[Flightgear-users] Re: Helicopters in Flight Gear

2005-11-11 Thread Melchior FRANZ
* Georg Vollnhals -- Friday 11 November 2005 22:43:
 I did no further research but if the value of minimal  
 throttle differs from time to time it may change the torque values???

Yes, it will.



 I did it with the CVS of yesterday, you changed something in the 
 calculation (1 line), I'll build the new CVS right away, just curious 
 whether it changed something noticable when flying.

Don't bother. That was just a change like  x*n + x*m - x*(n+m). It
won't change the result. The dialog (Tab) positioning was changed, too.

m.

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Re: [Flightgear-users] Re: Helicopters in Flight Gear

2005-11-06 Thread Georg Vollnhals

Andy Ross schrieb:


Except for all the questions I asked, you mean. :)

 


Questions? But I was prepared for that :-)
No, a little feedback is sometimes important that you know you have done 
all what is requiered -
Got the stuff, will work on it sometimes when I have got some time 
left  would have done it. Then I lean back and wait ;-)



Yeah, this is still in my queue.  But unfortunately it won't help the
helicopter model at all -- the helicopter code doesn't currently work
with the existing engine framework in YASim.

Andy
 

Ok, that is the actual status. But it should be improved. With my very 
long mail I was just trying to get some feedback, collect some ideas or 
even better, hear that someone is already working on a new helicopter 
flightmodel.
But it was always my way first to see if there is anyone who can do a 
job much better than I and if not, try do do it again despite lacking 
skills and experience - you are never too old to learn new things!

Regards
Georg


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[Flightgear-users] Re: Helicopters in Flight Gear

2005-11-04 Thread Melchior FRANZ
* Georg Vollnhals -- Sunday 29 October 2006 01:31:
 1. If *Melchior Franz* would like to create the very essential 
 instruments like torque, N1/N2, TOT (turbine outlet temperature), 
 fuel-pump switches (very essential for the BO105!) and (if possible)  
 throttle levers (with starter buttons?) ... etc

That's, of course, on my TODO list, along with textures, controls,
animated (co)pilot, higher-poly interior. But as long as YASim's
helicopter is basically just magic rotors that aren't driven by
engines, further gauges are merely decorative, and thus don't have
higher priority than animated crew. I'm also still waiting for usable
SVG tools that are capable of rendering my already done instrument
faces. (Inkscape 0.42.2 isn't.)

m.

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Re: [Flightgear-users] Re: Helicopters in Flight Gear

2005-11-01 Thread Arnt Karlsen
On Sun, 29 Oct 2006 01:31:03 +0200, Georg wrote in message 
[EMAIL PROTECTED]:

 _
 _ HI:
 I wrote this over the day whenever I had a little time. In the
 meantime  there was really much activity on the list from people who
 already  created some helo-stuff or have the intention to do so - I
 did not know  that we have already more 3D helo modells then the
 BO105.  But I don't  want to write this mail again or correct it. So
 please all of you, you  are meant too, feel free and invited to
 discuss what we could do and how  we should do it:
 _
 _
 
 Hi all helo-addicts and helicopter-flight interested people!
 
 *** Excuse my very long mail ***
 We have now got to a point where it seems that a new
 helicopter-project  could be started.
 So please excuse me for writing this very long mail, but if you
 compress  some content it might be misunderstood:
 
 *** Won't read all that? - get a wonderful free FAA helicopter manual 
 though!***
 (For those not willing to read this all, have a look at the link at
 the  bottom of the page, that might be of interest also for you :-) )
 
 *** What do we need - 3D-modells or a better FM? ***
 So, if we are really interested in doing some work, let us speak of 
 coding first not make 3-D modells. The reasons are
 1. that we have a very nice BO105 which can be the base for further 
 improvements
 2. that all further 3D-stuff is useless without a basic helicopter 
 flightmodell which gives us at least the most relevant basic
 functions.
 
 *** Why not use the existing flightmodell? What is wrong? ***
 I would not say it is wrong, it just covers only some aspects of blade
  and rotary wing aerodynamics.
 But let me first I thank *Maik Justus* for his work and that we are
 able  to simulate helicopter flight in FlightGear. It was a first step
 and  therefore very important but let me explain why I think we cannot
 simply  refine his flightmodell to get what we wish:
 If I understand the right way what he tries to do is calculating the 
 forces and effects of the rotor by calculating it for every blade in 
 discrete time-steps and from this calculation the resulting forces on 
 the helicopter. This is far too complex to handle after my opinion as
 we  do not have the necessary hardware for the resulting flightmodell
 and  the man-power for all that coding.
 The actual flightmodel only looks at a small part of all possible 
 effects and the result is that we can do a pretty normal hover and
 some  simple flight-maneuvers but many important things are simply
 wrong (ie.  yaw and tail-rotor aspects, influence of wind when turning
 on the spot  too heavy modelled, reducing collective/torque to minimum
 on straight  and level flight with no adequate reaction/helo flying
 like a fixed  wing) or lacking (no ground-effect, no realistic
 translational lift, no  vortex state ((settling with power)), no
 airflow driven rotorblades/no  autorotation possible, etc). This is
 only what I am just thinking of,  there are many other arguments.
 
 *** Rotorblade aerodynamic is really complicated ***
 But we can understand this when we just have a look what we had to 
 modell/calculate only for the blades:
 IF YOU KNOW that the blades are not only moving against the moving air
  (if not in a hover)which results in an asymmetric lift but can 
 flap/drag  (up/down, forw./back) and/or bend/twist (what results in 
 different blade-angles (AoA) against the airflow over the whole blade)
  *AND* that you don't have a laminar airflow over the whole blade
  *AND* 
 that the blades not only are driven by the engine but also by the 
 airflow through the blades (ie if you have low collective pitch and a 

..define through the blades.   ;o)
http://home.att.net/~dannysoar2/Whirlygig.htm

 fast descend the airflow can! increase rotor-rpm) *AND* there are 
 flight-envelopes where you have increasing vortex with blade-stall in 
 the center of the bladepart (vortex state, settling with power) *AND* 
 you have the situation where a*part* of the blade is stalling (center)
  and a *part* of the rotor-blade is driven by the airflow (middle) and
  
 the *other part* of the rotorblade is giving lift (outside) and that 
 these zones differ from the position of the blades (movement against
 air  or retreating blade)  *AND* you may have blade-stall of the
 retreating  blade if relative airflow is to low (forward-speed or
 heavy gust) *AND*  ... much more :-) THEN YOU WILL EASILY SEE that it
 is very difficult to  calculate the resulting forces an the rotorhead
 (and the appending  helicopter, of course).
 For the EC135 flightsim they have one medium workstation only to 
 calculate the blade aerodynamics - and this from predefined tabels!!!
 :-)
 
 *** We won't speak of rotorblade aerodynamic alone when it comes to 
 helicopter aerodynamics ***

Re: [Flightgear-users] Re: Helicopters in Flight Gear

2005-10-30 Thread Ioan Suciu
On 10/29/05, Dan Lyke [EMAIL PROTECTED] wrote:
Melchior FRANZ writes: There is no ground effect currently in place at all.I've been looking at the math to model downwash, and I think there maybe some relatively easy kludges to slap into place to both handle
ground effect, and maybe even VRS. Oh for unlimited time to work onthis stuff, I've got some good ideas to do blade lift modeling, butthe last thing I want to do after a day of programming is programmore.
I can't make any promises as to time, but I'll take gradual stepstowards getting a copy of the code on my machine and diddling with it.Is there a real helicopter pilot on the list who'd be interested in
taking my changes and saying yes, this is realistic or not onanything I've ever flown?
I can help u with that, i fly a ec-120 for cpl(h)
certification.. now i have ~ 50 hours... i think i can give you a clue.
I also dreamed about improving the helicopter code for FG, but my
programming skills are limitated, so i'm looking forward to your work.
I will take a look at documentation and see if i will be able to
develop a model of ec-120 to use your code. X-plane, have so far the
most realistic helicopter model, i was tring to develop the ec-120 for
x-plane, but does not offer suport for FENESTRON and i gived up, as far
as i remember neither FG has FENESTRON support. any way... i'll give it
a try.

IS


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[Flightgear-users] Re: Helicopters in Flight Gear

2005-10-29 Thread Melchior FRANZ
* Dan Lyke -- Saturday 29 October 2005 03:17:
 I've been looking at the math to model downwash, and I think there may
 be some relatively easy kludges to slap into place to both handle
 ground effect,

Yes, it shouldn have become a lot easier, as we can now do very fast
ground intersection tests. Just make the groundcache big enough that
it contains the rotor disk shape. 



 Is there a real helicopter pilot on the list who'd be interested in
 taking my changes and saying yes, this is realistic or not on
 anything I've ever flown?

I have mail addresses in the archive from real helicopter pilots,
even from a Bo105 pilot. Maybe one of them is still valid. And there
are other people here who know helicopter pilots.



 On another front: I spent a little time today with the Bell/Textron
 drawings and Blender,

The Bo105 was also my first (bigger) model. (I had just done a radio
tower and a hanger before that.) I can probably give you one or the
other tip. Have even written a FlightGear plugin for Blender to help
with animation and such. (http://members.aon.at/mfranz/flightgear/)



 I've never done modeling before, and I may be being too conservative
 on polygons.

The Bo105 is a (comparatively) low-poly model (despite the Minigun
barrels :-). But not all models have to be low-poly. Graphics cards
become faster and faster, and as long as there are low-poly aircraft
available for low-budget cards, there's nothing wrong with detailed
models. Au contraire.



 And I was so happy to get a basic fuselage together that I was getting
 really optimistic, now I'm down to the nitty gritty of two-sided
 doors.

As Josh said, make at least a flipped copy for the inside. 



 And aaargh I wish Blender would just let me say match the 
 normal for the vertex on this object to the one for the vertex on that
 one...

Just write a Blender plugin.  :-)


 
 You do texture by poly color, and so far I'm just doing a white
 fuselage. Should I bother to put UV coordinates on things, or is
 trying to texture these aircraft just too heavyweight for now?

The only reason why the Bo105 is still barely textured (only strobes/
beacons, rotor discs, emblem/insignia) is quite simple: as long as the
fuselage wasn't finished, texturing wasn't recommendabel. And then:
Blender had quite weak tools for UV mapping back when I had the
fuselage ready. I wrote the material animation instead, so I could
at least change colors. (c/C keys in the Bo105.) Texturing is still
on the TODO list, of course.



 Can I just make the doors double-sided for now, or should I model both
 an interior and exteror?

They certainly don't need depth for now. A flipped copy will do.



 Is it reasonable to end up with two blades by just willy nilly
 deleting from your blade model, or is there a hidden gotcha intere?

Other than that they are Bo105 blades? No.  :-) 


 
 Aaaand, talk to me about shadows...

We had no 'real' (= volumetric) shadows when I did them. So there are
two shadow planes. Nowadays you don't have to care for shadows at all.
Just let the animation disable shadows for objects that shouldn't cast
shadows (rotor disc, light halos, glass).

m. 

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[Flightgear-users] Re: Helicopters in Flight Gear

2005-10-29 Thread Matthias Boerner
Hi,

I am working on an Eurocopter EC 145 (http://www.eurocopter.com/ec145) for 
FlightGear. But it takes more time than I had expected. So maybe at the end 
of this year, maybe January next year I have something to show/share.

In the moment I try to get more detailed information about this specific 
helicopter.

Greetings 

Matthias

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Re: [Flightgear-users] Re: Helicopters in Flight Gear

2005-10-29 Thread Gerard ROBIN
Le samedi 29 octobre 2005 à 12:41 +0200, Matthias Boerner a écrit :
 Hi,
 
 I am working on an Eurocopter EC 145 (http://www.eurocopter.com/ec145) for 
 FlightGear. But it takes more time than I had expected. So maybe at the end 
 of this year, maybe January next year I have something to show/share.
 
 In the moment I try to get more detailed information about this specific 
 helicopter.
 
 Greetings 
 
 Matthias
 
Just to inform,
I developed partly   a Puma AS330.
I did stop the development because unable to get a realistic FDM, Yasim
working partly with unreal parameters.
-- 
Gerard


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Re: [Flightgear-users] Re: Helicopters in Flight Gear

2005-10-29 Thread Gerard ROBIN
Le samedi 29 octobre 2005 à 14:43 +0200, Gerard ROBIN a écrit :
 Le samedi 29 octobre 2005 à 12:41 +0200, Matthias Boerner a écrit :
  Hi,
  
  I am working on an Eurocopter EC 145 (http://www.eurocopter.com/ec145) for 
  FlightGear. But it takes more time than I had expected. So maybe at the end 
  of this year, maybe January next year I have something to show/share.
  
  In the moment I try to get more detailed information about this specific 
  helicopter.
  
  Greetings 
  
  Matthias
  
 Just to inform,
 I developed partly   a Puma AS330.
 I did stop the development because unable to get a realistic FDM, Yasim
 working partly with unreal parameters.


In addition to, 
one may be interested with my wrong yasim FDM (AS330 Puma)
available here:
http://ghours.club.fr/AS330.xml

-- 
Gerard


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Re: [Flightgear-users] Re: Helicopters in Flight Gear

2005-10-29 Thread Josh Babcock
Gerard ROBIN wrote:
 Le samedi 29 octobre 2005 à 14:43 +0200, Gerard ROBIN a écrit :
 
Le samedi 29 octobre 2005 à 12:41 +0200, Matthias Boerner a écrit :

Hi,

I am working on an Eurocopter EC 145 (http://www.eurocopter.com/ec145) for 
FlightGear. But it takes more time than I had expected. So maybe at the end 
of this year, maybe January next year I have something to show/share.

In the moment I try to get more detailed information about this specific 
helicopter.

Greetings 

Matthias


Just to inform,
I developed partly   a Puma AS330.
I did stop the development because unable to get a realistic FDM, Yasim
working partly with unreal parameters.
 
 
 
 In addition to, 
 one may be interested with my wrong yasim FDM (AS330 Puma)
 available here:
 http://ghours.club.fr/AS330.xml
 

At some point I want to do a Dauphine, as I have a friend who flies them
for the USCG, but right now there are at least 2 other projects that I
am obliged to finish first. Hopefully I'll get to it before someone else
does, I'm a big helo fan.

Josh

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Re: [Flightgear-users] Re: Helicopters in Flight Gear

2005-10-29 Thread Georg Vollnhals

__
HI:
I wrote this over the day whenever I had a little time. In the meantime 
there was really much activity on the list from people who already 
created some helo-stuff or have the intention to do so - I did not know 
that we have already more 3D helo modells then the BO105.  But I don't 
want to write this mail again or correct it. So please all of you, you 
are meant too, feel free and invited to discuss what we could do and how 
we should do it:

__

Hi all helo-addicts and helicopter-flight interested people!

*** Excuse my very long mail ***
We have now got to a point where it seems that a new helicopter-project 
could be started.
So please excuse me for writing this very long mail, but if you compress 
some content it might be misunderstood:


*** Won't read all that? - get a wonderful free FAA helicopter manual 
though!***
(For those not willing to read this all, have a look at the link at the 
bottom of the page, that might be of interest also for you :-) )


*** What do we need - 3D-modells or a better FM? ***
So, if we are really interested in doing some work, let us speak of 
coding first not make 3-D modells. The reasons are
1. that we have a very nice BO105 which can be the base for further 
improvements
2. that all further 3D-stuff is useless without a basic helicopter 
flightmodell which gives us at least the most relevant basic functions.


*** Why not use the existing flightmodell? What is wrong? ***
I would not say it is wrong, it just covers only some aspects of blade 
and rotary wing aerodynamics.
But let me first I thank *Maik Justus* for his work and that we are able 
to simulate helicopter flight in FlightGear. It was a first step and 
therefore very important but let me explain why I think we cannot simply 
refine his flightmodell to get what we wish:
If I understand the right way what he tries to do is calculating the 
forces and effects of the rotor by calculating it for every blade in 
discrete time-steps and from this calculation the resulting forces on 
the helicopter. This is far too complex to handle after my opinion as we 
do not have the necessary hardware for the resulting flightmodell and 
the man-power for all that coding.
The actual flightmodel only looks at a small part of all possible 
effects and the result is that we can do a pretty normal hover and some 
simple flight-maneuvers but many important things are simply wrong (ie. 
yaw and tail-rotor aspects, influence of wind when turning on the spot 
too heavy modelled, reducing collective/torque to minimum on straight 
and level flight with no adequate reaction/helo flying like a fixed 
wing) or lacking (no ground-effect, no realistic translational lift, no 
vortex state ((settling with power)), no airflow driven rotorblades/no 
autorotation possible, etc). This is only what I am just thinking of, 
there are many other arguments.


*** Rotorblade aerodynamic is really complicated ***
But we can understand this when we just have a look what we had to 
modell/calculate only for the blades:
IF YOU KNOW that the blades are not only moving against the moving air 
(if not in a hover)which results in an asymmetric lift but can 
flap/drag  (up/down, forw./back) and/or bend/twist (what results in 
different blade-angles (AoA) against the airflow over the whole blade) 
*AND* that you don't have a laminar airflow over the whole blade *AND* 
that the blades not only are driven by the engine but also by the 
airflow through the blades (ie if you have low collective pitch and a 
fast descend the airflow can! increase rotor-rpm) *AND* there are 
flight-envelopes where you have increasing vortex with blade-stall in 
the center of the bladepart (vortex state, settling with power) *AND* 
you have the situation where a*part* of the blade is stalling (center) 
and a *part* of the rotor-blade is driven by the airflow (middle) and 
the *other part* of the rotorblade is giving lift (outside) and that 
these zones differ from the position of the blades (movement against air 
or retreating blade)  *AND* you may have blade-stall of the retreating 
blade if relative airflow is to low (forward-speed or heavy gust) *AND* 
... much more :-) THEN YOU WILL EASILY SEE that it is very difficult to 
calculate the resulting forces an the rotorhead (and the appending 
helicopter, of course).
For the EC135 flightsim they have one medium workstation only to 
calculate the blade aerodynamics - and this from predefined tabels!!! :-)


*** We won't speak of rotorblade aerodynamic alone when it comes to 
helicopter aerodynamics ***
And, mainrotor is only *one* part of many aspects. The other parts of 
the helo (body, tail, finns etc) are influenced as well of the rotor 
downwash and the airflow when moving in any direction.
Not enough, it makes a big difference whether your 

Re: [Flightgear-users] Re: Helicopters in Flight Gear

2005-10-29 Thread Dan Lyke
Georg Vollnhals writes:
 If I understand the right way what he tries to do is calculating the 
 forces and effects of the rotor by calculating it for every blade in 
 discrete time-steps and from this calculation the resulting forces on 
 the helicopter.

I haven't downloaded the code yet, my day job is currently funded out
of my pocket and I'd rather do something that takes different neurons
at the end of the day, but it sounds like this is the way that X-Plane
does it, and on modern hardware it doesn't seem that unreasonable.

It's also going to be very useful to be calculting lift-drag
information for varying sections when we start to get a realistic
engine model, when we start to model flapping, and when we model mast
tilt and the effects of forward motion. So I'm not going to call this
too complex immediately.

However, next up on my technical reading list is NACA Technical Note
4357, Lift and Profile-Dra Characteristics of an NACA 0012 Airfoil
section as Derived From Measured Helicopter Rotor Hovering
Performance, which seems to reduce a lot of stuff down to a simple
table that could be interpolated on.

I think the other must-read is NASA Contractor Report 177476, aka
Minimum Complexity Helicopter Simulation Math Model.

Both of these are freely distributed PDFs that I eventually tracked
down on the net, but they were hard to find so if you don't have them
I'll see about putting them somewhere that people can get to them.

As I've said before, last time I looked seriously at aerodynamics
modeling was two and a half decades ago when I was 12 years old, but a
lot of it, especially when dummied up from tables for a simulator,
isn't that complex. What's hard is that we're trying to approximate
realism, and as such are more interested in a feel. I've sat in the
middle back seat of an A*Star once, with a pilot who probably had a
thousand hours under his belt.

No matter what I code up, even if it's a full on fluid dynamics
simulation of what's going on, I'm not going to know if it's right or
wrong because right or wrong isn't whether it models the physics
correctly, it's whether it feels like flying a real helicopter.

Dan


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[Flightgear-users] Re: Helicopters in Flight Gear

2005-10-28 Thread Dan Lyke
Melchior FRANZ writes:
 There is no ground effect currently in place at all.

I've been looking at the math to model downwash, and I think there may
be some relatively easy kludges to slap into place to both handle
ground effect, and maybe even VRS. Oh for unlimited time to work on
this stuff, I've got some good ideas to do blade lift modeling, but
the last thing I want to do after a day of programming is program
more.

I can't make any promises as to time, but I'll take gradual steps
towards getting a copy of the code on my machine and diddling with it.

Is there a real helicopter pilot on the list who'd be interested in
taking my changes and saying yes, this is realistic or not on
anything I've ever flown?


On another front: I spent a little time today with the Bell/Textron
drawings and Blender, and I'm starting to see a 206 take shape on my
screen. Despite my years in graphics (several renderers, both
real-time and not, and experience with writing animation systems),
I've never done modeling before, and I may be being too conservative
on polygons.

And I was so happy to get a basic fuselage together that I was getting
really optimistic, now I'm down to the nitty gritty of two-sided
doors. And aaargh I wish Blender would just let me say match the
normal for the vertex on this object to the one for the vertex on that
one...

You do texture by poly color, and so far I'm just doing a white
fuselage. Should I bother to put UV coordinates on things, or is
trying to texture these aircraft just too heavyweight for now? If I
get a little better at modeling, maybe I'll try to include one of the
stock paint schemes in the model, at the expense of polys.

Can I just make the doors double-sided for now, or should I model both
an interior and exteror? I guess the downside is that the interior of
the doors ends up the same color as the exterior, right?

Is it reasonable to end up with two blades by just willy nilly
deleting from your blade model, or is there a hidden gotcha intere?

Aaaand, talk to me about shadows...

Thanks!

Dan



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Re: [Flightgear-users] Re: Helicopters in Flight Gear

2005-10-28 Thread Josh Babcock
Dan Lyke wrote:

 On another front: I spent a little time today with the Bell/Textron
 drawings and Blender, and I'm starting to see a 206 take shape on my
 screen. Despite my years in graphics (several renderers, both
 real-time and not, and experience with writing animation systems),
 I've never done modeling before, and I may be being too conservative
 on polygons.
 
 And I was so happy to get a basic fuselage together that I was getting
 really optimistic, now I'm down to the nitty gritty of two-sided
 doors. And aaargh I wish Blender would just let me say match the
 normal for the vertex on this object to the one for the vertex on that
 one...
 
 You do texture by poly color, and so far I'm just doing a white
 fuselage. Should I bother to put UV coordinates on things, or is
 trying to texture these aircraft just too heavyweight for now? If I
 get a little better at modeling, maybe I'll try to include one of the
 stock paint schemes in the model, at the expense of polys.
 
 Can I just make the doors double-sided for now, or should I model both
 an interior and exteror? I guess the downside is that the interior of
 the doors ends up the same color as the exterior, right?
 
 Is it reasonable to end up with two blades by just willy nilly
 deleting from your blade model, or is there a hidden gotcha intere?
 
 Aaaand, talk to me about shadows...
 
 Thanks!
 
 Dan
 
 
 
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I would recommend only using the materials for how reflective or
emmisive a surface is. Doing colors and transparency with full texturing
is not a big deal, especially if you are thinking about it when you make
the meshes. In Blender this means putting in seams where appropriate and
having a plan for how you what to cram the UV maps into the texture
images. I like to do the UV maps as I go, and worry about making the
textures later.

As far as poly budgets go, I aim for having no more than 10,000 visible
at a time. With LOD and clipping this gives you quite a bit to play
with. In the cockpit view, most of the model will be clipped, and
externally most of the heavy stuff in the cockpit can be LOD'd out. The
B-29 has well over 10,000 polys, but no more than about 8000 (?) ever
get rendered. In fact, the interior is much heavier than the exterior,
even with all the compound curves on the four nacelles and those 16 prop
blades (multiplying polys by 16 eats up the budget real fast). The gear
was problematic too, but you won't have that issue.

Also, I would not cut the doors or windows out until you are entirely
happy with the shape of the fuselage. The same goes for creating the
interior, as it is easiest to just extrude it from the outer skin. I
learned that the hard way on the 29 and it probably cost me hundreds of
hours. I also recommend getting *lots* of reference photos before you
lay out the first poly. Some stuff is real easy to fix later, some is
nearly impossible.

Also, making stuff double sided in Blender currently has no effect when
exporting to AC3D. You have to duplicate the surface and flip normals.

Another good idea is to do the animations as you build the model. You
should take advantage of the group function of AC3D, but it leads to
some pretty complicated situations when you load it into the plib scene
graph in FG, so it's best to stay on top of it from the start. There's a
hidden learning curve there.

Josh

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[Flightgear-users] Re: Helicopters in Flight Gear

2005-10-26 Thread Melchior FRANZ
* Dan Lyke -- Tuesday 25 October 2005 01:56:
 Does anyone know if the ground effect effects currently in place are
 moderately realistic?

There is no ground effect currently in place at all. This isn't yet
modelled. The developer of the YASim helicopter logic has, unfortunately,
left without finishing his work. Nobody else has picked it up, yet.
(I'm the bo105-model-man, but I'm not much into flight physics.)
These were Maik Justus' last words:

  
http://baron.flightgear.org/pipermail/flightgear-devel/2003-October/021940.html

m.

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[Flightgear-users] Re: Helicopters in Flight Gear

2005-10-26 Thread Melchior FRANZ
* Dan Lyke -- Wednesday 26 October 2005 04:50:
 And I didn't immediately see if the Bo105 had mast tilt the way that
 the 206 does.

No, it hasn't. The real Bo105 hasn't either.

m.

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[Flightgear-users] Re: Helicopters in Flight Gear

2005-10-26 Thread Dan Lyke
Melchior FRANZ writes:
   
 http://baron.flightgear.org/pipermail/flightgear-devel/2003-October/021940.html

Thanks. I think I'd seen that message before, but figured it was two
years old and something must have happened since then.

Having read through that full thread, I'm now thinking that maybe the
better thing for me to do would be to buy X-Plane (or, choke, MSFS)
for something to fly in the mean-time, and start trying to understand
helicopter aerodynamics and eventually, when life slows down enough
that I feel like coding in my spare time and I know quite a bit more
about helicopters than I do now, writing another helicopter flight
model from scratch.

In digging through those messages, it seems like an awful lot still
datesback to when the flight model was an integer/fixed-point i386
based platform, and some of the issues with my expectations of
helicopter flight versus what's actually happening look like they come
from limitations of that model, and not just 'cause I don't have a
clue (although that is true generally).

But at least it explains why I've had *zero* luck trying to
autorotate...

Dan


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