Curtis L. Olson wrote:
I'm guessing that Ay / Az is roughly proportional to Fy / Fz so these
two methods won't be exactly the same, but should be similar enough.
Well, a classic rule of physics is F = m.a (force = mass x
acceleration) and that applies to the directions of the force and
On Tue, 2002-10-15 at 20:12, Curtis L. Olson wrote:
FWIW, the turn coordinator ball behaves *very* differently between
JSBSim and YASim and another FDM I am playing with. All supposedly
return accelerations in body axis in ft/sec squared.
IMO, what we should all be aiming at providing are
Devel
Subject: Re: [Flightgear-devel] TC ball
On Tue, 2002-10-15 at 20:12, Curtis L. Olson wrote:
FWIW, the turn coordinator ball behaves *very* differently between
JSBSim and YASim and another FDM I am playing with. All supposedly
return accelerations in body axis in ft/sec squared.
IMO
]
[mailto:[EMAIL PROTECTED]]On Behalf Of Tony Peden
Sent: Wednesday, October 16, 2002 8:28 AM
To: FGFS Devel
Subject: Re: [Flightgear-devel] TC ball
On Tue, 2002-10-15 at 20:12, Curtis L. Olson wrote:
FWIW, the turn coordinator ball behaves *very* differently between
JSBSim and YASim
On Wed, 2002-10-16 at 07:27, Curtis L. Olson wrote:
Tony Peden writes:
AFAICT, the behavior with JSBSim is reasonable. This is what I see
at 93 kias, power for level flight, a left turn makes the ball go left
and needs left rudder to recenter. Opposite for right turn.
Same behavior
On 16 Oct 2002 07:58:22 -0700
Tony Peden [EMAIL PROTECTED] wrote:
On Wed, 2002-10-16 at 07:27, Curtis L. Olson wrote:
Tony, I apologize, I should have been more clear in my original
message. The JSBSim drives the ball in a reasonable way, as does this
other FDM I'm playing with. However,
Curtis L. Olson wrote:
it seems to be more than a simple coordinate system difference,
unless JSBSim/YASim swap X/Y axes or something strange like that.
Could be a bug, too. What exactly is the behavior you're seeing? The
way the code in steam works is to look at the Y and Z pilot
Andy Ross writes:
Curtis L. Olson wrote:
it seems to be more than a simple coordinate system difference,
unless JSBSim/YASim swap X/Y axes or something strange like that.
Could be a bug, too. What exactly is the behavior you're seeing? The
way the code in steam works is to look at the
Tony Peden wrote:
Well, I tried to compare the two, but got this for the yasim c172:
YASim SOLUTION FAILURE:
Are you sure you have current code and base package? I haven't looked
at the 172 in a good while, and not much has changed. Do the other
YASim aircraft work for you?
Andy
--
Andrew
Curtis L. Olson wrote:
The JSBSim drives the ball in a reasonable way, as does this other FDM
I'm playing with. However, the scaling is about an order of magnitude
different between the two, even though they supposedly report the
accels in the same units and are modeling the same aircraft.
Andy Ross writes:
Hrm... yup, that sounds awfully wrong. Especially since units
shouldn't matter. What the steam.cxx code is doing is taking the
sideways acceleration and dividing it by the vertical acceleration to
get a down direction. The units should drop out. I could be
On Wed, 2002-10-16 at 10:22, Andy Ross wrote:
Tony Peden wrote:
Well, I tried to compare the two, but got this for the yasim c172:
YASim SOLUTION FAILURE:
Are you sure you have current code and base package? I haven't looked
at the 172 in a good while, and not much has changed. Do the
On Wed, 2002-10-16 at 11:05, David Megginson wrote:
Andy Ross writes:
Hrm... yup, that sounds awfully wrong. Especially since units
shouldn't matter. What the steam.cxx code is doing is taking the
sideways acceleration and dividing it by the vertical acceleration to
get a down
FWIW, the turn coordinator ball behaves *very* differently between
JSBSim and YASim and another FDM I am playing with. All supposedly
return accelerations in body axis in ft/sec squared. This means we
can't create a single turn coordinator instrument who's ball behaves
reasonably well for
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