Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-03 Thread Detlef Faber
Am Montag, den 03.12.2007, 00:29 +0100 schrieb STenyaK (Bruno Gonzalez):
 Ok, thanks.
 
 I've thinked a bit more about this whole idea and, since i was
 planning to code Motorsport as a library instead of as a standalon
 executable, maybe Motorsport can be used from FlightGear, instead of
 being coded inside it.
 
 It looks like FG already uses several different physics engines
 depending on the planes (am i right?), so it would be a matter of
 adding another one for land vehicles.
 
 How does that sound?

This sounds good to me, I would really appreciate a car FDM. Especially,
if it can interact with the aircraft (towing or pushback, or even load
cars into aircraft).

Your project would benefit from the worldwide scenery (e.g for the
Rallye Paris Dakar) and multiplayer capability.

 
 On 12/1/07, Detlef Faber [EMAIL PROTECTED] wrote:
  Am Samstag, den 01.12.2007, 18:39 +0100 schrieb STenyaK (Bruno
  Gonzalez):
   I'm unable to find the Jeep or any other car that were mentioned..
   haven't searched much though.
  
  Try this:
 
  http://sol2500.net/flightgear/jeep.zip
 
  It should work with 0.9.10, but you will not have different ground
  properties like the  FlightGear CVS version has.
 
   Quick question: by ground reactions you mean collision detection and
   response? Are there no plane-to-plane collisions currently, only basic
   plane-to-ground? And is the ground a generic trimesh or a heightmap?
  
   On 12/1/07, Jon S. Berndt [EMAIL PROTECTED] wrote:
 GWMobile wrote:

 Just to help you. X-plane simulates springs and tires and has an open
 interface. People have built cars for x-plane. The roads suck though.

 I think it would be great if fgear did this too.
   
   
Ground reactions have been a hot topic for a while. It sounds like Andy 
has
got something really nice for YASim, and I hope to get time to look at 
that
code at some point very soon. Obviously, people look at simulations
differently, and there are a lot of sims out there that serve different
purposes. To the dismay of some here, we haven't paid so much attention 
to
ground reactions with JSBSim. First and foremost is because I don't 
have the
time I once did. Second, it's because my own focus is more on the GNC
aspects, and overall sim architecture, as well as other things. At some
point, I hope to revisit the ground reactions code.
   
Jon
   
   
   
-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel
   
  
  
 
 
  -
  SF.Net email is sponsored by: The Future of Linux Business White Paper
  from Novell.  From the desktop to the data center, Linux is going
  mainstream.  Let it simplify your IT future.
  http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
  ___
  Flightgear-devel mailing list
  Flightgear-devel@lists.sourceforge.net
  https://lists.sourceforge.net/lists/listinfo/flightgear-devel
 
 
 


-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-03 Thread STenyaK (Bruno Gonzalez)
On 12/3/07, Detlef Faber [EMAIL PROTECTED] wrote:
 Am Montag, den 03.12.2007, 00:29 +0100 schrieb STenyaK (Bruno Gonzalez):
  It looks like FG already uses several different physics engines
  depending on the planes (am i right?), so it would be a matter of
  adding another one for land vehicles.

 This sounds good to me, I would really appreciate a car FDM. Especially,
 if it can interact with the aircraft (towing or pushback, or even load
 cars into aircraft).

I'm not sure what FDM means, couldnt' find a good explanation. It
looks like it's what i call a physics engine. Are there any existing
examples of several FDMs interacting with each other? Planes colliding
with other planes, or their turbulences affecting the other, etc.?

An FDM that uses Motorsport physics could be easily created, but the
interaction between several FDMs is another issue...

 Your project would benefit from the worldwide scenery (e.g for the
 Rallye Paris Dakar) and multiplayer capability.

I'm still not sure if that kind of features would be included in the
Motorsport core, or provided by a third party program (such as FG),
we're still in the design stages of the project.

-- 
Saludos,
 Bruno González

___
Msn/Jabber: stenyak AT gmail.com
ICQ: 153709484
http://www.stenyak.com

-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-03 Thread Curtis Olson
On Dec 3, 2007 6:23 AM, STenyaK (Bruno Gonzalez)  wrote:

 I'm not sure what FDM means, couldnt' find a good explanation.


FDM is the acronym we use for flight dynamics model.  Conceptually, a
physics engine engine covers much of the same ground.  If I were to get
really nitpicky, perhaps I could say that the flight dynamics model contains
a physics engine + additional speciallized code to model the dynamics of
flight.

It looks like it's what i call a physics engine. Are there any existing
 examples of several FDMs interacting with each other? Planes colliding
 with other planes, or their turbulences affecting the other, etc.?


So far in the flightgear project we have not addressed aircraft/vehicles
affecting each other.  Our philosophy is that we are modeling a friendly
airspace so collisions with other aircraft should never ... at least for
those that take their simming seriously and start somewhere other than the
default location.  It would be interesting to model turbulence affects from
one aircraft/vehicle onto another, but to do this in a generic and
physically correct way, might be far beyond the scope of what we can
accomplish with finite compute power.  Maybe we could build in some
interesting heuristics/hacks though that could be fun.  In the world of
aviation we have wake turbulence, formation flying (and air to air
refueling, aero towing, etc.)

An FDM that uses Motorsport physics could be easily created, but the
 interaction between several FDMs is another issue...


The FlightGear FDM interface was originally designed so it is relatively
straight forward to drop in another physics engine.  (sorry to mix terms
there.) :-)


 I'm still not sure if that kind of features would be included in the
 Motorsport core, or provided by a third party program (such as FG),
 we're still in the design stages of the project.


I've always thought it would be fun to wind through an interesting mountain
region for a hundred miles or so of realistic roadway with real terrain,
etc.  The driving sims I've seen have either stuck with specific race tracks
or very small areas with lots of detail, or larger areas with very sparse
detail.  Algorithmically it would be possible to create large areas with
pretty nice detail.  I've been dabbling in some of that recently, but it's
really hard stuff.  Intersections are hard to deal with, the complexity and
polygon count of detailed roadways are hard to handle, and creating
realistic surfaces from noisy SRTM data is also a difficult thing to do.
But there are some tantalizing ideas that wouldn't be all that hard.  If you
added some attributes to your road data base, you could start dropping in
things like mile markers, street lights, other regularly spaced signs, mail
boxes, guard rails, jerzey barrier.  My problem is that I have way more good
ideas than I have time.  Well at least I think they are good ideas. :-)

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-03 Thread John Denker
On 12/03/2007 08:32 AM, Curtis Olson wrote:

 An FDM that uses Motorsport physics could be easily created, but the
 interaction between several FDMs is another issue...

Consider the PBY Catalina or other amphibian:
 -- When it's in the air, it's an aircraft.  
 -- When it's on the water, it's a boat.  
 -- When it's on land, it's a vehicle.

I don't recommend it, but these could be treated as three
separate problems, with three separate dynamics models ...
but what we really need is a unified dynamics model that
can handle all three cases in a consistent way.

Obviously air loads *and* tire loads are important for cars.  
Ditto for aircraft on the ground.  Obviously you need to model 
the air *and* the water for sailboats. And while an amphibian 
is crawling out of the water onto land, it is in all three 
worlds at once.

I don't much care what you call it.  
 -- On this list heretofore, it has usually been called the 
  flight dynamics model (FDM).
 -- In the world of boats, it is called the fluid dynamics 
  model (again FDM).  
 -- As soon as we have tires on pavement, those names are no 
  longer apt.  
 -- You can also have a structural dynamics model.

Alternatives include plain old Dynamics Model (DM or DyMo) or 
of course Physics Engine (PhEng).  Beware that there is a huge 
legacy here;  there are nearly ten thousand mentions of the term 
FDM in the flightgear file tree, so even though the term isn't 
apt, it is going to remain with us for quite a while.

In the interests of backward compatibility, it might be simplest 
to declare that FDM stands for Fine Dynamics Model (as in 
RTFM == Read the Fine Manual), and declare that the ideal FDM
should include air, water, tires, and mechanical interactions.

Going forward, Physics Engine' is as good a name as any, and
is consistent with usage in the rest of the modeling community.


-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-03 Thread STenyaK (Bruno Gonzalez)
On 12/3/07, Curtis Olson [EMAIL PROTECTED] wrote:
 On Dec 3, 2007 6:23 AM, STenyaK (Bruno Gonzalez)  wrote:

  I'm not sure what FDM means, couldnt' find a good explanation.

 FDM is the acronym we use for flight dynamics model.  Conceptually, a
 physics engine engine covers much of the same ground.  If I were to get
 really nitpicky, perhaps I could say that the flight dynamics model contains
 a physics engine + additional speciallized code to model the dynamics of
 flight.

Ok, it's what i thought. Personally, i call physics engine to
everything that models real world physics, no matter if they have to
deal with air, water, terrain, outter space or whatever. But I'm not
interested in the naming each community gives to it, just in its
meaning :-)

 So far in the flightgear project we have not addressed aircraft/vehicles
 affecting each other.  Our philosophy is that we are modeling a friendly
 airspace so collisions with other aircraft should never ... at least for
 those that take their simming seriously and start somewhere other than the
 default location.  It would be interesting to model turbulence affects from
 one aircraft/vehicle onto another, but to do this in a generic and
 physically correct way, might be far beyond the scope of what we can
 accomplish with finite compute power.  Maybe we could build in some
 interesting heuristics/hacks though that could be fun.  In the world of
 aviation we have wake turbulence, formation flying (and air to air
 refueling, aero towing, etc.)

In the world of racesims, car-to-car collisions are pretty important
and common, as is car-to-track collision (both driving surface, walls,
tire piles, sand, cones, etc).

I'm not a physics expert, in fact i'm crap at maths and physics
(compared to many people), so it's not my intention to even try to
merge 2 physics engines together, when i can barely create one of them
myself :-) By merging, i mean the mentioned idea of allowing a car to
tow a plane, each of which would have its own FDM.
My intention is to provide a good framework where knowledgeable people
can contribute code to. That has been the case of several university
students, one of which added drivetrain physics to the old version of
Motorsport. Another one coded genetic-evolutive AI that drived around
tracks. Also i've been approached by people working for the DARPA
Challenge, in order to use Motorsport for the last urban challenge
project.

I'm good at computers and programming, so that's what i try to
contribute with. For example, P2P distribution of contents, streaming
of gEarth or WorldWind or FlightGear terrain data... Well, the kind of
things that i know how to code.

 The FlightGear FDM interface was originally designed so it is relatively
 straight forward to drop in another physics engine.  (sorry to mix terms
 there.) :-)

Good, since the Motorsport remake is also planned to be easy to drop
into other games/programs/simulators.

  I've always thought it would be fun to wind through an interesting mountain
 region for a hundred miles or so of realistic roadway with real terrain,
 etc.  The driving sims I've seen have either stuck with specific race tracks
 or very small areas with lots of detail, or larger areas with very sparse
 detail.  Algorithmically it would be possible to create large areas with
 pretty nice detail.  I've been dabbling in some of that recently, but it's
 really hard stuff.  Intersections are hard to deal with, the complexity and
 polygon count of detailed roadways are hard to handle, and creating
 realistic surfaces from noisy SRTM data is also a difficult thing to do.
 But there are some tantalizing ideas that wouldn't be all that hard.  If you
 added some attributes to your road data base, you could start dropping in
 things like mile markers, street lights, other regularly spaced signs, mail
 boxes, guard rails, jerzey barrier.  My problem is that I have way more good
 ideas than I have time.  Well at least I think they are good ideas. :-)

The problem is that heaps of detail are needed in order to make it
enjoyable or realistic. The air is reasonably constant, so if i'm not
mistaken, there's not much need to model differences in pressures or
temperatures or things like that. Plus you have 6 degrees of freedom
to play with.
In the case of cars, you're limited to following a road (with the
occasional jumps, which are interesting if taking gyroscopic effects
into account), and so the driving surface needs good detail or it'll
be boring to drive. Potholes, camber, different leves of adherence in
different places, materials, weather conditions, temperatures, etc.

I've also thought about automatic generation of roads (i implemented a
4D-Stunts track loader in the old Motorsport as a first approach), but
there's still a long way to go before any result is good enough. I'll
only concentrate on allowing data streaming for now, procedural roads
will still wait for some years (unless someone steps in and codes it
sooner, of course).

Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-02 Thread STenyaK (Bruno Gonzalez)
Ok, thanks.

I've thinked a bit more about this whole idea and, since i was
planning to code Motorsport as a library instead of as a standalon
executable, maybe Motorsport can be used from FlightGear, instead of
being coded inside it.

It looks like FG already uses several different physics engines
depending on the planes (am i right?), so it would be a matter of
adding another one for land vehicles.

How does that sound?

On 12/1/07, Detlef Faber [EMAIL PROTECTED] wrote:
 Am Samstag, den 01.12.2007, 18:39 +0100 schrieb STenyaK (Bruno
 Gonzalez):
  I'm unable to find the Jeep or any other car that were mentioned..
  haven't searched much though.
 
 Try this:

 http://sol2500.net/flightgear/jeep.zip

 It should work with 0.9.10, but you will not have different ground
 properties like the  FlightGear CVS version has.

  Quick question: by ground reactions you mean collision detection and
  response? Are there no plane-to-plane collisions currently, only basic
  plane-to-ground? And is the ground a generic trimesh or a heightmap?
 
  On 12/1/07, Jon S. Berndt [EMAIL PROTECTED] wrote:
GWMobile wrote:
   
Just to help you. X-plane simulates springs and tires and has an open
interface. People have built cars for x-plane. The roads suck though.
   
I think it would be great if fgear did this too.
  
  
   Ground reactions have been a hot topic for a while. It sounds like Andy 
   has
   got something really nice for YASim, and I hope to get time to look at 
   that
   code at some point very soon. Obviously, people look at simulations
   differently, and there are a lot of sims out there that serve different
   purposes. To the dismay of some here, we haven't paid so much attention to
   ground reactions with JSBSim. First and foremost is because I don't have 
   the
   time I once did. Second, it's because my own focus is more on the GNC
   aspects, and overall sim architecture, as well as other things. At some
   point, I hope to revisit the ground reactions code.
  
   Jon
  
  
  
   -
   SF.Net email is sponsored by: The Future of Linux Business White Paper
   from Novell.  From the desktop to the data center, Linux is going
   mainstream.  Let it simplify your IT future.
   http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
   ___
   Flightgear-devel mailing list
   Flightgear-devel@lists.sourceforge.net
   https://lists.sourceforge.net/lists/listinfo/flightgear-devel
  
 
 


 -
 SF.Net email is sponsored by: The Future of Linux Business White Paper
 from Novell.  From the desktop to the data center, Linux is going
 mainstream.  Let it simplify your IT future.
 http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel



-- 
Saludos,
 Bruno González

___
Msn/Jabber: stenyak AT gmail.com
ICQ: 153709484
http://www.stenyak.com

-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread GWMobile
Just to help you.
X-plane simulates springs and tires and has an open interface. People 
have built cars for x-plane.
The roads suck though.

I think it would be great if fgear did this too.

On Fri, 30 Nov 2007 5:39 pm, STenyaK (Bruno Gonzalez) wrote:
 I'm not familiar with the suspension geometry of planes, but i *guess*
 it can be modelled as a series of bodies, joints, springs and
 dampers, together with the tire model.

 Planes tires are pretty big, so they're an important part of the
 suspension process in landings too (and braking.. planes have brakes
 on their wheels too, not just reversing engines rotation + flaps,
 right?), not so much in take offs.

 You simply simulate a couple of bodies linked together through joints,
 and the springs and dampers must be present too (depends on the
 physics engine of choice, the spring rates and dampening values are
 part of the joints properties, or a separate entity). As for the
 tires, that's probably the biggest issue i'll have to deal with in my
 simulator, but i think a simple approximation will be enough for plane
 landings.

 I was hoping fligh gear simulated all those entity types i've
 mentioned, since that's what i could reuse for the physics of
 Motorsport. However, if it does not, then both projects are in need of
 using a third party physics engine that does it, such as ODE, Bullet,
 Physsim, etc. (unless you want to code it yourself, but i'm not a
 physicsist nor a mathematician, and i don't have enough spare time to
 learn enough, so i try to reuse physics code as much as possible.
 which is one of the reasons i'm looking into using FG).

 On 12/1/07, Jon S. Berndt [EMAIL PROTECTED] wrote:
   Hi all,
  
   I'm the main developer of Motorsport ( www.motorsport-sim.org ), a
   wheeled vehicles simulator (aimed at racing cars, but not 
 necessarily
   exclusively focused on that). I'm rewriting the sim from scratch, 
 and
   while i'm at it, i'm reconsidering my choices of third party 
 libraries
   to use.
  
   I've been told that FlighGear people were interested in including a
   car simulation on it too, so that's why i'm seding this email :-)

  I am particularly interested in how you model suspension/ground 
 reactions.

  Jon


  Jon S. Berndt
  Development Coordinator
  JSBSim Project
  www.JSBSim.org



  -
  SF.Net email is sponsored by: The Future of Linux Business White Paper
  from Novell.  From the desktop to the data center, Linux is going
  mainstream.  Let it simplify your IT future.
  http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
  ___
  Flightgear-devel mailing list
  Flightgear-devel@lists.sourceforge.net
  https://lists.sourceforge.net/lists/listinfo/flightgear-devel



 --
 Saludos,
  Bruno González

 ___
 Msn/Jabber: stenyak AT gmail.com
 ICQ: 153709484
 http://www.stenyak.com

 -
 SF.Net email is sponsored by: The Future of Linux Business White Paper
 from Novell.  From the desktop to the data center, Linux is going
 mainstream.  Let it simplify your IT future.
 http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel

www.GlobalBoiling.com for daily images about hurricanes, globalwarming 
and the melting poles.

www.ElectricQuakes.com daily solar and earthquake images.

-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread Ralf Gerlich
Ralf Gerlich wrote:
 It's probably a good idea to note here that Mathias Fröhlich's OpenFDM
 is based on such a multibody concept.
 
 http://openfdm.berlios.net/

Sorry, don't know how I got to that URL.

That's http://developer.berlios.de/projects/openfdm/ of course.

 
 Cheers,
 Ralf
 


-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread Ralf Gerlich
STenyaK (Bruno Gonzalez) wrote:
 I'm not familiar with the suspension geometry of planes, but i *guess*
 it can be modelled as a series of bodies, joints, springs and
 dampers, together with the tire model.

[SNIP]
 You simply simulate a couple of bodies linked together through joints,
 and the springs and dampers must be present too (depends on the
 physics engine of choice, the spring rates and dampening values are
 part of the joints properties, or a separate entity). As for the
 tires, that's probably the biggest issue i'll have to deal with in my
 simulator, but i think a simple approximation will be enough for plane
 landings.

It's probably a good idea to note here that Mathias Fröhlich's OpenFDM
is based on such a multibody concept.

http://openfdm.berlios.net/

Cheers,
Ralf

-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread GWMobile
It was fine when I checked. Had screenshots of the sim.
Looked pretty good!

On Fri, 30 Nov 2007 6:28 pm, STenyaK (Bruno Gonzalez) wrote:
 On 12/1/07, Arnt Karlsen [EMAIL PROTECTED] wrote:
  ..check your site, Bruno.  On your Wiki page, I get refs to
  Britney sex, old man sex, free mature, cheerleaders nude etc,
  I'm the one using Links right now browsing your site.

 I know, but thanks anyway. With the remake of Motorsport, I'm also
 migrating the whole website to a set of web software that's less of a
 pain in the a. to maintain :) The wiki is temporarilly migrated to the
 Topics section of motorsport.stenyak.com/tracker.

 --
 Saludos,
  Bruno González

 ___
 Msn/Jabber: stenyak AT gmail.com
 ICQ: 153709484
 http://www.stenyak.com

 -
 SF.Net email is sponsored by: The Future of Linux Business White Paper
 from Novell.  From the desktop to the data center, Linux is going
 mainstream.  Let it simplify your IT future.
 http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel

www.GlobalBoiling.com for daily images about hurricanes, globalwarming 
and the melting poles.

www.ElectricQuakes.com daily solar and earthquake images.

-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread Detlef Faber
Am Freitag, den 30.11.2007, 23:04 -0600 schrieb Curtis Olson:
 On Nov 30, 2007 10:11 PM, Jon S. Berndt  wrote:
 Some of the engineering sims I use at work (space shuttle)
 have very
 
 detailed models of landing gear and tire spinup, etc. Of
 course, we don't
 ever see power trains driving the wheels (at least we don't in
 JSBSim). 
 There are some simplifications made in our gear model that
 suffice for
 modeling what planes do. However, out of curiosity, I am
 interested to see
 how ground reactions are modeled for autos - particularly for
 the case when 
 the vehicle is at rest.
 
 I am familiar with Pacejka's magic formula, etc. It can be a
 complicated
 problem, so it's useful and interesting to see how others
 approach the
 problem.
 
 I think it's worth pointing out that in FlightGear cvs we have models
 of a jeep and of a snowplow (truck).  The dynamics are based on YAsim
 and the wheel/suspension modeling seems to work really well.  I was
 actually very impressed at the sorts of things that YAsim does ...
 Andy cooked a little bit of physics magic in there some how!  Things I
 notice when playing around with the snowplow: 
 
 - The suspension at each tire is modeled independently.
 - The suspension reacts to surface properties ... like smooth
 pavement, rougher grass, etc.
 - If you drive into a lake or ocean you sink.
 - If you drive off a bridge you dive end over end pretty
 realistically. 
 - When you corner, the individual suspension elements seem to react
 correctly.  The front outside tire seems to dig in as you turn sharper
 and sharper.
 - As you corner more and more sharply, you need more power to maintain
 the same speed. 
 - If you turn too sharply, you can actually roll the vehicle ... and
 visually, it looks very realistic.
 - The vehicle reacts to wind.
 - There is great interaction between the larger vehicle/body dynamics,
 the individual suspension components, and the surface.  The vehicle
 reacts correctly to slopes and change in terrain.  I caught one view
 where I was driving over the edge of some detailed road I created for
 a day job project and there was a lot of slope/surface variation in
 the triangle mesh.  Watching this big truck barrel over that with the
 body and suspension all working together ... visually it looked right
 on.  I wish I would have been able to capture that particular
 sequence as a movie, but it's one of those sorts of fleeting things
 and it's difficult to reproduce the exact same sequence of speed,
 vehicle path, and view point. 
 - So then if you poke around our aircraft fleet, you find a catalina
 and a beaver on amphibs ... you can literally take off on wheels,
 retract them, and land on the pontoons, take off and land back on
 wheels.  Oh, and there's a few helicopters available too.  So I'm not
 saying everything is perfect, but it's a pretty darn good little
 general purpose physics engine. 
 
I fully agree, I was surprised when I modeled the Jeep how well the
gears and suspension work. What's missing right now is a proper
simulation of transmission and gearshift (it's a jet engine right now).

IMHO YaSim is a good base to implement any kind of ground/water vehicle
FDM.

 I would also comment that my day job (well until my contract expires
 in June) [sniff, hand me another box of kleenex ... actually more like
 break out the champaign] :-) involves taking care of a very expensive
 commercial driving simulator.  In my best estimation, the YAsim based
 snowplow captures or models many more dynamics effects at a much
 better detail level and realism than this big fancy driving simulator
 we use for human factors research.  (And we spent close to $250k when
 it was first installed and probably a couple more $100k in the
 subsequent years on improved hardware and software.) 
 
 
 I think a person could do a lot worse than looking over Andy's
 shoulder to see how he took care of the gear/suspension/wheel dynamics
 portion of YAsim ... it's really pretty darn good.  Now I'm going to
 guess he's not modeling things like tire flex and some of the really
 subtle details some people get into ... there's always room to nitpick
 anything.  I don't bring this up to nitpick, but to fend off the
 potential nitpickers in advance. :-) 
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson: http://baron.flightgear.org/~curt/
 Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d 
 -
 SF.Net email is sponsored by: The Future of Linux Business White Paper
 from Novell.  From the desktop to the data center, Linux is going
 mainstream.  Let it simplify your IT future.
 http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
 ___ Flightgear-devel mailing list 
 Flightgear-devel@lists.sourceforge.net 
 

Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread GWMobile
Sounds like fg is ready to be a road sim then!

On Fri, 30 Nov 2007 9:18 pm, Jon S. Berndt wrote:
 I think it's worth pointing out that in FlightGear cvs we have models 
 of a jeep and of a snowplow (truck).  The dynamics are based on YAsim 
 and the wheel/suspension modeling seems to work really well.  I was 
 actually very impressed at the sorts of things that YAsim does ... Andy 
 cooked a little bit of physics magic in there some how!  Things I 
 notice when playing around with the snowplow:

 - The suspension at each tire is modeled independently.

 - The suspension reacts to surface properties ... like smooth pavement, 
 rougher grass, etc.

 - If you drive into a lake or ocean you sink.

 - If you drive off a bridge you dive end over end pretty realistically.

 - When you corner, the individual suspension elements seem to react 
 correctly.  The front outside tire seems to dig in as you turn sharper 
 and sharper.

 - As you corner more and more sharply, you need more power to maintain 
 the same speed.

 - If you turn too sharply, you can actually roll the vehicle ... and 
 visually, it looks very realistic.

 - The vehicle reacts to wind.

 - There is great interaction between the larger vehicle/body dynamics, 
 the individual suspension components, and the surface.  The vehicle 
 reacts correctly to slopes and change in terrain.  I caught

 Sounds like a good topic for a technical paper. The next AIAA Modeling 
 and Sim conference is in Honolulu.

 J

 Jon



www.GlobalBoiling.com for daily images about hurricanes, globalwarming 
and the melting poles.

www.ElectricQuakes.com daily solar and earthquake images.

-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread Jon S. Berndt
 GWMobile wrote:
 
 Just to help you. X-plane simulates springs and tires and has an open
 interface. People have built cars for x-plane. The roads suck though.
 
 I think it would be great if fgear did this too.


Ground reactions have been a hot topic for a while. It sounds like Andy has
got something really nice for YASim, and I hope to get time to look at that
code at some point very soon. Obviously, people look at simulations
differently, and there are a lot of sims out there that serve different
purposes. To the dismay of some here, we haven't paid so much attention to
ground reactions with JSBSim. First and foremost is because I don't have the
time I once did. Second, it's because my own focus is more on the GNC
aspects, and overall sim architecture, as well as other things. At some
point, I hope to revisit the ground reactions code.

Jon



-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread STenyaK (Bruno Gonzalez)
I'm unable to find the Jeep or any other car that were mentioned..
haven't searched much though.

Quick question: by ground reactions you mean collision detection and
response? Are there no plane-to-plane collisions currently, only basic
plane-to-ground? And is the ground a generic trimesh or a heightmap?

On 12/1/07, Jon S. Berndt [EMAIL PROTECTED] wrote:
  GWMobile wrote:
 
  Just to help you. X-plane simulates springs and tires and has an open
  interface. People have built cars for x-plane. The roads suck though.
 
  I think it would be great if fgear did this too.


 Ground reactions have been a hot topic for a while. It sounds like Andy has
 got something really nice for YASim, and I hope to get time to look at that
 code at some point very soon. Obviously, people look at simulations
 differently, and there are a lot of sims out there that serve different
 purposes. To the dismay of some here, we haven't paid so much attention to
 ground reactions with JSBSim. First and foremost is because I don't have the
 time I once did. Second, it's because my own focus is more on the GNC
 aspects, and overall sim architecture, as well as other things. At some
 point, I hope to revisit the ground reactions code.

 Jon



 -
 SF.Net email is sponsored by: The Future of Linux Business White Paper
 from Novell.  From the desktop to the data center, Linux is going
 mainstream.  Let it simplify your IT future.
 http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel



-- 
Saludos,
 Bruno González

___
Msn/Jabber: stenyak AT gmail.com
ICQ: 153709484
http://www.stenyak.com

-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread Detlef Faber
Am Samstag, den 01.12.2007, 18:39 +0100 schrieb STenyaK (Bruno
Gonzalez):
 I'm unable to find the Jeep or any other car that were mentioned..
 haven't searched much though.
 
Try this:

http://sol2500.net/flightgear/jeep.zip

It should work with 0.9.10, but you will not have different ground
properties like the  FlightGear CVS version has.

 Quick question: by ground reactions you mean collision detection and
 response? Are there no plane-to-plane collisions currently, only basic
 plane-to-ground? And is the ground a generic trimesh or a heightmap?
 
 On 12/1/07, Jon S. Berndt [EMAIL PROTECTED] wrote:
   GWMobile wrote:
  
   Just to help you. X-plane simulates springs and tires and has an open
   interface. People have built cars for x-plane. The roads suck though.
  
   I think it would be great if fgear did this too.
 
 
  Ground reactions have been a hot topic for a while. It sounds like Andy has
  got something really nice for YASim, and I hope to get time to look at that
  code at some point very soon. Obviously, people look at simulations
  differently, and there are a lot of sims out there that serve different
  purposes. To the dismay of some here, we haven't paid so much attention to
  ground reactions with JSBSim. First and foremost is because I don't have the
  time I once did. Second, it's because my own focus is more on the GNC
  aspects, and overall sim architecture, as well as other things. At some
  point, I hope to revisit the ground reactions code.
 
  Jon
 
 
 
  -
  SF.Net email is sponsored by: The Future of Linux Business White Paper
  from Novell.  From the desktop to the data center, Linux is going
  mainstream.  Let it simplify your IT future.
  http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
  ___
  Flightgear-devel mailing list
  Flightgear-devel@lists.sourceforge.net
  https://lists.sourceforge.net/lists/listinfo/flightgear-devel
 
 
 


-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-11-30 Thread Jon S. Berndt
 Hi all,
 
 I'm the main developer of Motorsport ( www.motorsport-sim.org ), a
 wheeled vehicles simulator (aimed at racing cars, but not necessarily
 exclusively focused on that). I'm rewriting the sim from scratch, and
 while i'm at it, i'm reconsidering my choices of third party libraries
 to use.
 
 I've been told that FlighGear people were interested in including a
 car simulation on it too, so that's why i'm seding this email :-)

I am particularly interested in how you model suspension/ground reactions.

Jon


Jon S. Berndt
Development Coordinator
JSBSim Project
www.JSBSim.org 



-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-11-30 Thread Arnt Karlsen
On Sat, 1 Dec 2007 00:45:05 +0100, STenyaK wrote in message 
[EMAIL PROTECTED]:

 (please excuse me if this is not the correct place to ask this)
 
 Hi all,
 
 I'm the main developer of Motorsport ( www.motorsport-sim.org )

..check your site, Bruno.  On your Wiki page, I get refs to 
Britney sex, old man sex, free mature, cheerleaders nude etc, 
I'm the one using Links right now browsing your site.

-- 
..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.


-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-11-30 Thread STenyaK (Bruno Gonzalez)
I'm not familiar with the suspension geometry of planes, but i *guess*
it can be modelled as a series of bodies, joints, springs and
dampers, together with the tire model.

Planes tires are pretty big, so they're an important part of the
suspension process in landings too (and braking.. planes have brakes
on their wheels too, not just reversing engines rotation + flaps,
right?), not so much in take offs.

You simply simulate a couple of bodies linked together through joints,
and the springs and dampers must be present too (depends on the
physics engine of choice, the spring rates and dampening values are
part of the joints properties, or a separate entity). As for the
tires, that's probably the biggest issue i'll have to deal with in my
simulator, but i think a simple approximation will be enough for plane
landings.

I was hoping fligh gear simulated all those entity types i've
mentioned, since that's what i could reuse for the physics of
Motorsport. However, if it does not, then both projects are in need of
using a third party physics engine that does it, such as ODE, Bullet,
Physsim, etc. (unless you want to code it yourself, but i'm not a
physicsist nor a mathematician, and i don't have enough spare time to
learn enough, so i try to reuse physics code as much as possible.
which is one of the reasons i'm looking into using FG).

On 12/1/07, Jon S. Berndt [EMAIL PROTECTED] wrote:
  Hi all,
 
  I'm the main developer of Motorsport ( www.motorsport-sim.org ), a
  wheeled vehicles simulator (aimed at racing cars, but not necessarily
  exclusively focused on that). I'm rewriting the sim from scratch, and
  while i'm at it, i'm reconsidering my choices of third party libraries
  to use.
 
  I've been told that FlighGear people were interested in including a
  car simulation on it too, so that's why i'm seding this email :-)

 I am particularly interested in how you model suspension/ground reactions.

 Jon


 Jon S. Berndt
 Development Coordinator
 JSBSim Project
 www.JSBSim.org



 -
 SF.Net email is sponsored by: The Future of Linux Business White Paper
 from Novell.  From the desktop to the data center, Linux is going
 mainstream.  Let it simplify your IT future.
 http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel



-- 
Saludos,
 Bruno González

___
Msn/Jabber: stenyak AT gmail.com
ICQ: 153709484
http://www.stenyak.com

-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-11-30 Thread Jon S. Berndt
 I'm not familiar with the suspension geometry of planes, but i *guess*
 it can be modelled as a series of bodies, joints, springs and
 dampers, together with the tire model.
 
 Planes tires are pretty big, so they're an important part of the
 suspension process in landings too (and braking.. planes have brakes
 on their wheels too, not just reversing engines rotation + flaps,
 right?), not so much in take offs.


Some of the engineering sims I use at work (space shuttle) have very
detailed models of landing gear and tire spinup, etc. Of course, we don't
ever see power trains driving the wheels (at least we don't in JSBSim).
There are some simplifications made in our gear model that suffice for
modeling what planes do. However, out of curiosity, I am interested to see
how ground reactions are modeled for autos - particularly for the case when
the vehicle is at rest.

I am familiar with Pacejka's magic formula, etc. It can be a complicated
problem, so it's useful and interesting to see how others approach the
problem.

Jon



-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-11-30 Thread Curtis Olson
On Nov 30, 2007 10:11 PM, Jon S. Berndt  wrote:

 Some of the engineering sims I use at work (space shuttle) have very
 detailed models of landing gear and tire spinup, etc. Of course, we don't
 ever see power trains driving the wheels (at least we don't in JSBSim).
 There are some simplifications made in our gear model that suffice for
 modeling what planes do. However, out of curiosity, I am interested to see
 how ground reactions are modeled for autos - particularly for the case
 when
 the vehicle is at rest.

 I am familiar with Pacejka's magic formula, etc. It can be a complicated
 problem, so it's useful and interesting to see how others approach the
 problem.


I think it's worth pointing out that in FlightGear cvs we have models of a
jeep and of a snowplow (truck).  The dynamics are based on YAsim and the
wheel/suspension modeling seems to work really well.  I was actually very
impressed at the sorts of things that YAsim does ... Andy cooked a little
bit of physics magic in there some how!  Things I notice when playing around
with the snowplow:

- The suspension at each tire is modeled independently.
- The suspension reacts to surface properties ... like smooth pavement,
rougher grass, etc.
- If you drive into a lake or ocean you sink.
- If you drive off a bridge you dive end over end pretty realistically.
- When you corner, the individual suspension elements seem to react
correctly.  The front outside tire seems to dig in as you turn sharper and
sharper.
- As you corner more and more sharply, you need more power to maintain the
same speed.
- If you turn too sharply, you can actually roll the vehicle ... and
visually, it looks very realistic.
- The vehicle reacts to wind.
- There is great interaction between the larger vehicle/body dynamics, the
individual suspension components, and the surface.  The vehicle reacts
correctly to slopes and change in terrain.  I caught one view where I was
driving over the edge of some detailed road I created for a day job project
and there was a lot of slope/surface variation in the triangle mesh.
Watching this big truck barrel over that with the body and suspension all
working together ... visually it looked right on.  I wish I would have
been able to capture that particular sequence as a movie, but it's one of
those sorts of fleeting things and it's difficult to reproduce the exact
same sequence of speed, vehicle path, and view point.
- So then if you poke around our aircraft fleet, you find a catalina and a
beaver on amphibs ... you can literally take off on wheels, retract them,
and land on the pontoons, take off and land back on wheels.  Oh, and there's
a few helicopters available too.  So I'm not saying everything is perfect,
but it's a pretty darn good little general purpose physics engine.

I would also comment that my day job (well until my contract expires in
June) [sniff, hand me another box of kleenex ... actually more like break
out the champaign] :-) involves taking care of a very expensive commercial
driving simulator.  In my best estimation, the YAsim based snowplow captures
or models many more dynamics effects at a much better detail level and
realism than this big fancy driving simulator we use for human factors
research.  (And we spent close to $250k when it was first installed and
probably a couple more $100k in the subsequent years on improved hardware
and software.)

I think a person could do a lot worse than looking over Andy's shoulder to
see how he took care of the gear/suspension/wheel dynamics portion of YAsim
... it's really pretty darn good.  Now I'm going to guess he's not modeling
things like tire flex and some of the really subtle details some people get
into ... there's always room to nitpick anything.  I don't bring this up to
nitpick, but to fend off the potential nitpickers in advance. :-)

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-11-30 Thread STenyaK (Bruno Gonzalez)
On 12/1/07, Arnt Karlsen [EMAIL PROTECTED] wrote:
 ..check your site, Bruno.  On your Wiki page, I get refs to
 Britney sex, old man sex, free mature, cheerleaders nude etc,
 I'm the one using Links right now browsing your site.

I know, but thanks anyway. With the remake of Motorsport, I'm also
migrating the whole website to a set of web software that's less of a
pain in the a. to maintain :) The wiki is temporarilly migrated to the
Topics section of motorsport.stenyak.com/tracker.

-- 
Saludos,
 Bruno González

___
Msn/Jabber: stenyak AT gmail.com
ICQ: 153709484
http://www.stenyak.com

-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-11-30 Thread STenyaK (Bruno Gonzalez)
(please excuse me if this is not the correct place to ask this)

Hi all,

I'm the main developer of Motorsport ( www.motorsport-sim.org ), a
wheeled vehicles simulator (aimed at racing cars, but not necessarily
exclusively focused on that). I'm rewriting the sim from scratch, and
while i'm at it, i'm reconsidering my choices of third party libraries
to use.

I've been told that FlighGear people were interested in including a
car simulation on it too, so that's why i'm seding this email :-)

If possible, I'd like to get some questions asked (sorted by
importance, more or less):
- Well, of course the first one is: are you really interested on a
possible contribution/modification of flight gear like this?
- What does the FG physics engine currently feature?:
   - Types of collision shapes (meshes, spheres, boxes...)
   - Automatic computation of their masses/inertia tensors?
   - Constraints between different rigid bodies (prismatic, revolute,
fixed, ... joints).
   - Aerodynamics simulation... how does it handle it when near the ground?
   · http://en.wikipedia.org/wiki/Ground_effect_in_cars
   · http://en.wikipedia.org/wiki/Diffuser_(automotive)
   - turbulences produced behind bodies (smoke angel in planes,
but i'm more interested in reduced drag to other cars, the so-called
slipstreaming effect).
   · and of course, effect of wind on regular car body shapes and
wings (close to the main body, or up to about 1 meter above it).. are
aero properties calculated on the fly based on a given shape trimesh,
like IIRC X-Plane does?

Leaving physics aside...
 - Adaptability of the FG game engine to smaller scoped objects. Will
there be problems in increasing ground textures resolution? If needed,
will I be able to see a screw in 3D, or maybe the FG LOD system can't
be tweaked for that due to design? Etc.
 - Possibility to add an arbitrary number of inputs (car door lever
attached to joystick axis #2, upshift paddle attached to mouse button
#1, etc.) and outputs (telemetry of cars, on-screen display of
G-forces on the center of mass of the vehicle, relative angles of
gas/brake/clutch pedals, engine rpm output to a secondary screen,
...).
 - Possibility to make those inputs clickable in the render window
(click-n-drag the gear shift lever with the mouse, or pull a door
handle, or whatever).
 - Possibility of detaching visualization/sounds from the physic simulation?

Those are the main questions i can think about. Sorry for the long
list, feel free to only reply a few of them, there's no hurry...
Thanks a lot for your time (whether you managed to read everything or
not ;-)

Regards,
-- 
Saludos,
 Bruno González

___
Msn/Jabber: stenyak AT gmail.com
ICQ: 153709484
http://www.stenyak.com

-
SF.Net email is sponsored by: The Future of Linux Business White Paper
from Novell.  From the desktop to the data center, Linux is going
mainstream.  Let it simplify your IT future.
http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel