Re: [Flightgear-devel] Surface Positions (almost there)

2002-03-14 Thread Arnt Karlsen

On 01 Mar 2002 11:45:36 -0800, 
Tony Peden [EMAIL PROTECTED] wrote in message 
1015011936.2147.66.camel@raptor:

 On Fri, 2002-03-01 at 08:05, Jon S Berndt wrote:
  On Fri, 1 Mar 2002 07:15:14 -0800 (PST)
Tony Peden [EMAIL PROTECTED] wrote:


  Will we need to do this with flaps, slats, spoilers, 
  elevons, etc.? A left and right component for each one? 
  :-(  :-(
 
 Spoilers, yes.  We must always be prepared for asymettric deflection
 of those. In the most general case, we'd need to model a whole array
 of them (more than 10) 
 
 Flaps and slats, no.  If those go out asymmetrically, you've got a big
 problem. (Slats are can actually be worse, as its usually not real
 apparent that you have a problem until you're really in trouble)

..for the RL WWII Me109, I'm told asymmetric slats were considered 
a feature by Luftwaffe brass and novice pilots, as the yawing this 
produced, helped spray out gun fire towards britts in hi-G combat 
manouvering.  As pilot experience built, Me pilots tended to prefer 
a more precise mode of gun fire delivery, some had their Me's modified 
to symmetric slat deployment, the majority I believe transferred to 
the FW190's.

..to model these Me 109'ers, we need assymmetric slat deployment,
triggered by each wings AOA.  (Actually, the neutral point moving
afaik.)

 Elevons, no.

..elevons combine elevator control with aileron control, on
some delta wings.  Support needed.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)

  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Surface Positions (almost there)

2002-03-01 Thread Erik Hofman

David Megginson wrote:

 The only inconsistency left is gear position:
 
   JSBSim: /gear/gear[n]/position
   YASim:  /gear/gear[n]/position-norm
 
 They both agree on using 1.0 for down and 0.0 for up, though, and
 that's good news.  As soon as this last problem is fixed, I'll switch
 the animations over and we'll have smooth flap and gear movement.  In
 fact, if the FDM people want to get really clever, they can have the
 gear retract and extend slightly out of sync so that they lock up or
 down about .5 sec apart.

If I see it right, you could do that in the animation files also by 
having different factor falues, doesn't it?

I still have a slight problem for the sound code, at this time the 
rumble sound is played only when the nose gear has weight on wheel.
What would be the best solution, chaanging the code to check for more 
than one property or create a general gear-wow value in the property tree?

Erik





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Re: [Flightgear-devel] Surface Positions (almost there)

2002-03-01 Thread Tony Peden


--- Erik Hofman [EMAIL PROTECTED] wrote:
 David Megginson wrote:
 
  The only inconsistency left is gear position:
  
JSBSim: /gear/gear[n]/position
YASim:  /gear/gear[n]/position-norm
  
  They both agree on using 1.0 for down and 0.0 for
 up, though, and
  that's good news.  As soon as this last problem is
 fixed, I'll switch
  the animations over and we'll have smooth flap and
 gear movement.  In
  fact, if the FDM people want to get really clever,
 they can have the
  gear retract and extend slightly out of sync so
 that they lock up or
  down about .5 sec apart.

Oops, missed that.  I'll take care of it when I get
home. 
 
 If I see it right, you could do that in the
 animation files also by 
 having different factor falues, doesn't it?
 
 I still have a slight problem for the sound code, at
 this time the 
 rumble sound is played only when the nose gear has
 weight on wheel.
 What would be the best solution, chaanging the code
 to check for more 
 than one property or create a general gear-wow value
 in the property tree?
 
 Erik
 
 
 
 
 
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Re: [Flightgear-devel] Surface Positions (almost there)

2002-03-01 Thread David Megginson

Erik Hofman writes:

   They both agree on using 1.0 for down and 0.0 for up, though, and
   that's good news.  As soon as this last problem is fixed, I'll switch
   the animations over and we'll have smooth flap and gear movement.  In
   fact, if the FDM people want to get really clever, they can have the
   gear retract and extend slightly out of sync so that they lock up or
   down about .5 sec apart.
  
  If I see it right, you could do that in the animation files also by 
  having different factor falues, doesn't it?

Probably, but then the sound wouldn't sync up.


All the best,


David

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David Megginson
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Re: [Flightgear-devel] Surface Positions (almost there)

2002-03-01 Thread Jon S Berndt

On Fri, 1 Mar 2002 07:15:14 -0800 (PST)
  Tony Peden [EMAIL PROTECTED] wrote:

David, 
Have a look at c172.xml, you will need to add
a right aileron FCS component to c310.xml

Are we going to need to do this with each aircraft model? 
:-(

Will we need to do this with flaps, slats, spoilers, 
elevons, etc.? A left and right component for each one? 
:-(  :-(

Jon


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Re: [Flightgear-devel] Surface Positions (almost there)

2002-03-01 Thread Gene Buckle

 
 Will we need to do this with flaps, slats, spoilers, 
 elevons, etc.? A left and right component for each one? 
 :-(  :-(
 
Doesn't that make sense, considering that there are left  right
components on the real thing?

g.

-- 
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http://www.f15sim.com - The only one of its kind.



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Re: [Flightgear-devel] Surface Positions (almost there)

2002-03-01 Thread Alex Perry

  Will we need to do this with flaps, slats, spoilers, 
  elevons, etc.? A left and right component for each one? 
 Doesn't that make sense, considering that there are left  right
 components on the real thing?

And, don't you want to be able to try flying the aircraft with the left
flap unmovable (because the cable broke) and the right one moving ?
It's a popular failure mode on C172 ...

Plus, it'll give better handling at low speeds.  Around 40 knots, the
airspeed changes of the wingtips in turns and while yawing is significant.
The people doing turbulence will probably be a lot happier as well.

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Re: [Flightgear-devel] Surface Positions (almost there)

2002-03-01 Thread Jon S Berndt

On Fri, 1 Mar 2002 08:54:48 -0800 (PST)
  Alex Perry [EMAIL PROTECTED] wrote:

And, don't you want to be able to try flying the aircraft with the left
flap unmovable (because the cable broke) and the right one moving ?
It's a popular failure mode on C172 ...

Malfunctions are a ways down the road.

Plus, it'll give better handling at low speeds.  Around 40 knots, the
airspeed changes of the wingtips in turns and while yawing is significant.

We are not modeling differences in aerodynamics, this is 
just for reporting positions.

The people doing turbulence will probably be a lot happier as well.

How so?

Jon


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Re: [Flightgear-devel] Surface Positions (almost there)

2002-03-01 Thread Jon S Berndt

On Fri, 01 Mar 2002 10:39:04 -0800
  Andy Ross [EMAIL PROTECTED] wrote:

zero.  The FDM needs, somehow, to provide this information to the 3D 
model, no?  Or are you expecting the 3D model code to figure it out on 
its own from the /control tree?  Wasn't the point of moving to 
/surface-positions to put this intelligence into the FDM where it belongs?

We've always been able to model this kind of stuff, 
aerodynamically and control system-wise. My only concern 
about all this was that we are being asked to provide 
extra information in a particular format (that we won't 
even use internally).

Jon


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Re: [Flightgear-devel] Surface Positions (almost there)

2002-03-01 Thread Jon S Berndt

On Fri, 01 Mar 2002 13:00:17 -0600
  Jon S Berndt [EMAIL PROTECTED] wrote:

We've always been able to model this kind of stuff, 
aerodynamically and control system-wise. My only concern 
about all this was that we are being asked to provide 
extra information in a particular format (that we won't 
even use internally).

Let me add: ... in a particular format, for display 
purposes only.

Now, I *really* like the idea of moving parts on the 
aircraft. I believe I even wondered aloud if this could be 
done in years past. I have accepted that we are going to 
have to supply normalized versions of moving-part 
positions to FlightGear, but I am still unconvinced that 
the FDM needs to provide it in that manner. However, we 
will - it's no big deal. That said, I don't even want to 
discuss that anymore.

Jon


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Re: [Flightgear-devel] Surface Positions (almost there)

2002-03-01 Thread Andy Ross

Erik Hofman wrote:
  David Megginson wrote:
   Erik Hofman wrote:
If I see it right, you could do that in the animation files also
by having different factor falues, doesn't it?
  
   Probably, but then the sound wouldn't sync up.
 
  I could change the pitch a bit (changing factor also).

How does this work currently?  It strikes me that the right way of
doing sounds for these things would be to check the property value to
see if it is changing and just loop the sound until it stops (maybe
with a start and stop sound to get the spooling up/down whines of the
flap motors right).  Then you'd get transparent support for planes
with radically different transition times (747 vs. 172).

Would it help for the FDM to supply a moving flag in the property
tree?  This actually seems like it would be easier to do by comparing
with a per-sound last value in the sound code, though.

Andy

-- 
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Senior Software Engineer  Emeryville, CA
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Re: [Flightgear-devel] Surface Positions (almost there)

2002-03-01 Thread David Megginson

Andy Ross writes:

 [on gear/flap sound]

  How does this work currently?  It strikes me that the right way of
  doing sounds for these things would be to check the property value to
  see if it is changing and just loop the sound until it stops (maybe
  with a start and stop sound to get the spooling up/down whines of the
  flap motors right).  Then you'd get transparent support for planes
  with radically different transition times (747 vs. 172).

I haven't looked at the most recent mods to the sound manager, but I
was just playing a fixed-length sound clip before.  I agree that we
should loop the sound instead, playing it as long as the gear position
is changing and stoping it (with a clank sound?) when the movement
stops.

  Would it help for the FDM to supply a moving flag in the property
  tree?

I don't think that should be necessary.


All the best,


David

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