover-taxiing and (especially) gazillions of autorotations.  To learn to 
control the bo105, I made up a little exercise for myself to climb to 5 ft, 
hover-taxi forward, land on the next runway stripe, and repeat to the 
numbers at the end of the runway.

Anyway,  I'm off to find a roof. :-)
Try to make sure that you're down around 15 kt before you get too close to 
the roof.  In the bo105, at least, if you have to raise to nose to lose 
speed, you can also lose sight of your landing spot.

All the best,

David

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Human conquers helicopter

2003-11-22 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

  Pull back on the cyclic stick.  Depending on what speed you are going dropping
  collective too.  I like to swoop down to create some downward momentum and
  then pull back.  I'm not sure if this is a legal move :-),  but if you are
  going really fast and want to stop quickly, pull the stick way way back and
  raise the collective all the way up for a few seconds.  Kind of like reverse
  thrust on a jet.
 
 Thanks.  I do understand that part, but I'm still trying to get a feel for 
 the exact speed effects, especially through the transition from cruise to hover.

Yep, it is a feel, how much collective lift to add.  The thing that usually
screws me up is the tail rotor when hovering.  In general the rudder control
on my X45 sucks,  partially because it is my left hand and I'm very right
handed, but also because it is a rocker.  How are the helos with the pedal
controlers?

  Part of the problem is the ground effect isn't modeled.  It is in FlyII and
  that helps quite a bit with hovering as for a landing.  I've read that flight
  training in the real world usually involves hovering around the field at about
  10-20 ft for quite some time (until it becomes second nature).
 
 It does, from what I've seen at airports: not just hovering, but 
 hover-taxiing and (especially) gazillions of autorotations.  To learn to 
 control the bo105, I made up a little exercise for myself to climb to 5 ft, 
 hover-taxi forward, land on the next runway stripe, and repeat to the 
 numbers at the end of the runway.

Autorotation is good practice for approaches,  since that's pretty much what
you do to land (the engine just happens to be running giving you a little more
leeway for errors).

  Anyway,  I'm off to find a roof. :-)
 
 Try to make sure that you're down around 15 kt before you get too close to 
 the roof.  In the bo105, at least, if you have to raise to nose to lose 
 speed, you can also lose sight of your landing spot.

Yeah...and hitting the ground with the tail is always a distinct possibility.
 That seemed to be a frequent occurance when I was doing this in Fly.  I
usually angle the view sharply downward (out the bottom windows) and use the
heads up display to check on attitude.  Approaches are with the nose high but
not too high to see the target.  I try to get the approach angle at about
30kts...so that it'll slow down steadily, which seems to work really well when
I get it.  Keep in mind that I'm not a pilot and don't _really_ know what I'm
doing ;-)

Here's a couple shots from downtown.  I also tried it with a 20kt wind. 
Couldn't even get close to landing in that.

http://www.spiderbark.com/fgfs/101california1.png
http://www.spiderbark.com/fgfs/101california2.png

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Human conquers helicopter

2003-11-22 Thread Andy Ross
David Megginson wrote:
 By the way, I always have to put on the parking brake (!!) to stop the
 skids from acting like wheels.  Is there an easy fix to the YASim
 model?

First off, we should stop mapping a brakes property to something that
doesn't have brakes.  Put a value of 1 somewhere in the property
tree using the -set.xml file, and map that to the brakes instead. :)

With just a little code work, we could add a stump attribute (or
whatever) to the gear tag that tells the wheel to ignore the rolling
action.

Andy



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] New timer code ported onto old

2003-11-22 Thread Andy Ross
Erik Hofman wrote:
 Both seem to work well (in which case I prefer the later solution).
 But then I get a problem with the test.nas script which runs fine from
 0 to 93 and then seems to hang ...

Works for me, obviously.  Stack trace?

Andy



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Human conquers helicopter

2003-11-22 Thread Andy Ross
Andy Ross wrote:

First off, we should stop mapping a brakes property to something that
doesn't have brakes.  Put a value of 1 somewhere in the property
tree using the -set.xml file, and map that to the brakes instead. :)

With just a little code work, we could add a stump attribute (or
whatever) to the gear tag that tells the wheel to ignore the rolling
action.
  

Never mind.  Someone already added a skid attribute to the parser
(or maybe I did long ago and forgot).  Just set skid=1 on the gear
objects and remove the brake mappings from the property tree.

Andy



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] compilation problems

2003-11-22 Thread Brandon Craig Rhodes
FlightGear compiles successfully with the plib1.7c102 and plib1.7-dev
Debian packages, but issues the warning:

Plib PSL scripting: 
  You will not be able to run scripts written in PSL
  and some advanced GUI and input features may not
  work.  Download and install the latest CVS version
  of plib if you would like to enable PSL support.

But when one actually grabs the CVS version of plib and tries
compiling against it instead, gcc complains:

/home/brandon/sg/lib/libsgsky.a(cloud.o)(.text+0x1eb3): In function 
`SGCloudLayer::draw()':
/home/brandon/sg/src/SimGear/simgear/scene/sky/cloud.cxx:453: undefined reference to 
`ssgCullAndDraw(ssgRoot*)'
/home/brandon/sg/lib/libsgsky.a(sky.o)(.text+0x915): In function 
`SGSky::preDraw(float, float)':
/home/brandon/sg/src/SimGear/simgear/scene/sky/sky.cxx:175: undefined reference to 
`ssgCullAndDraw(ssgRoot*)'

because plib appears to no longer provide the ssgCullAndDraw(ssgRoot*)
but instead provides a similar function taking different arguments.

Have the FlightGear developers ceased developing against the most
recent CVS version of plib, and simply forgotten to update the advice
given by the configure script, or are there other problems at work in
my attempt to build and run FlightGear?

-- 
Brandon Craig Rhodes   [EMAIL PROTECTED]   http://rhodesmill.org/brandon


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Re: compilation problems

2003-11-22 Thread Brandon Craig Rhodes
Andy Ross [EMAIL PROTECTED] writes:

 You installed the libraries from the new plib, but you didn't
 recompile FlightGear against the new headers ...

Interesting; it appears that not recompiling and reinstalling SimGear
was my problem.  It has no --with-plib configure option, so I wrongly
assumed it did not depend upon plib.  The lack of a --with-plib option
also meant it could not find my homebuilt plib without a jury-rigged
./configure run that looked like:

CFLAGS=-I$PLIB/include LDFLAGS=-L$PLIB/lib ./configure ...

where for the two instances of $PLIB I actually typed the directory
specified with plib's --prefix configure option.

For the reference of others with this problem who might search this
list, the error given when SimGear did not find plib in the standard
directories was:

texcoord.cxx: In function `point_list sgCalcTexCoords(const SGBucket, const 
   point_list, const int_list, double)':
texcoord.cxx:189: error: `SGD_DEGREES_TO_RADIANS' undeclared (first use this 
   function)

Thanks for the help,
-- 
Brandon Craig Rhodes   [EMAIL PROTECTED]   http://rhodesmill.org/brandon


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Easy-XML

2003-11-22 Thread Martin Spott
Jon Berndt [EMAIL PROTECTED] wrote:

 Well, I want to look at it because I sort of hope to migrate the JSBSim XML
 definition to a more robust and compliant format at some point in the
 future.  Even now, it would be nice to make some changes here and there that
 allowed us to move towards an emerging standard for aircraft models (that
 JSBSim, incidentally, played a small part in inspiring):

 http://dcb.larc.nasa.gov/utils/fltsim/DAVE/intro.html

BTW, as it appears to me they include a complete F-16 aero model in a
link on their website. Right ?

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Use of FlightGear

2003-11-22 Thread Martin Spott
Hello, I just came across this site after reading a posting on the
autopilot-devel mailing list:

http://www.u-dynamics.com/aerosim/


They suggest using FlightGear to be driven by their external FDM via
network,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Human conquers helicopter

2003-11-22 Thread Martin Spott
Jim Wilson [EMAIL PROTECTED] wrote:
 David Megginson [EMAIL PROTECTED] said:

 Airspeed management is very different in a helicopter than in a plane -- I'm 
 still trying to get a handle on it.

 Pull back on the cyclic stick.  Depending on what speed you are going dropping
 collective too.  I like to swoop down to create some downward momentum and
 then pull back.  I'm not sure if this is a legal move :-),  but if you are
 going really fast and want to stop quickly, pull the stick way way back and
 raise the collective all the way up for a few seconds.

This actually _is_ called the quick-stop  :-)

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Human conquers helicopter

2003-11-22 Thread David Megginson
Jim Wilson wrote:

Yep, it is a feel, how much collective lift to add.  The thing that usually
screws me up is the tail rotor when hovering.  In general the rudder control
on my X45 sucks,  partially because it is my left hand and I'm very right
handed, but also because it is a rocker.  How are the helos with the pedal
controlers?
I haven't tried that recently -- it's such a pain to set up the yoke and 
rudder pedals that I rarely bother.  I just use the two little sticks on my 
WingMan, or alternatively, drag the mouse left and right for the rudder.

All the best,

David

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] New timer code ported onto old

2003-11-22 Thread Erik Hofman
Andy Ross wrote:
Erik Hofman wrote:

Both seem to work well (in which case I prefer the later solution).
But then I get a problem with the test.nas script which runs fine from
0 to 93 and then seems to hang ...


Works for me, obviously.  Stack trace?
Not yet, I haven't looked into that part yet (at first I was under the 
impression that this was C(++) code until I discovered I was already 
running a script :-)

I think it might be a big-/little endian problem.

Erik

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Easy-XML

2003-11-22 Thread Erik Hofman
Martin Spott wrote:
Jon Berndt [EMAIL PROTECTED] wrote:


Well, I want to look at it because I sort of hope to migrate the JSBSim XML
definition to a more robust and compliant format at some point in the
future.  Even now, it would be nice to make some changes here and there that
allowed us to move towards an emerging standard for aircraft models (that
JSBSim, incidentally, played a small part in inspiring):


http://dcb.larc.nasa.gov/utils/fltsim/DAVE/intro.html


BTW, as it appears to me they include a complete F-16 aero model in a
link on their website. Right ?
Yep, it's the exact same data we are using now. But I have extended data 
for the F-16, it's just not implemented (in the right way) yet.

Erik

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Human conquers helicopter

2003-11-22 Thread David Megginson
Andy Ross wrote:

Never mind.  Someone already added a skid attribute to the parser
(or maybe I did long ago and forgot).  Just set skid=1 on the gear
objects and remove the brake mappings from the property tree.
Done.

All the best,

David

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Helicopters: wow!

2003-11-22 Thread [EMAIL PROTECTED]
Am Samstag, 22. November 2003 14:24 schrieb David Megginson:
 I just tried flying the bo105 around Ottawa a bit: FlightGear has made an
 incredible amount of progress over the past few weeks.  All of the jitters
 in the heli flight model are gone, the 3D interior looks great (though it
 needs a bit of instrumentation -- I'm using the HUD for now), and the sound
 really helps to set the mood.  I'm still not good enough to land on top of
 one of the little white apartment buildings, though.


Hello, I allways wanted to fly the helicopter but i don't know how to start 
the engines. I pressed every key kombination but still no luck.

I could need an advice how to start the engines.


Best Regards,
 Oliver C.


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Gas Turbine Modelling

2003-11-22 Thread David Culp
 Just wondering if someone has put their hand up for the Gas Turbine
 modelling goal. I do not use FGFS but am interested in modelling gas
 turbines and would like to do simple, general, thermodynamic models for
 turbo jet, turbo shaft / prop and fan jet engines.

John Wojnaroski was working on one.  I don't know if Jon Berndt is still 
interested in a physics/thermodynamics model of a turbine for JSBSim, but we 
saved a spot in the class structure for it (FGTurbine) when the non-physics 
model (FGSimTurbine) was introduced.

I don't know if the physics/thermo model would be very practical, given the 
paucity of needed data to model a particular engine, but it is certainly 
interesting in it's own right.


Dave
-- 

David Culp
davidculp2[at]comcast.net


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel