Re: [Flightgear-devel] poll

2005-06-14 Thread Erik Hofman

Gerard Robin wrote:


The new 3D clouds are a good exemple of programming ressource, which
could be used to simulate random waves  ( i will get god lightnings or
rather devil fires, if i continu in that way ). 


What I was referring to was moving masses of water. Simulating water 
sparkles is not a bad idea but doesn't require triangle mesh manipulations.


Erik

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Re: [Flightgear-devel] poll

2005-06-14 Thread Erik Hofman

Ampere K. Hardraade wrote:
Water isn't the only other material that should be modelled.  There are also 
other materials such as grass and soil.  Right now, I can take a short cut 
across the grass in any airport without concern, and these sort of behaviours 
should bring some consequences. =)


True, that's why I added the numbers for rolling-friction and bumpiness 
in the materials.xml file for every coverage.


Erik

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Re: [Flightgear-devel] poll

2005-06-14 Thread Gerard Robin
Le mardi 14 juin 2005  10:13 +0200, Erik Hofman a crit :
 Ampere K. Hardraade wrote:
  Water isn't the only other material that should be modelled.  There are 
  also 
  other materials such as grass and soil.  Right now, I can take a short cut 
  across the grass in any airport without concern, and these sort of 
  behaviours 
  should bring some consequences. =)
 
 True, that's why I added the numbers for rolling-friction and bumpiness 
 in the materials.xml file for every coverage.
 
 Erik
 


 Yes it is very useful,i have made some modifications according to my
needs, especially for water . These parameters give a wide range of
possibility.

-- 
Gerard


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Re: [Flightgear-devel] poll

2005-06-14 Thread Josh Babcock
Ampere K. Hardraade wrote:
 Water isn't the only other material that should be modelled.  There are also 
 other materials such as grass and soil.  Right now, I can take a short cut 
 across the grass in any airport without concern, and these sort of behaviours 
 should bring some consequences. =)
 
 
 
 Ampere
 
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And for all the rotor heads out there, the surface area of the ground
makes a huge difference to a helicopter in real life. e.g.. Tall grass
is much preferable to concrete for emergency landings and high
performance takeoffs. A smooth surface can seriously degrade hover in
ground effect performance. OTOH, a bumpy surface can greatly increase
the chance of dynamic rollover. Improving the ground material system
would lay the groundwork for adding modeling for those effects to YASim.
(though VRS, autorotation and translational lift are probably all more
important)

Josh

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Re: [Flightgear-devel] poll

2005-06-14 Thread Erik Hofman

Gerard Robin wrote:

Le mardi 14 juin 2005 à 10:13 +0200, Erik Hofman a écrit :


Ampere K. Hardraade wrote:

Water isn't the only other material that should be modelled.  There are also 
other materials such as grass and soil.  Right now, I can take a short cut 
across the grass in any airport without concern, and these sort of behaviours 
should bring some consequences. =)


True, that's why I added the numbers for rolling-friction and bumpiness 
in the materials.xml file for every coverage.



 Yes it is very useful,i have made some modifications according to my
needs, especially for water . These parameters give a wide range of
possibility.


If you think some numbers are (way) off, please sent corrections to me. 
Most numbers where rough estimates without any testing.


Erik



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Re: [Flightgear-devel] poll

2005-06-14 Thread Gerard Robin
Le mardi 14 juin 2005  16:13 +0200, Erik Hofman a crit :
 Gerard Robin wrote:
  Le mardi 14 juin 2005  10:13 +0200, Erik Hofman a crit :
  
 Ampere K. Hardraade wrote:
 
 Water isn't the only other material that should be modelled.  There are 
 also 
 other materials such as grass and soil.  Right now, I can take a short cut 
 across the grass in any airport without concern, and these sort of 
 behaviours 
 should bring some consequences. =)
 
 True, that's why I added the numbers for rolling-friction and bumpiness 
 in the materials.xml file for every coverage.
 
   Yes it is very useful,i have made some modifications according to my
  needs, especially for water . These parameters give a wide range of
  possibility.
 
 If you think some numbers are (way) off, please sent corrections to me. 
 Most numbers where rough estimates without any testing.
 
 Erik
 
 
 
  OK, don't you think it could be rather an open discussion? 

I am not sure to keep the TRUE i am not a GURU   :-( and i worry it :-(

i only modify some, mainly water to make my SeaPlanes more realistic.
I will search which have been modified.
 
-- 
Gerard


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Re: [Flightgear-devel] poll

2005-06-14 Thread Erik Hofman

Gerard Robin wrote:

If you think some numbers are (way) off, please sent corrections to me. 
Most numbers where rough estimates without any testing.


  OK, don't you think it could be rather an open discussion? 


It would, if the rest of us could test it, but at this point you seem to 
be the only one who is using it.



I am not sure to keep the TRUE i am not a GURU   :-( and i worry it :-(


No need to worry, there is no pressure.
It's easily changed in the future :-)


i only modify some, mainly water to make my SeaPlanes more realistic.
I will search which have been modified.


If you have cvs working it's as easy as:

cvs login
cvs -z3 up -Pd materials.xml
cvs diff -puRN materials.xml  /tmp/materials.diff
cvs logout

Erik

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Re: [Flightgear-devel] poll

2005-06-14 Thread Gerard Robin
Le mardi 14 juin 2005  18:24 +0200, Erik Hofman a crit :
 Gerard Robin wrote:
 
 If you think some numbers are (way) off, please sent corrections to me. 
 Most numbers where rough estimates without any testing.
 
OK, don't you think it could be rather an open discussion? 
 
 It would, if the rest of us could test it, but at this point you seem to 
 be the only one who is using it.
 
  I am not sure to keep the TRUE i am not a GURU   :-( and i worry it :-(
 
 No need to worry, there is no pressure.
 It's easily changed in the future :-)
 
  i only modify some, mainly water to make my SeaPlanes more realistic.
  I will search which have been modified.
 
 If you have cvs working it's as easy as:
 
 cvs login
 cvs -z3 up -Pd materials.xml
 cvs diff -puRN materials.xml  /tmp/materials.diff
 cvs logout
 
 Erik
 
Open to discussion:


  Sea Water MINE rolling-friction1/rolling-friction  
bumpiness0.3/bumpiness

  Sea Water FG rolling-friction2/rolling-friction
   bumpiness0.8/bumpiness

  Lake  MINE rolling-friction0.8/rolling-friction
bumpiness0.2/bumpiness

  Lake  FG rolling-friction1/rolling-friction
   bumpiness0.2/bumpiness

  Sand  MINE rolling-friction2.O/rolling-friction
bumpiness0.1/bumpiness

  Sand  FG  rolling-friction0.1/rolling-friction
bumpiness0.1/bumpiness

IntermittentStream  MINE rolling-friction4/rolling-friction
  bumpiness0.6/bumpiness

 
IntermittentStream  FG rolling-friction1/rolling-friction
 bumpiness0.6/bumpiness




Gerard


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Re: [Flightgear-devel] poll

2005-06-14 Thread Gerard Robin
Le mardi 14 juin 2005  18:24 +0200, Erik Hofman a crit :
 Gerard Robin wrote:
 
 If you think some numbers are (way) off, please sent corrections to me. 
 Most numbers where rough estimates without any testing.
 
OK, don't you think it could be rather an open discussion? 
 
 It would, if the rest of us could test it, but at this point you seem to 
 be the only one who is using it.
 
  I am not sure to keep the TRUE i am not a GURU   :-( and i worry it :-(
 
 No need to worry, there is no pressure.
 It's easily changed in the future :-)
 
  i only modify some, mainly water to make my SeaPlanes more realistic.
  I will search which have been modified.
 
 If you have cvs working it's as easy as:
 
 cvs login
 cvs -z3 up -Pd materials.xml
 cvs diff -puRN materials.xml  /tmp/materials.diff
 cvs logout
 
 Erik
 
FORGET my Message SEEM TO BE SOMETHING WRONG WRONG , in my last
material.xml

Gerard


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Re: [Flightgear-devel] poll

2005-06-14 Thread Gerard Robin
Le mardi 14 juin 2005  19:17 +0200, Gerard Robin a crit :
 Le mardi 14 juin 2005  18:24 +0200, Erik Hofman a crit :
  Gerard Robin wrote:
  
  If you think some numbers are (way) off, please sent corrections to me. 
  Most numbers where rough estimates without any testing.
  
 OK, don't you think it could be rather an open discussion? 
  
  It would, if the rest of us could test it, but at this point you seem to 
  be the only one who is using it.
  
   I am not sure to keep the TRUE i am not a GURU   :-( and i worry it :-(
  
  No need to worry, there is no pressure.
  It's easily changed in the future :-)
  
   i only modify some, mainly water to make my SeaPlanes more realistic.
   I will search which have been modified.
  
  If you have cvs working it's as easy as:
  
  cvs login
  cvs -z3 up -Pd materials.xml
  cvs diff -puRN materials.xml  /tmp/materials.diff
  cvs logout
  
  Erik


REPLACE THE PREVIOUS WRONG ONE  (the disadvantage to have three FG
release in //).
Open to discussion:


  Sea Water MINE rolling-friction2/rolling-friction  
bumpiness0.8/bumpiness

  Sea Water FG rolling-friction1/rolling-friction
   bumpiness0.2/bumpiness

  Lake  MINE rolling-friction1.5/rolling-friction
bumpiness0.5/bumpiness

  Lake  FG rolling-friction1/rolling-friction
   bumpiness0.2/bumpiness

  Sand  MINE rolling-friction2.O/rolling-friction
bumpiness0.1/bumpiness

  Sand  FG  rolling-friction0.1/rolling-friction
bumpiness0.1/bumpiness

IntermittentStream  MINE rolling-friction4/rolling-friction
  bumpiness0.6/bumpiness

 
IntermittentStream  FG rolling-friction1/rolling-friction
 bumpiness0.6/bumpiness


 
 
 Gerard
 
 
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-- 
Gerard


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Re: [Flightgear-devel] poll

2005-06-14 Thread Jon Stockill

Gerard Robin wrote:


  Sand  MINE rolling-friction2.O/rolling-friction
bumpiness0.1/bumpiness

  Sand  FG  rolling-friction0.1/rolling-friction
bumpiness0.1/bumpiness


That may make sense for a sea plane with floats, but it doesn't make 
sense for an aircraft with wheels landing on a beach strip.


--
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] poll

2005-06-14 Thread Erik Hofman

Jon Stockill wrote:

Gerard Robin wrote:


  Sand  MINE rolling-friction2.O/rolling-friction
bumpiness0.1/bumpiness

  Sand  FG  rolling-friction0.1/rolling-friction
bumpiness0.1/bumpiness



That may make sense for a sea plane with floats, but it doesn't make 
sense for an aircraft with wheels landing on a beach strip.


I had my doubts about this also. This requires the JSBSim friction to be 
altered instead.


Erik



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Re: [Flightgear-devel] poll

2005-06-13 Thread Arnt Karlsen
On Mon, 13 Jun 2005 01:50:21 +0200, Gerard wrote in message 
[EMAIL PROTECTED]:

 Le lundi 13 juin 2005  01:13 +0200, Gerard Robin a crit :
  Le dimanche 12 juin 2005  22:07 +0200, Arnt Karlsen a crit :
   On Sun, 12 Jun 2005 10:43:44 +0200, Paul wrote in message 
   [EMAIL PROTECTED]:
   
On Sunday, 12 June 2005 09:22, Erik Hofman wrote:
 Ampere K. Hardraade wrote:
  I like that idea.  It would be nice to fly along the coast
  of a tropical island, look down and be able to see the white
  sand under the water... or flying above a coral reef and see
  the corals on the sea floor. =)
 
  Seperating land and water will also allow tidal effects to
  be modelled.  As for underwater exploration, I for one
  wouldn't mind taking the UFO down and see some underwater
  landmarks such as the Titanic.  hehe.

 I think we're all getting carried away a bit. We are aiming at
 a professional *flightsimulator* to be used as a training aid,
 not for Hollywood film making.
   
   ...the funny thing is, FG _is_ useable for film making, and
   wasting some time on making an Hollywood film could easily land
   us some serious funding to do the things we wanna do.
   
 Erik

Personally I don't care much for submarines and sealife in a
flight sim. What Flight Unlimited did was when you crashed in
water the screen went a  murky water color and your altitude
starts heading for negative figures. No fish, no sharks and no
coral but you get the point that you just crashed  into water
and that should be sufficient in my opinion.
   
   ...true, but landing a sea plane in any significant weather, means
   we should model sea states, waves behave differently depending on
   things like currents, depth, wind etc, also on lakes and rivers. 
  
If someone wants to make a submarine simulator then they are
welcome to make a  fork of FlightGear and name it SubGear but
I'm interested in aerodynamics and  not aquadynamics.
   
   ...then we have the waves made by the aircraft floats.  ;o)
  
  You are right and today we have to search for the best effect with
  an object animated like the aircraft shadow. I have tried to do it
  http://ghours.club.fr/Walrus-Villefranche1.jpg

..neat plane, but your sparkling waveless spray demos my point nicely,
dunk a Walrus into 5 thru 25ft seas, and you'll find that the one ton
big toothed seal can spank you mildly thru _roundly_, just like the
water the plane lands or dunks into.   ;o)

  May be with Sparkle we could get a better aspect
 
 And I forgot: Plib include some functions in _SSG Auxiliary Libraries_
 which are very useful.

..useful to model physical forces?  Or just to hit the degauss button
remotely to simulate a nose punch?  ;o)

..don't read me as we have enough fancy eyecandy, we need more of that
too, but we also need running water here.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] poll

2005-06-13 Thread Gerard Robin

 If someone wants to make a submarine simulator then they are
 welcome to make a  fork of FlightGear and name it SubGear but
 I'm interested in aerodynamics and  not aquadynamics.

...then we have the waves made by the aircraft floats.  ;o)
   
   You are right and today we have to search for the best effect with
   an object animated like the aircraft shadow. I have tried to do it
   http://ghours.club.fr/Walrus-Villefranche1.jpg
 
 ...neat plane, but your sparkling waveless spray demos my point nicely,
 dunk a Walrus into 5 thru 25ft seas, and you'll find that the one ton
 big toothed seal can spank you mildly thru _roundly_, just like the
 water the plane lands or dunks into.   ;o)
 
   May be with Sparkle we could get a better aspect
  
  And I forgot: Plib include some functions in _SSG Auxiliary Libraries_
  which are very useful.
 
 ...useful to model physical forces?  Or just to hit the degauss button
 remotely to simulate a nose punch?  ;o)
 
 ...don't read me as we have enough fancy eyecandy, we need more of that
 too, but we also need running water here.  ;o)
 
Anyway, that is mainly to illustrate the discussion, to demonstrate the
limitation of our system (today). I did it only on that Walrus because
it is little (the animation is only driven by the aircraft speed, agl
and pitch).
It was said that we do not have to make the Hollywood quality movie and
i agree.
However we could try to find the way which drive to get the best
picture,  with a combination of specific animations driven by speed,
forces,... light processing, and characteristics of materials.

It is a pity to see a seaplane taking off, and nothing happen on the sea
level , the ground-effect is able to give  parameters which could help
the design.  

The new 3D clouds are a good exemple of programming ressource, which
could be used to simulate random waves  ( i will get god lightnings or
rather devil fires, if i continu in that way ). 
-- 
Gerard


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Re: [Flightgear-devel] poll

2005-06-13 Thread Arnt Karlsen
On Mon, 13 Jun 2005 22:11:42 +0200, Gerard wrote in message 
[EMAIL PROTECTED]:

 It was said that we do not have to make the Hollywood quality movie
 and i agree.

..we have enough to get funding for the missing bits.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] poll

2005-06-13 Thread Ampere K. Hardraade
Water isn't the only other material that should be modelled.  There are also 
other materials such as grass and soil.  Right now, I can take a short cut 
across the grass in any airport without concern, and these sort of behaviours 
should bring some consequences. =)



Ampere

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Re: [Flightgear-devel] poll

2005-06-12 Thread Erik Hofman

Ampere K. Hardraade wrote:
I like that idea.  It would be nice to fly along the coast of a tropical 
island, look down and be able to see the white sand under the water... or 
flying above a coral reef and see the corals on the sea floor. =)


Seperating land and water will also allow tidal effects to be modelled.  As 
for underwater exploration, I for one wouldn't mind taking the UFO down and 
see some underwater landmarks such as the Titanic.  hehe.


I think we're all getting carried away a bit. We are aiming at a 
professional *flightsimulator* to be used as a training aid, not for 
Hollywood film making.


Erik

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Re: [Flightgear-devel] poll

2005-06-12 Thread Paul Surgeon
On Sunday, 12 June 2005 09:22, Erik Hofman wrote:
 Ampere K. Hardraade wrote:
  I like that idea.  It would be nice to fly along the coast of a tropical
  island, look down and be able to see the white sand under the water... or
  flying above a coral reef and see the corals on the sea floor. =)
 
  Seperating land and water will also allow tidal effects to be modelled. 
  As for underwater exploration, I for one wouldn't mind taking the UFO
  down and see some underwater landmarks such as the Titanic.  hehe.

 I think we're all getting carried away a bit. We are aiming at a
 professional *flightsimulator* to be used as a training aid, not for
 Hollywood film making.

 Erik

Personally I don't care much for submarines and sealife in a flight sim.
What Flight Unlimited did was when you crashed in water the screen went a 
murky water color and your altitude starts heading for negative figures.
No fish, no sharks and no coral but you get the point that you just crashed 
into water and that should be sufficient in my opinion.

If someone wants to make a submarine simulator then they are welcome to make a 
fork of FlightGear and name it SubGear but I'm interested in aerodynamics and 
not aquadynamics.

Paul

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Re: [Flightgear-devel] poll

2005-06-12 Thread Arnt Karlsen
On Sun, 12 Jun 2005 10:43:44 +0200, Paul wrote in message 
[EMAIL PROTECTED]:

 On Sunday, 12 June 2005 09:22, Erik Hofman wrote:
  Ampere K. Hardraade wrote:
   I like that idea.  It would be nice to fly along the coast of a
   tropical island, look down and be able to see the white sand under
   the water... or flying above a coral reef and see the corals on
   the sea floor. =)
  
   Seperating land and water will also allow tidal effects to be
   modelled.  As for underwater exploration, I for one wouldn't mind
   taking the UFO down and see some underwater landmarks such as the
   Titanic.  hehe.
 
  I think we're all getting carried away a bit. We are aiming at a
  professional *flightsimulator* to be used as a training aid, not for
  Hollywood film making.

..the funny thing is, FG _is_ useable for film making, and wasting some
time on making an Hollywood film could easily land us some serious
funding to do the things we wanna do.

  Erik
 
 Personally I don't care much for submarines and sealife in a flight
 sim. What Flight Unlimited did was when you crashed in water the
 screen went a  murky water color and your altitude starts heading for
 negative figures. No fish, no sharks and no coral but you get the
 point that you just crashed  into water and that should be sufficient
 in my opinion.

..true, but landing a sea plane in any significant weather, means we
should model sea states, waves behave differently depending on things
like currents, depth, wind etc, also on lakes and rivers. 
 
 If someone wants to make a submarine simulator then they are welcome
 to make a  fork of FlightGear and name it SubGear but I'm interested
 in aerodynamics and  not aquadynamics.

..then we have the waves made by the aircraft floats.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] poll

2005-06-12 Thread Gerard Robin
Le dimanche 12 juin 2005  22:07 +0200, Arnt Karlsen a crit :
 On Sun, 12 Jun 2005 10:43:44 +0200, Paul wrote in message 
 [EMAIL PROTECTED]:
 
  On Sunday, 12 June 2005 09:22, Erik Hofman wrote:
   Ampere K. Hardraade wrote:
I like that idea.  It would be nice to fly along the coast of a
tropical island, look down and be able to see the white sand under
the water... or flying above a coral reef and see the corals on
the sea floor. =)
   
Seperating land and water will also allow tidal effects to be
modelled.  As for underwater exploration, I for one wouldn't mind
taking the UFO down and see some underwater landmarks such as the
Titanic.  hehe.
  
   I think we're all getting carried away a bit. We are aiming at a
   professional *flightsimulator* to be used as a training aid, not for
   Hollywood film making.
 
 ...the funny thing is, FG _is_ useable for film making, and wasting some
 time on making an Hollywood film could easily land us some serious
 funding to do the things we wanna do.
 
   Erik
  
  Personally I don't care much for submarines and sealife in a flight
  sim. What Flight Unlimited did was when you crashed in water the
  screen went a  murky water color and your altitude starts heading for
  negative figures. No fish, no sharks and no coral but you get the
  point that you just crashed  into water and that should be sufficient
  in my opinion.
 
 ...true, but landing a sea plane in any significant weather, means we
 should model sea states, waves behave differently depending on things
 like currents, depth, wind etc, also on lakes and rivers. 

  If someone wants to make a submarine simulator then they are welcome
  to make a  fork of FlightGear and name it SubGear but I'm interested
  in aerodynamics and  not aquadynamics.
 
 ...then we have the waves made by the aircraft floats.  ;o)

You are right and today we have to search for the best effect with an
object animated like the aircraft shadow. I have tried to do it
http://ghours.club.fr/Walrus-Villefranche1.jpg
May be with Sparkle we could get a better aspect

-- 
Gerard


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Re: [Flightgear-devel] poll

2005-06-12 Thread Gerard Robin
Le lundi 13 juin 2005  01:13 +0200, Gerard Robin a crit :
 Le dimanche 12 juin 2005  22:07 +0200, Arnt Karlsen a crit :
  On Sun, 12 Jun 2005 10:43:44 +0200, Paul wrote in message 
  [EMAIL PROTECTED]:
  
   On Sunday, 12 June 2005 09:22, Erik Hofman wrote:
Ampere K. Hardraade wrote:
 I like that idea.  It would be nice to fly along the coast of a
 tropical island, look down and be able to see the white sand under
 the water... or flying above a coral reef and see the corals on
 the sea floor. =)

 Seperating land and water will also allow tidal effects to be
 modelled.  As for underwater exploration, I for one wouldn't mind
 taking the UFO down and see some underwater landmarks such as the
 Titanic.  hehe.
   
I think we're all getting carried away a bit. We are aiming at a
professional *flightsimulator* to be used as a training aid, not for
Hollywood film making.
  
  ...the funny thing is, FG _is_ useable for film making, and wasting some
  time on making an Hollywood film could easily land us some serious
  funding to do the things we wanna do.
  
Erik
   
   Personally I don't care much for submarines and sealife in a flight
   sim. What Flight Unlimited did was when you crashed in water the
   screen went a  murky water color and your altitude starts heading for
   negative figures. No fish, no sharks and no coral but you get the
   point that you just crashed  into water and that should be sufficient
   in my opinion.
  
  ...true, but landing a sea plane in any significant weather, means we
  should model sea states, waves behave differently depending on things
  like currents, depth, wind etc, also on lakes and rivers. 
 
   If someone wants to make a submarine simulator then they are welcome
   to make a  fork of FlightGear and name it SubGear but I'm interested
   in aerodynamics and  not aquadynamics.
  
  ...then we have the waves made by the aircraft floats.  ;o)
 
 You are right and today we have to search for the best effect with an
 object animated like the aircraft shadow. I have tried to do it
 http://ghours.club.fr/Walrus-Villefranche1.jpg
 May be with Sparkle we could get a better aspect

And I forgot: Plib include some functions in _SSG Auxiliary Libraries_
which are very useful.

 
-- 
Gerard


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Re: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-12 Thread Gerard Robin
Le samedi 11 juin 2005  09:24 -0700, Andy Ross a crit :
 Gerard Robin wrote:
  with Yasim we must find a medium way to get the same effect.  About
  retractable gears no problems, about contact points on the fuse big
  problems .
 
 I'm not understanding this at all; JSBSim and YASim have all but
 identical* gear systems. Can you please post the YASim configuration
 you are having trouble with?  I suspect you are just misunderstanding
 something.
 
 Are you trying to make the aircraft sit on the automatic contact
 points?  That won't work, they have very high spring constants and are
 designed to detect crashes.  You need to define gear objects with
 non-tiny compression distances.
 
 I think the confusion here might be the assumption that you can only
 have one set of gear and that they must all retract when
 /controls/gear-down is set to false.  That has never been true with
 YASim.
 
 Andy
 
 * Differences of which I am aware: JSBSim uses manual contact points,
   whereas YASim generates them automatically.  JSBSim uses a single
   set of retractable gear, whereas YASim allows different gear object
   to retract independently.
 
 Since our last talking, i have tried to rebuild  from 'souvenirs'
the FDM YaSim model which was  for me a _big problem_ the result with the 
actual 
CVS release is good. Better than before with an older fgfs release (9.4 ??)
 So now, in addition to the usual retractable gears,
 with _gear_ which define several contact points, i get a good position of 
the aircraft  (mains gear-up).

Thanks and Sorry for my _certitude_; i was not up to date.

Gerard


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Re: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-11 Thread Lee Elliott
On Friday 10 Jun 2005 22:41, Andy Ross wrote:
 theoreticle wrote:
  Let's say someone comes up with a model for the old Pan Am
  Clipper, that wants to land fully loaded with passengers and
  half loaded with fuel.  The actual aircraft will sink it's
  fuselage as far as 5 feet into the water, perhaps more if
  landing in 'seas'.  There absolutely must be some code to
  support sea planes landing in the water.

 The water interaction really isn't so difficult (it's just
 like landing gear compression, but with an extra term for drag
 due to water flow).

 The harder part is hacking the scenery subsystem to understand
 which polygons are water and propagate this information out
 through the groundcache to the FDMs.  That will likely require
 touching a ton of code all over the simulator; it's always the
 data modelling issues that cause the problems.  Algorithms are
 easy.

 Andy

One problem with using YASim for sea planes is that the fuselage 
mustn't contact the surface as this equates to a crash.  While I 
was experimenting with the SR45 I found that I had to omit the 
lower fuselage deck to achieve this, which must then affect the 
flying accuracy.

I sort of got around it by using a non-retractable gear, which at 
least added some drag back.

one of the last things I tried was to link the brakes of this 
gear to the gear compression so that the braking effect reduced 
or increased as the hull rose or sank into the water.

LeeE

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Re: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-11 Thread Gerard Robin
Le samedi 11 juin 2005  10:20 +0100, Lee Elliott a crit :
 On Friday 10 Jun 2005 22:41, Andy Ross wrote:
  theoreticle wrote:
   Let's say someone comes up with a model for the old Pan Am
   Clipper, that wants to land fully loaded with passengers and
   half loaded with fuel.  The actual aircraft will sink it's
   fuselage as far as 5 feet into the water, perhaps more if
   landing in 'seas'.  There absolutely must be some code to
   support sea planes landing in the water.
 
  The water interaction really isn't so difficult (it's just
  like landing gear compression, but with an extra term for drag
  due to water flow).
 
  The harder part is hacking the scenery subsystem to understand
  which polygons are water and propagate this information out
  through the groundcache to the FDMs.  That will likely require
  touching a ton of code all over the simulator; it's always the
  data modelling issues that cause the problems.  Algorithms are
  easy.
 
  Andy
 
 One problem with using YASim for sea planes is that the fuselage 
 mustn't contact the surface as this equates to a crash.  While I 
 was experimenting with the SR45 I found that I had to omit the 
 lower fuselage deck to achieve this, which must then affect the 
 flying accuracy.
 
 I sort of got around it by using a non-retractable gear, which at 
 least added some drag back.
 
 one of the last things I tried was to link the brakes of this 
 gear to the gear compression so that the braking effect reduced 
 or increased as the hull rose or sank into the water.
 
 LeeE
 
 Oh you met exactly what i got  when i tried (for the fun) to model an
helicopter with floats (SeaStallion) .
I could not use JSB (no rotor FDM) and with the use of Yasim it has been
very difficult to find the right way which make that model to stand
correctly on water with gear-up. 
To answer that, JSBSim gives a better flexibility.
 
-- 
Gerard


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Re: [Flightgear-devel] poll

2005-06-11 Thread Martin Spott
Dave Culp wrote:
 This is a poll.  Does anyone really want the FDM to allow flying under the 
 terrain, or was that a misunderstanding by me?

No, this is not a misunderstanding. Probably your conclusion of we
need to avoid such a situation is different from mine. I would not
want to let aircraft fly below terrain surface but i would not want FG
to automagically initiate a reset as well. A crash demonstration as
Melchior did it for the BO-105 is probably the 'best' solution.

Aside from that flying below a bridge or taxiing into a hangar is a
desired feature.

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-11 Thread Andy Ross
Lee Elliott wrote:
 One problem with using YASim for sea planes is that the fuselage
 mustn't contact the surface as this equates to a crash.  While I
 was experimenting with the SR45 I found that I had to omit the
 lower fuselage deck to achieve this, which must then affect the
 flying accuracy.

I suspect the real problem is that there weren't enough gear
objects.  On a seaplane, anything that contacts the water is a landing
gear.  Something with a realistic gear compression should be touching
the surface before the automatically generated fuselage contact point
does; this requirement isn't any different from any other aircraft.

FWIW, adding special behavior for contact points when they touch water
(relaxed crash distance and spring constant, I guess) wouldn't be
hard, provided the hard part is done: telling the FDM when the
intersection point is with water.

Andy



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Re: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-11 Thread Andy Ross
Gerard Robin wrote:
 I could not use JSB (no rotor FDM) and with the use of Yasim it has
 been very difficult to find the right way which make that model to
 stand correctly on water with gear-up.

 To answer that, JSBSim gives a better flexibility.

Both JSBSim and YASim use manually placed gear objects.  There is no
meaningful difference in the way they are configured.  Getting the
c.g. correct and making aircraft stand up straight is just hard. :)

Note that there is no water yet.  Making an aircraft stand correctly
on water is no different from making it stand correctly on the runway.

Andy

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Re: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-11 Thread Gerard Robin
Le samedi 11 juin 2005  08:39 -0700, Andy Ross a crit :
 Gerard Robin wrote:
  I could not use JSB (no rotor FDM) and with the use of Yasim it has
  been very difficult to find the right way which make that model to
  stand correctly on water with gear-up.
 
  To answer that, JSBSim gives a better flexibility.
 
 Both JSBSim and YASim use manually placed gear objects.  There is no
 meaningful difference in the way they are configured.  Getting the
 c.g. correct and making aircraft stand up straight is just hard. :)
 
 Note that there is no water yet.  Making an aircraft stand correctly
 on water is no different from making it stand correctly on the runway.
 
 Andy
 
 NO The big difference is, 

a seaplane can have 2 types of contact points one which is the usual
gears on ground, which is retractable and well defined on both FDM.
the second which is part of the fuse and auxiliary floats, with JSBSim
we have not any difficulties to define it ( i have a seaplane modelled
with 12 contact points) and makes the aircraft standing correctly.

with Yasim we must find a medium way to get the same effect.
About retractable gears no problems, about contact points on the fuse
big problems .
 
-- 
Gerard


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Re: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-11 Thread Andy Ross
Gerard Robin wrote:
 with Yasim we must find a medium way to get the same effect.  About
 retractable gears no problems, about contact points on the fuse big
 problems .

I'm not understanding this at all; JSBSim and YASim have all but
identical* gear systems. Can you please post the YASim configuration
you are having trouble with?  I suspect you are just misunderstanding
something.

Are you trying to make the aircraft sit on the automatic contact
points?  That won't work, they have very high spring constants and are
designed to detect crashes.  You need to define gear objects with
non-tiny compression distances.

I think the confusion here might be the assumption that you can only
have one set of gear and that they must all retract when
/controls/gear-down is set to false.  That has never been true with
YASim.

Andy

* Differences of which I am aware: JSBSim uses manual contact points,
  whereas YASim generates them automatically.  JSBSim uses a single
  set of retractable gear, whereas YASim allows different gear object
  to retract independently.

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RE: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-11 Thread Jon Berndt
 Andy wrote:
 
 whereas YASim allows different gear object
   to retract independently.

 !!!

... now there's a thought. Hmmm. I feel a feature request coming for JSBSim. :-)

Jon


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Re: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-11 Thread Gerard Robin
Le samedi 11 juin 2005  09:24 -0700, Andy Ross a crit :
 Gerard Robin wrote:
  with Yasim we must find a medium way to get the same effect.  About
  retractable gears no problems, about contact points on the fuse big
  problems .
 
 I'm not understanding this at all; JSBSim and YASim have all but
 identical* gear systems. Can you please post the YASim configuration
 you are having trouble with?  I suspect you are just misunderstanding
 something.
 
 Are you trying to make the aircraft sit on the automatic contact
 points?  That won't work, they have very high spring constants and are
 designed to detect crashes.  You need to define gear objects with
 non-tiny compression distances.
 
 I think the confusion here might be the assumption that you can only
 have one set of gear and that they must all retract when
 /controls/gear-down is set to false.  That has never been true with
 YASim.
 
 Andy
 
 * Differences of which I am aware: JSBSim uses manual contact points,
   whereas YASim generates them automatically.  JSBSim uses a single
   set of retractable gear, whereas YASim allows different gear object
   to retract independently.
 
 OK i'll try to find my old project or to rebuild it , because many many
water as passed under the Avignon Bridge   since ... 
-- 
Gerard


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Re: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-11 Thread Lee Elliott
On Saturday 11 Jun 2005 16:35, Andy Ross wrote:
 Lee Elliott wrote:
  One problem with using YASim for sea planes is that the
  fuselage mustn't contact the surface as this equates to a
  crash.  While I was experimenting with the SR45 I found that
  I had to omit the lower fuselage deck to achieve this, which
  must then affect the flying accuracy.

 I suspect the real problem is that there weren't enough gear
 objects.  On a seaplane, anything that contacts the water is a
 landing gear.  Something with a realistic gear compression
 should be touching the surface before the automatically
 generated fuselage contact point does; this requirement isn't
 any different from any other aircraft.

 FWIW, adding special behavior for contact points when they
 touch water (relaxed crash distance and spring constant, I
 guess) wouldn't be hard, provided the hard part is done:
 telling the FDM when the intersection point is with water.

 Andy

Hello Andy,

I didn't really have a problem with the number of gear objects - 
I used a soft sprung tandem layout for the main gear with firm 
sprung out-riggers for the floats, which were retractable.  It 
actually seemed to work quite well, with the a/c leaning a 
little to one side on the float that was in the water.  As the 
a/c accelerated for take-off it rose up out of the 'water' quite 
nicely:)

The main problem was that one of the fuselage entries had to be 
omitted - I originally tried to use three entries as this 
matched the SR45 fuselage well.  As to how much difference this 
made to what was largely a guess-work fdm is anyone's guess.

I figured that it should be possible to model a set of wash waves 
and spray that could be linked to the compression too.  Lot of 
work though.

LeeE

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Re: [Flightgear-devel] poll

2005-06-11 Thread Ampere K. Hardraade
On June 11, 2005 06:07 pm, Oliver C. wrote:
 I agree with the terrain.
 But i think that airplanes need to be able to sink after they crash. :)
 So the best way would be to make the terrain and watersurfaces independent
 from each other.
 This would also have some positive side effects because it would allow us
 to animate waves of the sea and make the sea transparent, especially at the
 coastlines.
 For this, it would also be a good idea to display the ground under the sea
 and merge the terrain with the ground under the sea instead of with the sea
 level.
 This would also allows us to include submarines, like someone above in this
 thread said.


 Best Regards,
  Oliver C.
I like that idea.  It would be nice to fly along the coast of a tropical 
island, look down and be able to see the white sand under the water... or 
flying above a coral reef and see the corals on the sea floor. =)

Seperating land and water will also allow tidal effects to be modelled.  As 
for underwater exploration, I for one wouldn't mind taking the UFO down and 
see some underwater landmarks such as the Titanic.  hehe.



Ampere

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Re: [Flightgear-devel] poll

2005-06-11 Thread Martin Spott
Ampere K. Hardraade wrote:

 I like that idea.  It would be nice to fly along the coast of a tropical 
 island, look down and be able to see the white sand under the water...

I think we could already get this by exploring the shallow water
attribute in the VMAP data   well, I could be wrong,

Martin.
-- 
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Re: [Flightgear-devel] poll

2005-06-10 Thread Josh Babcock
Dave Culp wrote:
 This is a poll.  Does anyone really want the FDM to allow flying under the 
 terrain, or was that a misunderstanding by me?
 
 If nobody wants it then I think it should be disallowed.
 
 
 Dave
 
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Maybe with the magic carpet FDM. Real FDMs though, no way.

Josh

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Re: [Flightgear-devel] poll

2005-06-10 Thread Harald JOHNSEN

Dave Culp wrote:

This is a poll.  Does anyone really want the FDM to allow flying under the 
terrain, or was that a misunderstanding by me?


If nobody wants it then I think it should be disallowed.


Dave

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By flying under the terrain you means like flying in a tunnel under a 
montain ? I think it's improbable.
And how would you manage landing on ground or water if one can fly under 
them ?


Harald.



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Re: [Flightgear-devel] poll

2005-06-10 Thread Gerard Robin
Le vendredi 10 juin 2005  13:27 -0500, Dave Culp a crit :
 This is a poll.  Does anyone really want the FDM to allow flying under the 
 terrain, or was that a misunderstanding by me?
 
 If nobody wants it then I think it should be disallowed.
 
 
 Dave
 
 That is a good question:-)
OK Aircrafts should not have a normal flight underground or undersea.
It should continu in a crash situation to go into  (not under) and that
gives opportunity to run an animation  (broken  wings, explode, ..diving
when into the sea..and everything an human brain can imagine )
 
-- 
Gerard


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Re: [Flightgear-devel] poll

2005-06-10 Thread Curtis L. Olson

Dave Culp wrote:

This is a poll.  Does anyone really want the FDM to allow flying under the 
terrain, or was that a misunderstanding by me?


If nobody wants it then I think it should be disallowed.
 



I am surprised to hear that JSBsim allows flying underground.  It seems 
pretty non-sensical to me.  I don't think any other FDM allows flight 
through material that is denser than air.  I've had to put my earth-worm 
simulator on the backburner for now anyway so I don't see this as a very 
useful feature.


Regards,

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d


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Re: [Flightgear-devel] poll

2005-06-10 Thread Frederic Bouvier

Dave Culp a écrit :

This is a poll.  Does anyone really want the FDM to allow flying under the 
terrain, or was that a misunderstanding by me?


If nobody wants it then I think it should be disallowed.
 


Fly under terrain : no
Fly under bridges : yes
Taxi under hangars : yes

-Fred



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Re: [Flightgear-devel] poll

2005-06-10 Thread Ampere K. Hardraade
hmm... flying undersea.  Isn't that what submarines do?



Ampere

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Re: [Flightgear-devel] poll

2005-06-10 Thread Gerard Robin
Le vendredi 10 juin 2005  14:19 -0500, Curtis L. Olson a crit :
 Dave Culp wrote:
 
 This is a poll.  Does anyone really want the FDM to allow flying under the 
 terrain, or was that a misunderstanding by me?
 
 If nobody wants it then I think it should be disallowed.
   
 
 
 I am surprised to hear that JSBsim allows flying underground.  It seems 
 pretty non-sensical to me.  I don't think any other FDM allows flight 
 through material that is denser than air.  I've had to put my earth-worm 
 simulator on the backburner for now anyway so I don't see this as a very 
 useful feature.
 
 Regards,
 
 Curt.
 
No don't that was a Joke, because, 
Everyone in the flightgear community knows:
with a good UNDERCARRIAGE  definition we get, at least, a Yasim
equivalent result, in my opinion better.
-- 
Gerard


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Re: [Flightgear-devel] poll

2005-06-10 Thread theoreticle

I know I'm new to this, but:

if (PlaneHitsWater()){
   if (planesLandingGear == Floats){
checkIfLandingOrAugeringIn();
}
elseif (planesLandingGear == Wheels){
crash == true;
}
   }

seems like a reasonable way to do things.



- Original Message - 
From: Dave Culp [EMAIL PROTECTED]

To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Friday, June 10, 2005 2:27 PM
Subject: [Flightgear-devel] poll



This is a poll.  Does anyone really want the FDM to allow flying under the
terrain, or was that a misunderstanding by me?

If nobody wants it then I think it should be disallowed.


Dave

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Re: [Flightgear-devel] poll

2005-06-10 Thread Lee Elliott
On Friday 10 Jun 2005 21:20, Ampere K. Hardraade wrote:
 hmm... flying undersea.  Isn't that what submarines do?



 Ampere

That's an interesting idea:)

Relative viscosity of water must be a bit like super/hyper-sonic 
in air but the relative speed-of-sound for the mediums won't 
match at all.

Is there any close analogue to cavitation with propellers?

LeeE

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Re: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-10 Thread theoreticle
Let's say someone comes up with a model for the old Pan Am Clipper, that 
wants to land fully loaded with passengers and half loaded with fuel.  The 
actual aircraft will sink it's fuselage as far as 5 feet into the water, 
perhaps more if landing in 'seas'.  There absolutely must be some code to 
support sea planes landing in the water.


The only references I can find seem to be rather old:

http://naca.central.cranfield.ac.uk/reports/1945/naca-report-810.pdf
'Analysis and Modification of Theory for Impact of Seaplanes on Water'
(that seems to be a NACA not NASA doc for you historiuans!)

However, if there is at least a primitve method of dealing with seaplanes, 
perhaps simply not setting crash condition to true, and increasing headwind 
up to a resistance equating the floats hitting the water, that would deal 
with the condition in the short term.


Then, there is the issue of jet propelled aircraft.  I have some wonderful 
footage of an F-14 doing a fly-by of a carrier at 20 feet off of the waves. 
Sure, it looks cool... but according to historic data you can only pull this 
move if you are going at least as fast as xx knots.  If you fly a turbojet 
powered airplane too slow, too close to the water, then the forward 
turbulence of your aircraft will cause you to ingest water through your 
intakes.


How about a prop plane like a C-123?  The farthest a propeller's blade is 
going to reach is a good 4 feet above the bottom of the fuselage?  Shouldn't 
FG be 'smart' enough to realize that in extreme conditions a plane like this 
could, theoretically, touch the surface of a body of water yet still not 
crash?


Sigh... I guess I have been looking for a part of FG to work on.  If someone 
makes it so I could work this issue and come up with some reasonable rules, 
so that it doesn't end up with patch-on-patch-on-patch to deal with the 
issue of aircraft intersecting water.



- Original Message - 
From: Lee Elliott [EMAIL PROTECTED]

To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Friday, June 10, 2005 4:59 PM
Subject: Re: [Flightgear-devel] poll



On Friday 10 Jun 2005 21:20, Ampere K. Hardraade wrote:

hmm... flying undersea.  Isn't that what submarines do?



Ampere


That's an interesting idea:)

Relative viscosity of water must be a bit like super/hyper-sonic
in air but the relative speed-of-sound for the mediums won't
match at all.

Is there any close analogue to cavitation with propellers?

LeeE

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Re: [Flightgear-devel] poll

2005-06-10 Thread Erik Hofman

[EMAIL PROTECTED] wrote:

I know I'm new to this, but:

if (PlaneHitsWater()){
   if (planesLandingGear == Floats){
checkIfLandingOrAugeringIn();
}
elseif (planesLandingGear == Wheels){
crash == true;
}
   }

seems like a reasonable way to do things.


I just found a way to simplify FlightGear by quite a bit:

if ( !gearOnGround() )
   flyAroundABit();

Voilla.

Erik

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Re: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-10 Thread Andy Ross
theoreticle wrote:
 Let's say someone comes up with a model for the old Pan Am Clipper,
 that wants to land fully loaded with passengers and half loaded with
 fuel.  The actual aircraft will sink it's fuselage as far as 5 feet
 into the water, perhaps more if landing in 'seas'.  There absolutely
 must be some code to support sea planes landing in the water.

The water interaction really isn't so difficult (it's just like
landing gear compression, but with an extra term for drag due to water
flow).

The harder part is hacking the scenery subsystem to understand which
polygons are water and propagate this information out through the
groundcache to the FDMs.  That will likely require touching a ton of
code all over the simulator; it's always the data modelling issues
that cause the problems.  Algorithms are easy.

Andy

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Re: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-10 Thread Gerard Robin
Le vendredi 10 juin 2005  17:27 -0400, [EMAIL PROTECTED] a crit :
 Let's say someone comes up with a model for the old Pan Am Clipper, that 
 wants to land fully loaded with passengers and half loaded with fuel.  The 
 actual aircraft will sink it's fuselage as far as 5 feet into the water, 
 perhaps more if landing in 'seas'.  There absolutely must be some code to 
 support sea planes landing in the water.
 
 The only references I can find seem to be rather old:
 
 http://naca.central.cranfield.ac.uk/reports/1945/naca-report-810.pdf
 'Analysis and Modification of Theory for Impact of Seaplanes on Water'
 (that seems to be a NACA not NASA doc for you historiuans!)
 
 However, if there is at least a primitve method of dealing with seaplanes, 
 perhaps simply not setting crash condition to true, and increasing headwind 
 up to a resistance equating the floats hitting the water, that would deal 
 with the condition in the short term.
 
 Then, there is the issue of jet propelled aircraft.  I have some wonderful 
 footage of an F-14 doing a fly-by of a carrier at 20 feet off of the waves. 
 Sure, it looks cool... but according to historic data you can only pull this 
 move if you are going at least as fast as xx knots.  If you fly a turbojet 
 powered airplane too slow, too close to the water, then the forward 
 turbulence of your aircraft will cause you to ingest water through your 
 intakes.
 
 How about a prop plane like a C-123?  The farthest a propeller's blade is 
 going to reach is a good 4 feet above the bottom of the fuselage?  Shouldn't 
 FG be 'smart' enough to realize that in extreme conditions a plane like this 
 could, theoretically, touch the surface of a body of water yet still not 
 crash?
 
 Sigh... I guess I have been looking for a part of FG to work on.  If someone 
 makes it so I could work this issue and come up with some reasonable rules, 
 so that it doesn't end up with patch-on-patch-on-patch to deal with the 
 issue of aircraft intersecting water.
 
 
 That document is very interesting.

With my very little experience, when i have  modelled  a catalina PBY5,
i have found with JSBSim the facility to define many contact points
which   define the geometry of the fuse floating part, with parameters:
spring damper friction viscosity for each point,
we get results which could be partly representatives
JSBSim team development could better say if in that case algorithms are
enough. Are we near to, or really far away.
-- 
Gerard


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Re: [Flightgear-devel] poll

2005-06-10 Thread Arnt Karlsen
On Fri, 10 Jun 2005 14:36:35 -0400, Josh wrote in message 
[EMAIL PROTECTED]:

 Dave Culp wrote:
  This is a poll.  Does anyone really want the FDM to allow flying
  under the  terrain, or was that a misunderstanding by me?
  
  If nobody wants it then I think it should be disallowed.
 
 Maybe with the magic carpet FDM. Real FDMs though, no way.
 
..that hack would introduce a bug here:  ;o)
http://home.online.no/~hasto/reiser/hurtigruta/torghatt-hol-syd.jpg

..biggest one thru is a RNoAF TwinOtter on a partly autorized trip 
back in the Cold War days.  It's a fairly safe bet this record will 
stand above any Cub stunt, or any Bird Dog stunt, as these are 
looser fits.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] poll

2005-06-10 Thread Arnt Karlsen
On Fri, 10 Jun 2005 21:53:23 +0200, Frederic wrote in message 
[EMAIL PROTECTED]:

 Dave Culp a crit :
 
 This is a poll.  Does anyone really want the FDM to allow flying
 under the  terrain, or was that a misunderstanding by me?
 
 If nobody wants it then I think it should be disallowed.
   
 
 Fly under terrain : no
 Fly under bridges : yes
 Taxi under hangars : yes

..fly thru hangars and hear colorful language from TWR: yes  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] poll

2005-06-10 Thread Gene Buckle
By flying under the terrain you means like flying in a tunnel under a 
montain ? I think it's improbable.
And how would you manage landing on ground or water if one can fly under 
them ?




What happens when the FDM system is used for ground based vehicles that 
_could_ enter a tunnel?


g.


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RE: [Flightgear-devel] poll

2005-06-10 Thread Vivian Meazza
Ampere K. Hardraade wrote

 
 hmm... flying undersea.  Isn't that what submarines do?
 

Nope ... they just float a bit lower down than surface ships. Hydrofoils
fly.

Regards,

Vivian



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Re: [Flightgear-devel] poll

2005-06-10 Thread Arnt Karlsen
On Sat, 11 Jun 2005 01:44:39 +0100, Vivian wrote in message 
[EMAIL PROTECTED]:

 Ampere K. Hardraade wrote
 
  
  hmm... flying undersea.  Isn't that what submarines do?
  
 
 Nope ... they just float a bit lower down than surface ships.
 Hydrofoils fly.

..let's qualify fly; both submarines and airship can and often do use 
_some_ aero|hydrodynamic lift, usually the bulk is aero|hydrostatic
displacement lift.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] poll

2005-06-10 Thread Drew
I don't think any other FDM allows flight

Well most of them fly through buildings, but that's a different issue.  ;)

As far as models go, ground interactions should be aircraft specific,
IMHO, and each aircraft model should create its own instance of
landing gear models and collision points (wing tips, fuselage belly,
tail booms...etc.).  If these are absent, then the aircraft will fly
through the ground.  I see no reason to eliminate the possibility of
sub-terranian exploration.  Just make no gaurantee about what things
should look like.

Is there any close analogue to cavitation with propellers?

Not really.  Air is compressible, which means it will expand
proportionally with a decrease in pressure, rather than an abrupt
evaporation with low pressure like what happens with water.  Propeller
blades can stall, I suppose, but that would only happen with a
constant speed propeller at too high a blade pitch, which would
require a prop governor failure.

Drew

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RE: [Flightgear-devel] poll

2005-06-10 Thread Jon Berndt
 I am surprised to hear that JSBsim allows flying underground.  It seems
 pretty non-sensical to me.  I don't think any other FDM allows flight
 through material that is denser than air.  I've had to put my earth-worm
 simulator on the backburner for now anyway so I don't see this as a very
 useful feature.

 Curt.

If there are no ground contact points defined for an aircraft you can go 
anywhere. That
was by design. You'll understand why as soon as I get FGSeaHorse,  FGEarthworm, 
and
FGMantaRay integrated into Makefile.am.

Jon


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