Re: [Flightgear-devel] 3D Cockpit

2002-04-09 Thread David Megginson

Marcio Shimoda writes:

  OK, but that 3D stuff in the 3D cockpit are another AC file or hard-coded?

Right now, it's in the same 3D model, with an XML wrapper defining
animations, etc.  The instruments and most of the controls, however,
still come from the 2D panel, so it's a bit of a kludge.


All the best,


David

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[Flightgear-devel] Aircraft modelling questions

2002-04-09 Thread mlaw

I'm going to have a go at modelling a Cessna Caravan from scratch.  I have gMax (which 
is probably no use at all!), blender and PPE available to help me and I have a good 
idea about what to do thanks to David's Modelling document.

I'm wondering how to produce a 3D cockpit.  Does this need to be a seperate model to 
be placed in the aircraft's directory or should it be one large model? (I'm assuming 
it should be seperate...).

In an ideal world I'd like to make one model that would , with a minimum of kludging, 
work in FGFS and FS2002 since I regularly use both.  I appreciate that this might 
upset the purists!

Take care,

Matt.

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[Flightgear-devel] Aircraft modelling questions

2002-04-09 Thread mlaw

I'm going to have a go at modelling a Cessna Caravan from scratch.  I have gMax (which 
is probably no use at all!), blender and PPE available to help me and I have a good 
idea about what to do thanks to David's Modelling document.

I'm wondering how to produce a 3D cockpit.  Does this need to be a seperate model to 
be placed in the aircraft's directory or should it be one large model? (I'm assuming 
it should be seperate...).

In an ideal world I'd like to make one model that would , with a minimum of kludging, 
work in FGFS and FS2002 since I regularly use both.  I appreciate that this might 
upset the purists!

Take care,

Matt.

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Re: [Flightgear-devel] MSVC Still not Building

2002-04-09 Thread Bernie Bright

To avoid this problem in future, maybe we should define a macro in
simgear/compiler.h.  Something like:

#ifdef SG_NO_INCLASS_MEMBER_INITIALIZATION
# define SG_STATIC_CONSTANT(type, assignment) enum { assignment }
#else
# define SG_STATIC_CONSTANT(type, assignment) static const type
assignment
#endif

Usage then becomes:

class Foo {
  SG_STATIC_CONSTANT(int, FG_MAX_ENGINES = 4);
  ...
}

which expands to either
 static const int FG_MAX_ENGINES = 4;
or
 enum { FG_MAX_ENGINES = 4; };

I think the problem with Norman's solution is that you can't use the
value later in the class declaration, as an array size for example.

Cheers,
Bernie

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re: [Flightgear-devel] Aircraft modelling questions

2002-04-09 Thread David Megginson

[EMAIL PROTECTED] writes:

  I'm wondering how to produce a 3D cockpit.  Does this need to be a
  seperate model to be placed in the aircraft's directory or should
  it be one large model? (I'm assuming it should be seperate...).

In the end, things will be set up so that you can model it either
way.  For now, I've been keeping the 3D cockpit in the same model
as the external.

Note that you'll also need to make an aero model for the Caravan.  If
you have good data, you can do it with JSBSim; otherwise, you can fake
a fairly reasonable aero model in YASim using only geometry and
published performance numbers.

  I appreciate that this might upset the purists!

You won't be able to do that with the aero model, but you should be
able to manage with the 3D model.  

I doubt many purists will be upset; after all, FlightGear itself runs
under Microsoft Windows, and initially, we used 3D models that were
created by third-parties for MSFS.  The idea of Open Source is that it
can be used anywhere, modified, and even sold for large amounts of
money, as long as it stays free-as-in-speech.


All the best,


David

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Re: [Flightgear-devel] size of symbol

2002-04-09 Thread Jim Wilson

Sorry I mistyped thatit should have been extern not export :-/

Andy Ross [EMAIL PROTECTED] said:

 David Megginson wrote:
   Alex Perry writes:
Do we care about this error ?
/usr/bin/ld: Warning: size of symbol `current_model' changed from
4 to 8 in ../../src/Model/libModel.a(acmodel.o)
  
   Yes, I'm getting this as well and I don't understand it.
 
 It's a symbol collision.  There's another current_model defined in
 LaRCsim/ls_model.c.  Renaming one of them fixes the issue.
 
 Why the linker doesn't detect this as a vanilla multiple-definitions
 collision, instead of that weird size mismatch, though, is beyond me.
 
 Andy

It's even weirder than that.  Try taking out the extern declaration and see
what it gives you for an error.  The duplicate I got reported was on a
source line that doesn't exist, supposedly from a simgear header file! 
Something is
throwing the  linker out of whack.

Best,

Jim


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Re: [Flightgear-devel] Aircraft modelling questions

2002-04-09 Thread Jim Wilson

[EMAIL PROTECTED] said:

 In an ideal world I'd like to make one model that would , with a minimum of
kludging, work in FGFS and FS2002 since I regularly use both.  I appreciate
that this might upset the purists!
 
To the contrary, it's kind of iteresting having a fgfs model converted for use
in msfs.  After so long the other way :-)

Best,

Jim


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Re: [Flightgear-devel] size of symbol

2002-04-09 Thread Jim Wilson

Andy Ross [EMAIL PROTECTED] said:

 David Megginson wrote:
   Alex Perry writes:
Do we care about this error ?
/usr/bin/ld: Warning: size of symbol `current_model' changed from
4 to 8 in ../../src/Model/libModel.a(acmodel.o)
  
   Yes, I'm getting this as well and I don't understand it.
 
 It's a symbol collision.  There's another current_model defined in
 LaRCsim/ls_model.c.  Renaming one of them fixes the issue.
 
 Why the linker doesn't detect this as a vanilla multiple-definitions
 collision, instead of that weird size mismatch, though, is beyond me.
 
 Andy

It's even weirder than that.  Try taking out the export and see what it
gives you for an error.  The duplicate I got reported was on a source line
that doesn't exist, supposedly from a simgear header file!  Something is
throwing the  linker out of whack.

Best,

JIm

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[Flightgear-devel] Aircraft Checklists

2002-04-09 Thread David Megginson

Here's an excellent source for unofficial aircraft checklists:

  http://www.dauntless-soft.com/PRODUCTS/Freebies/HandlingNotes/


All the best,


David

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RE: [Flightgear-devel] FrameRate !!

2002-04-09 Thread Norman Vine

 moved to the devel list for general info 

WOW !

This appears to be a bug in the latest NVIDIA drivers
Reverting to any of several of their earlier ones and the
problem goes away.

I'll have to investigate this some more at some point
but for now I will just be happy that I know how to get
around it :-))

FYI
This 'bug' appears on Win2k using the NVIDIA 28.32 reference 
driver with a geForce2 GTS

Bummer -- 
This driver has lots of neat new features   OpenGL 2.0 
that I wanted to experiment with :-(

Hopefully this won't be a problem in the next release !

Norman

-Original Message-
From: Norman Vine [mailto:[EMAIL PROTECTED]]
Sent: Sunday, April 07, 2002 10:32 AM
To: 'David Megginson'
Cc: 'Curtis Olson'
Subject: RE: [Flightgear-devel] FrameRate !!


Curt David

Something changed recently so that when the HUD
is displayed the framerate drops dramatically when the 
Menu is hidden  ~25%

This is most easily seen when in the minimal HUD
by toggling the Menu.

I have looked for the cause but nothing obvious has
popped out at me

Any Ideas ??

Other then this it appears as if the FrameRate is back up
to 'close' to what it was a month ago :-)

Cheers

Norman


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[Flightgear-devel] FYI: Re BOOST

2002-04-09 Thread Jon S Berndt

This month's issue (MAY 2002) of C/C++ User's Journal 
contains the article: The Boost.Threads Library. The 
issue focuses on multithreading.

Jon

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[Flightgear-devel] RGB Texture Editing Tools

2002-04-09 Thread Paul Deppe

Windoze developers - What tool(s) are you guys using to edit .rgb files?

Thanks,

Paul

Paul R. Deppe
Veridian Engineering (formerly Calspan)
Flight  Aerospace Research Group
150 North Airport Drive
Buffalo, NY  14225
(716) 631-6898
(716) 631-6990 FAX
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Re: [Flightgear-devel] RGB Texture Editing Tools

2002-04-09 Thread Jon S Berndt

On Tue, 9 Apr 2002 12:45:47 -0400
  Paul Deppe [EMAIL PROTECTED] wrote:
Windoze developers - What tool(s) are you guys using to 
edit .rgb files?


IIRC, won't Gimp for Win32 handle those? Seems to me I've 
opened those before.

Jon

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RE: [Flightgear-devel] FrameRate !!

2002-04-09 Thread David Megginson

Norman Vine writes:

  This appears to be a bug in the latest NVIDIA drivers
  Reverting to any of several of their earlier ones and the
  problem goes away.

Just for the benefit of everyone else, Norm means the latest NVIDIA
*windows* drivers.  I'm not aware of any similar problem with the
Linux drivers, but I have not tested them hard.


All the best,


David

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Re: [Flightgear-devel] RGB Texture Editing Tools

2002-04-09 Thread Christian Mayer

Paul Deppe wrote:
 
 Windoze developers - What tool(s) are you guys using to edit .rgb files?

I don't, but you can use JASC PaintShop Pro in the newest version.

CU,
Christian

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RE: [Flightgear-devel] FrameRate !!

2002-04-09 Thread Norman Vine

David Megginson writes:

Norman Vine writes:

  This appears to be a bug in the latest NVIDIA drivers
  Reverting to any of several of their earlier ones and the
  problem goes away.

Just for the benefit of everyone else, Norm means the latest NVIDIA
*windows* drivers.  I'm not aware of any similar problem with the
Linux drivers, but I have not tested them hard.

As I said in the original post
This 'bug' appears on Win2k using the NVIDIA 28.32 reference 
driver with a geForce2 GTS

But if anyone else sees the framerate when displaying the HUD 
much slower i.e. anything less then ~95% of the framerate of not
displaying the HUD then I would suspect your driver if you have a 
NVIDIA card and I would REALLY APPRECIATE hearing about it.

what's-wasting-a-couple-of-days'ly yrs

Norman


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Re: [Flightgear-devel] FrameRate !!

2002-04-09 Thread Martin Spott

 This driver has lots of neat new features   OpenGL 2.0 

Do they really implement the upcoming OpenGL-2.0 features in hardware or do
they tend to rely on fallbacks ? It's somewhat astonishing that they already
provide a driver for a still not really existent OpenGL standard. Do they
create their own upcoming 'standard' ?

Martin.
-- 
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RE: [Flightgear-devel] FrameRate !!

2002-04-09 Thread Norman Vine

Martin Spott writes:

 This driver has lots of neat new features   OpenGL 2.0 

Do they really implement the upcoming OpenGL-2.0 features in hardware or do
they tend to rely on fallbacks ? It's somewhat astonishing that they
already
provide a driver for a still not really existent OpenGL standard. Do they
create their own upcoming 'standard' ?

Well I lied a little :-)
but 2.0 is in part a 'rconciliation' of the various 'propriatary' extensions
and the inclusion of things that almost all of the manufacturers have done
to support M$oft DX#.  And this driver has more of these upcoming features
then any of the previous ones.

Specifically it has hardware friendly 'render to texture' which IMHO will
be way Cool  i.e.  Dynamic texture ala Vertex Shaders

Since these are NVIDIA unified drivers if your card doesn't support
something
in hardware it has a software fallback but at least you can get to play :-)

Cheers

Noman


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[Flightgear-devel] 3d graphics hardware support

2002-04-09 Thread Dawn Ellis

Has anyone tried using the 3d i-glasses with flightgear?  We have a NVIDIA 
GeForce2 Pro graphics card which allows a 3d stereo buffer to be enabled 
through the driver.  Whenever I enable the stereo buffer, flightgear locks up.
 
We are running under Windows 2000.

Thanks
Dawn

Dawn Ellis
School of Engineering  Computer Science
UT Chattanooga


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Re: [Flightgear-devel] 3d graphics hardware support

2002-04-09 Thread Christian Mayer

Dawn Ellis wrote:
 
 Has anyone tried using the 3d i-glasses with flightgear?  We have a NVIDIA
 GeForce2 Pro graphics card which allows a 3d stereo buffer to be enabled
 through the driver.  Whenever I enable the stereo buffer, flightgear locks up.

Well, I haven't (don't have the necessary hardware...).

serious/realism mode
Apart from the upcomming 3d panel there's not much that flightgear gains
by a stereo view. The ground is usually too far away as that it matters.
And it's more important to have high framerates than nearly non-existant
depth cues.
/serious mode

On the other hand a friend of mine told me how awesome the 3d effect is
when you are using stereo mode. And for a arcade mode it might well be
a feature that attracts lots of people.

CU,
Christian

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RE: [Flightgear-devel] 3d graphics hardware support

2002-04-09 Thread Dawn Ellis

Jon Berndt wrote:

I think it's more than that, though. Dawn, correct me if
I am wrong, but my understanding was that with the glasses
they can look anywhere and see the virtual cockpit, too.
We have to use the mouse to look around. Dawn: is this
the capability y'all have or are working towards?


The version we are running is 7.8.

We are using an head tracker to look around in flightgear.  It works the same 
as the mouse, though.  Is this what you are asking, Jon?

The problem with the glasses seems to lie when we enable the stereo buffer on 
our graphics card to render the scene in 3d.  We can view FG in the glasses 
without enabling the buffer, but the view just 2d -- it treats the glasses 
like another monitor.  The 3d buffer on the graphics card is suppose to be a 
no code way to enable software to look 3d within the glasses.  When we 
enable the buffer, it locks up FG and basically crashes the machine.

I hope this explains my problem better.

Dawn

Dawn Ellis
School of Engineering  Computer Science
UT Chattanooga


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Re: [Flightgear-devel] 3d graphics hardware support

2002-04-09 Thread John Wojnaroski

 We are using an head tracker to look around in flightgear.  It works the
same
 as the mouse, though.  Is this what you are asking, Jon?

 The problem with the glasses seems to lie when we enable the stereo buffer
on
 our graphics card to render the scene in 3d.  We can view FG in the
glasses
 without enabling the buffer, but the view just 2d -- it treats the glasses
 like another monitor.  The 3d buffer on the graphics card is suppose to be
a
 no code way to enable software to look 3d within the glasses.  When we
 enable the buffer, it locks up FG and basically crashes the machine.

 I hope this explains my problem better.

Perhaps a little more on the setup for those unfamiliar with the interface
into FG.
Commercial off the shelf or unique single point design?

Here's a thought..
Are the head tracker and glasses independent systems? Or a packaged deal?
Does the
output from the head tracker change for the 2D versus 3D mode. FG handles
view changes
via the mouse by moving the eyepoint (single point). Is the tracker
reporting two points in
stereo for each eye?

Regards
John W.




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Re: [Flightgear-devel] 3d graphics hardware support

2002-04-09 Thread Dawn Ellis

Cameron Moore wrote:
 Can you run any other OpenGL apps besides FG?
 --
Yes, we wrote an OpenGL test application that displays the infamous 3d cube
and it worked just fine.

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Re: [Flightgear-devel] FYI: Re BOOST

2002-04-09 Thread Bernie Bright

Jon S Berndt wrote:
 
 This month's issue (MAY 2002) of C/C++ User's Journal
 contains the article: The Boost.Threads Library. The
 issue focuses on multithreading.

Matt Austern and Herb Sutter regularly mention Boost in their articles
and at the C++ experts forum at http://www.cuj.com/experts/.  Both have
contributed code and/or criticisms.

Bernie

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[Flightgear-devel] EAA Wright Flyer

2002-04-09 Thread Cameron Moore

Microsoft To Join The Centennial Of Flight Celebration As Part Of
 EAA's Countdown To Kitty Hawk Presented By Ford Motor Company
http://www.countdowntokittyhawk.com/news/microsoft.html

Go read it for the full details, but it basically says that Micros~1
will be creating a highly detailed flight model for the 1903 Wright
Flyer to be used in a big simulator.  Here's the interesting part:

quote
To create the most accurate simulation of the 1903 Wright Flyer, the
Microsoft Flight Simulator team plans to work with EAA to research the
details of the aircraft, the site where the Flyer flew and historical
accounts of Dec. 17, 1903. The team also will observe wind tunnel tests
of EAA's 1903 Wright Flyer reproduction - the only Flyer to fly at the
First Flight Centennial Celebration. Those experiences and the data will
help ensure that the 3-D visuals and the flight model of the aircraft in
Microsoft Flight Simulator are as detailed and accurate as possible.
/quote

I wonder if the EAA would be willing to share their research data with
the rest of us?  Any EAA members here?
-- 
Cameron Moore
:wq

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Re: [Flightgear-devel] YASim piston engine

2002-04-09 Thread Alex Perry

 If you look carefully, you'll actually see the RPM drop very slightly
 before it starts increasing.  The physical reason for this is that the
 blades are unstalling.  As the flow attaches to them, they
 experience a sharp increase in induced drag.  I was pretty pleased to
 notice this little tidbit; it kinda validates the model in an obtuse
 way.  That being said, I have *no* idea if this effect is noticeable
 in a real aircraft.  Alex?

I've never noticed it, but that doesn't mean it doesn't happen.
For most throttle transients, the combination of prop momentum,
throttle pump and induction system effects will hide the blade
stall transition.  Especially true if you have a controllable prop.

Have you checked whether the blade profile implies that the whole
blade stalls and unstalls at the same time ?  It may be gradual.


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RE: [Flightgear-devel] EAA Wright Flyer

2002-04-09 Thread Jon Berndt

 I wonder if the EAA would be willing to share their research data with
 the rest of us?  Any EAA members here?

IIRC it's not the EAA that's sponsoring the research. I think the model
was tested extensively in the wind tunel at Langley.

http://quest.arc.nasa.gov/aero/wright/tunnels/

I am thinking that the data may be available via FOIA or online.

Jon



smime.p7s
Description: application/pkcs7-signature


Re: [Flightgear-devel] EAA Wright Flyer

2002-04-09 Thread John Check

On Wednesday 10 April 2002 10:02 pm, you wrote:
 Microsoft To Join The Centennial Of Flight Celebration As Part Of
  EAA's Countdown To Kitty Hawk Presented By Ford Motor Company
 http://www.countdowntokittyhawk.com/news/microsoft.html

 Go read it for the full details, but it basically says that Micros~1
 will be creating a highly detailed flight model for the 1903 Wright
 Flyer to be used in a big simulator.  Here's the interesting part:

 quote
 To create the most accurate simulation of the 1903 Wright Flyer, the
 Microsoft Flight Simulator team plans to work with EAA to research the
 details of the aircraft, the site where the Flyer flew and historical
 accounts of Dec. 17, 1903. The team also will observe wind tunnel tests
 of EAA's 1903 Wright Flyer reproduction - the only Flyer to fly at the
 First Flight Centennial Celebration. Those experiences and the data will
 help ensure that the 3-D visuals and the flight model of the aircraft in
 Microsoft Flight Simulator are as detailed and accurate as possible.
 /quote

 I wonder if the EAA would be willing to share their research data with
 the rest of us?  Any EAA members here?

I dunno, but M Selig from UIUC has been working on a flyer model for fgfs
for a while

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[Flightgear-devel] FTD

2002-04-09 Thread Cameron Moore

Looks like X-Plane beat us to the punch, but I'm still impressed.
http://www.x-plane.com/FTD.html
-- 
Cameron Moore
:wq

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RE: [Flightgear-devel] EAA Wright Flyer

2002-04-09 Thread Paul Deppe

Last year I did an in-flight simulation of the Wright Flyer in our
Variable-Stability Lear 24 for the USAF Test Pilot School.  It was part of
the AIAA Wright Flyer Project - I wonder how this is this related to the EAA
project?  See:

http://www.wrightflyer.org/Future/have_wright.html

The linear model was provided by Dr. Fred Culick of CalTech.  They were
considering adding pitch and roll SAS (which we also tried in flight) to
augment the statically unstable pitch and roll axes, although I'm not sure
what has been done since last year.

If Dr. Culick's model was accurate, Wilbur and Orville really had their
hands full.

Regards,

Paul

Paul R. Deppe
Veridian Engineering (formerly Calspan)
Flight  Aerospace Research Group
150 North Airport Drive
Buffalo, NY  14225
(716) 631-6898
(716) 631-6990 FAX
[EMAIL PROTECTED]


attachment: winmail.dat

Re: [Flightgear-devel] EAA Wright Flyer

2002-04-09 Thread Michael Selig

At 4/9/02, you wrote:
On Wednesday 10 April 2002 10:02 pm, you wrote:
  Microsoft To Join The Centennial Of Flight Celebration As Part Of
   EAA's Countdown To Kitty Hawk Presented By Ford Motor Company
  http://www.countdowntokittyhawk.com/news/microsoft.html
 
  Go read it for the full details, but it basically says that Micros~1
  will be creating a highly detailed flight model for the 1903 Wright
  Flyer to be used in a big simulator.  Here's the interesting part:
 
  quote
  To create the most accurate simulation of the 1903 Wright Flyer, the
  Microsoft Flight Simulator team plans to work with EAA to research the
  details of the aircraft, the site where the Flyer flew and historical
  accounts of Dec. 17, 1903. The team also will observe wind tunnel tests
  of EAA's 1903 Wright Flyer reproduction - the only Flyer to fly at the
  First Flight Centennial Celebration. Those experiences and the data will
  help ensure that the 3-D visuals and the flight model of the aircraft in
  Microsoft Flight Simulator are as detailed and accurate as possible.
  /quote
 
  I wonder if the EAA would be willing to share their research data with
  the rest of us?  Any EAA members here?

I dunno, but M Selig from UIUC has been working on a flyer model for fgfs
for a while


John is right, I did put together a model of the 1903 Wright Flyer.  I used 
data from the NASA Ames test (AIAA Paper 2000-0512) and the reference is here:

Jex, H, Grimm, R., Latz, J.P., and Hange, C., Full-Scale 1903 Wright Flyer 
Wind Tunnel Test Results from the NASA Ames Research Center AIAA 38th 
Aerospace Sciences Meeting, AIAA Paper No. 2000-0512, 2000. 
http://www.wrightflyer.org/Papers/papers.html

Another key person is Prof Culick at Caltech.  Together with several 
others, he's analyzed the Flyer inside and out, and he's published a number 
of papers on it.  His interests do not stop there: he's planning on flying 
a Wright Flyer look-alike in 2003 ... and because the original design was 
unstable, he asked us here to design a new airfoil for his Wright Flyer 
(the Los Angeles AIAA Section/Caltech group).  This new airfoil + a change 
in cg + some other subtle changes will make the aircraft (the look-alike) 
more stable, which is the only sane thing to do!

The sim model requires CONSTANT attention to maintain pitch attitude and 
avoid stall.  Looking away for 1/3 sec is enough to find yourself looking 
at the ground or blue sky without much of a chance to recover. Stall is 
very interesting.  The aircraft will pitch up, and the canard will stall 
but it still generates enough lift to keep pitching up the nose.  Then 
the main wing will stall and create an even higher angle of attack on the 
canard as the cg heaves down due to lost of lift.  At this point the canard 
goes into a deep stall, the diving moment of the wing takes over and 
pitches the aircraft down rapidly.  The canard control power is VERY 
marginal, and the pullout is rather dramatic (slow).  50-75 ft can be lost 
very easily ... and that was 50 ft of clawing to altitude.

One illusion in the sim is that when the main wing stalls, the canard seems 
to pitch up too fast.  What's really happening is that the cg of the 
aircraft is dropping down.  The view from the controls is one of seeing the 
canard rise up.  But in side-view the drop of the main wing can be seen 
fairly well.

The model is here:
http://amber.aae.uiuc.edu/~m-selig/apasim/Aircraft-uiuc.html

The data from the full-scale tests, which I used, is a gold mine to someone 
like me wanting to model the Flyer in a sim.  One important thing is 
lacking, however.  Stall data was not taken because of, presumably, 
instrumentation concerns.  Nevertheless, my model is a nonlinear aero model 
(i.e. has stall) with data going from -35 to +35 deg alfa.  It required 
some effort to estimate the stall data and independent effects of the 
canard and wing.

I have recently added in apparent mass effects (version 2), but that model 
and associated code is not yet in the CVS.

If anyone wants to try it (version 1), a good 3D model is the
03Flyer.zip (www.flightsim.com):
FS2002 - 1903 Wright Flyer Model by Paul Beardsley

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**
  Prof. Michael S. Selig
  Dept. of Aero/Astro Engineering
  University of Illinois at Urbana-Champaign
  306 Talbot Laboratory
  104 South Wright Street
  Urbana, IL 61801-2935
  (217) 244-5757 (o), (509) 691-1373 (fax)
  mailto:[EMAIL PROTECTED]
  http://www.uiuc.edu/ph/www/m-selig
  http://www.uiuc.edu/ph/www/m-selig/faq.html (FAQ)
**


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