Re: [Flightgear-devel] F-104 3d model added (early release)

2003-08-21 Thread Matevz Jekovec
Erik Hofman wrote:

Matevz Jekovec wrote:

Looks nice. (i.e. Shiny:)). Do you model these by yourself or are 
there any models available for us anywhere?


I model them myself. 
Nice indeed. What program do you use for modeling?




I'm still making my J-22 perfect and I have few questions.
I have j22-set.xml in $FG_ROOT/Aircraft and J-22 stuff in 
$FG_ROOT/Aircraft/j22(/Models). I already animated my model by 
creating j22.xml in .../j22/Models folder. Today, I started on flight 
model, but I'm not sure if this is right. I made in my j22-set.xml file:
flight-modelyasim/flight-model
aeroj22/aero // Does this mean fgfs reads from 
Aircraft-yasim/j22.xml the flight model ???


Yes, that's right. 
Great, but isn't Yasim a team which goal is to create sophisticated 
flight models. So, if I just think one up and try to make it as real as 
possible in my power and I'm not a member of Yasim, can I put my files 
to the Yasim folder then?


And I entered $FG_ROOT/Aircraft-yasim and created j22.xml file. (I 
copied one from a4.xml and modified it for my needs).
So when I run fgfs --aircraft=j22, my J-22 model has everything he 
needs and is prepared for distribution, right?


So far so good. I don't see any problems with that approach.

Erik
I looked into A10 (did you model it? If yes, great work!!) and YF23 
xmls. In practise, what does shift+b key do? When on the ground, apply 
all brakes and when in the air, it OPENS THE CANOPY IN THE MIDDLE OF 
FLYING?? ;) I thought something related to b should toggle an airbrake 
or something (ok, brakes on the ground are fine)... Where are the key 
bindings for seperated aircraft anyway (or do we have common one for all 
the aircrafts)?

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Re: [Flightgear-devel] F-104 3d model added (early release)

2003-08-21 Thread Erik Hofman
Matevz Jekovec wrote:
Erik Hofman wrote:

Matevz Jekovec wrote:

Looks nice. (i.e. Shiny:)). Do you model these by yourself or are 
there any models available for us anywhere?
I model them myself. 
Nice indeed. What program do you use for modeling?
I use ac3d for sgi.

flight-modelyasim/flight-model
aeroj22/aero // Does this mean fgfs reads from 
Aircraft-yasim/j22.xml the flight model ???
Yes, that's right. 
Great, but isn't Yasim a team which goal is to create sophisticated 
flight models. So, if I just think one up and try to make it as real as 
possible in my power and I'm not a member of Yasim, can I put my files 
to the Yasim folder then?
YASim is mainly created by Andy Ross who specifically designed it for 
FlightGear. It has been modified by David Megginson in several ways.

It would be no problem including a configuration file in the 
Aircraft-yasim directory.

I think you may be confused by the UIUC team.

I looked into A10 (did you model it? If yes, great work!!) and YF23 
Both are created by Lee Elliot.

xmls. In practise, what does shift+b key do? When on the ground, apply 
Shift+b is parking brake.

all brakes and when in the air, it OPENS THE CANOPY IN THE MIDDLE OF 
FLYING?? ;) I thought something related to b should toggle an airbrake 
or something (ok, brakes on the ground are fine)... Where are the key 
Speedbrake is activated by pressing ctrl+b

bindings for seperated aircraft anyway (or do we have common one for all 
the aircrafts)?
You can define special keys in the aircraft.-set.xml file located in 
FlightGear/data/Aircraft. One example is the p-51d which has ctrl+b 
assigned for engine boost.

Erik



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[Flightgear-devel] New rendering propery added

2003-08-21 Thread Erik Hofman


Hi,

In a private discussion with Frederic Bouvier about the framerate hit of 
the new static scenery created by Frederic (which I still think is a 
fantastic job by the way) we came to the conclusion it would be a good 
idea to have a realism property set to adjust the level of realism for 
the scenery rendering.

As of now I've added the /sim/rendering/realism property which could be 
used to control the realism level. The two things discussed so far are 
the bridges and the Bank of America building which could be generated at 
a much lower vertex count by using some texture tricks but at the cost 
of realism.

Frederic suggested to add a LOD to both to controll the looks of these 
objects by applying textures at a large distance and vertex objects at 
short distance. By checking for the realism property it would be 
possible to prevent the LOD check for machines that can't handle these 
large amounts of vertices (like my O2) and show the textured object all 
the way.

Erik

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[Flightgear-devel] Aircrafts flipped?

2003-08-21 Thread Matevz Jekovec
I'm writing my j22-yasim.xml by looking into a10-yasim.xml,
yf23-yasim.xml and a4.xml files in data/Aircraft-yasim folder. Now I
think I don't quite understand how can an aircraft have a nose gear at
position x=1, left and right gears at x=-5. Isn't the aircraft faced
from nose to back from -x to +x? This is for all other properties as
well and right now, my j-22 flies like... khm... an inverted facing
flying box in the right direction by a miracle :)
- Matevz



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RE: [Flightgear-devel] New rendering propery added

2003-08-21 Thread Richard Bytheway
 Hi,
 
 In a private discussion with Frederic Bouvier about the 
 framerate hit of 
 the new static scenery created by Frederic (which I still think is a 
 fantastic job by the way) we came to the conclusion it would 
 be a good 
 idea to have a realism property set to adjust the level of 
 realism for 
 the scenery rendering.
 
 As of now I've added the /sim/rendering/realism property 
 which could be 
 used to control the realism level. The two things discussed 
 so far are 
 the bridges and the Bank of America building which could be 
 generated at 
 a much lower vertex count by using some texture tricks but at 
 the cost 
 of realism.
 
 Frederic suggested to add a LOD to both to controll the looks 
 of these 
 objects by applying textures at a large distance and vertex 
 objects at 
 short distance. By checking for the realism property it would be 
 possible to prevent the LOD check for machines that can't 
 handle these 
 large amounts of vertices (like my O2) and show the textured 
 object all 
 the way.
 
 Erik
 

Is this a boolean property, or a sliding scale? I think the latter (0-1 or 0-10) would 
be the better option since you could define points along the scale when chages are 
made. Such as random objects only when realism5, high poly count builds when 8, 
nothing but scenery and runways when 0.1

Richard

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Re: [Flightgear-devel] New rendering propery added

2003-08-21 Thread Erik Hofman
Curtis L. Olson wrote:

I think someone should take a close look at why these objects have
such a big impact on frame rates.  Is it the polygon count?  The
texture usage?  Obviously if a few buildings and bridges kill frame
rates so bad, this approach isn't going to scale very far.  How does
MS put zillions of buildings in the scnene at once?
The problem is the polygon count.

The Bank of America building has all the corners in it's geometry and 
the bridges have all the support wires as geometry.

Erik

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Re: [Flightgear-devel] F-104 3d model added (early release)

2003-08-21 Thread Matevz Jekovec

YASim is mainly created by Andy Ross who specifically designed it for 
FlightGear. It has been modified by David Megginson in several ways.

It would be no problem including a configuration file in the 
Aircraft-yasim directory.

I think you may be confused by the UIUC team. 
Oh, yes. What is JSBSim for then?


all brakes and when in the air, it OPENS THE CANOPY IN THE MIDDLE OF 
FLYING?? ;) I thought something related to b should toggle an 
airbrake or something (ok, brakes on the ground are fine)... Where 
are the key 


Speedbrake is activated by pressing ctrl+b
But it doesn't work in a10, nor yf23. For airbrake, spoiler is 
reserved for animation, right?

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Re: [Flightgear-devel] New rendering propery added

2003-08-21 Thread Curtis L. Olson
Erik Hofman writes:
 
 
 Hi,
 
 In a private discussion with Frederic Bouvier about the framerate hit of 
 the new static scenery created by Frederic.

I think someone should take a close look at why these objects have
such a big impact on frame rates.  Is it the polygon count?  The
texture usage?  Obviously if a few buildings and bridges kill frame
rates so bad, this approach isn't going to scale very far.  How does
MS put zillions of buildings in the scnene at once?

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] New rendering propery added

2003-08-21 Thread Erik Hofman
Richard Bytheway wrote:

Is this a boolean property, or a sliding scale? I think the latter (0-1 or 0-10) would be the better option since you could define points along the scale when chages are made. Such as random objects only when realism5, high poly count builds when 8, nothing but scenery and runways when 0.1
It's a slifing scale from 0 to 10.

Erik

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Re: [Flightgear-devel] New rendering propery added

2003-08-21 Thread Frederic BOUVIER
Curtis L. Olson wrote:
 Erik Hofman writes: 
  
  
  Hi, 
  
  In a private discussion with Frederic Bouvier about the framerate hit of 
  the new static scenery created by Frederic. 
 
 I think someone should take a close look at why these objects have 
 such a big impact on frame rates. Is it the polygon count? The 
 texture usage? Obviously if a few buildings and bridges kill frame 
 rates so bad, this approach isn't going to scale very far. How does 
 MS put zillions of buildings in the scnene at once? 

As I said to Erik, with a GF3 and Athlon 1800, I don't see any hit. 
30 fps sustained when building in sight or not. With a Matrox G400
and Athlon 700, it is another story and it can drop to 3 fps As I
use only 16x16 or 32x32 textures, I presume it is the vertex count
( about 6000 for the Bay Bridge ). I will try to reduce the vertex count
of the suspension chain by replacing it with small textures.

Speaking about MSFS 2004, building seems the same since a while 
and they look not so terrible ( flat deck, single line for suspension 
chain, boxes for building )

So the idea is to modulate scene complexity with a parameter to 
fit everyone expectations and hardware.

-Fred


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[Flightgear-devel] Aircrafts flipped?

2003-08-21 Thread Matevz Jekovec
I'm writing my j22-yasim.xml by looking into a10-yasim.xml,
yf23-yasim.xml and a4.xml files in data/Aircraft-yasim folder. Now I
think I don't quite understand how can an aircraft have a nose gear at
position x=1, left and right gears at x=-5. Isn't the aircraft faced
from nose to back from -x to +x? This is for all other properties as
well and right now, my j-22 flies like... khm... an inverted facing
flying box in the right direction (miracle?:))...
- Matevz



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[Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Christopher S Horler
Can anyone tell me the largest a/c that can operate from an a/c carrier?

Thanks,

Chris


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Re: [Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Matevz Jekovec
Christopher S Horler wrote:

Can anyone tell me the largest a/c that can operate from an a/c carrier?

Thanks,

Chris

 

I think S-3 Viking.

- Matevz

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Re: [Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Jon Stockill
On Thu, 21 Aug 2003, Matevz Jekovec wrote:

 I think S-3 Viking.

C130

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Jon S Berndt
On Thu, 21 Aug 2003 18:32:18 +0100 (BST)
 Jon Stockill [EMAIL PROTECTED] wrote:
On Thu, 21 Aug 2003, Matevz Jekovec wrote:

I think S-3 Viking.
C130
http://www.aerospaceweb.org/question/history/q0097.shtml

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Re: [Flightgear-devel] Aircrafts flipped?

2003-08-21 Thread Lee Elliott
On Thursday 21 August 2003 17:55, Matevz Jekovec wrote:
 I'm writing my j22-yasim.xml by looking into a10-yasim.xml,
 yf23-yasim.xml and a4.xml files in data/Aircraft-yasim folder. Now I
 think I don't quite understand how can an aircraft have a nose gear at
 position x=1, left and right gears at x=-5. Isn't the aircraft faced
 from nose to back from -x to +x? This is for all other properties as
 well and right now, my j-22 flies like... khm... an inverted facing
 flying box in the right direction (miracle?:))...
 
 
 - Matevz

Have a read of README.yasim in the AIrcraft-yasim folder.  This explains the 
co-ordinate system.

LeeE


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[Flightgear-devel] Bay Bridge revisited

2003-08-21 Thread Frederic Bouvier
Following the suggestion of Erik, I am at minimizing the impact of
the Bay Bridge model on framerate, by reducing the vertex count, 
and I must admit that it also improve the look as a side effect. 
The screenshot below give an idea of the difference between geometry 
and texture :

http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-bay-bridge-2.jpg

The texture ( 128x1 ) give a sharper look by avoiding z fighting on
the strands.

But, ( there is a but ), we still have the problem with clouds not 
seen through transparent textures. Those wanting to fly below the
bridge will see this :

http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-bay-bridge-3.jpg

I think the benefits overcome the drawback, but you'll be warn ;-)

-Fred



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Re: [Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Russell Suter
Although interesting, this is certainly not typical!  If you want to 
know about
aircraft that typically operate on a carrier:

http://www.chinfo.navy.mil/navpalib/ships/carriers/powerhouse/airwing.html

Jon S Berndt wrote:

On Thu, 21 Aug 2003 18:32:18 +0100 (BST)
 Jon Stockill [EMAIL PROTECTED] wrote:
On Thu, 21 Aug 2003, Matevz Jekovec wrote:

I think S-3 Viking.


C130


http://www.aerospaceweb.org/question/history/q0097.shtml

--
Russ
Conway's Law: The structure of a system tends to mirror the
structure of the group producing it.
 -- Mel Conway Datamation (1968)


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Re: [Flightgear-devel] Bay Bridge revisited

2003-08-21 Thread Erik Hofman
Frederic Bouvier wrote:
Following the suggestion of Erik, I am at minimizing the impact of
the Bay Bridge model on framerate, by reducing the vertex count, 
and I must admit that it also improve the look as a side effect. 
The screenshot below give an idea of the difference between geometry 
and texture :

http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-bay-bridge-2.jpg

The texture ( 128x1 ) give a sharper look by avoiding z fighting on
the strands.
But, ( there is a but ), we still have the problem with clouds not 
seen through transparent textures. Those wanting to fly below the
bridge will see this :

http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-bay-bridge-3.jpg

I think the benefits overcome the drawback, but you'll be warn ;-)
If you use the same LOD settings as the Bank of America building you 
should be okay for normal use. I guess these type of differences should 
be allowed for lower realism settings.

Erik

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Re: [Flightgear-devel] Bay Bridge revisited

2003-08-21 Thread Frederic Bouvier
Erik Hofman wrote:
 Frederic Bouvier wrote:
  Following the suggestion of Erik, I am at minimizing the impact of
  the Bay Bridge model on framerate, by reducing the vertex count, 
  and I must admit that it also improve the look as a side effect. 
  The screenshot below give an idea of the difference between geometry 
  and texture :
  
  http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-bay-bridge-2.jpg
  
  The texture ( 128x1 ) give a sharper look by avoiding z fighting on
  the strands.
  
  But, ( there is a but ), we still have the problem with clouds not 
  seen through transparent textures. Those wanting to fly below the
  bridge will see this :
  
  http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-bay-bridge-3.jpg
  
  I think the benefits overcome the drawback, but you'll be warn ;-)
 
 If you use the same LOD settings as the Bank of America building you 
 should be okay for normal use. I guess these type of differences should 
 be allowed for lower realism settings.

My dilemma here is that I prefer the one with texture for every aspects
but the clouds.

-Fred



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Re: [Flightgear-devel] Bay Bridge revisited

2003-08-21 Thread Erik Hofman
Frederic Bouvier wrote:
Erik Hofman wrote:

Frederic Bouvier wrote:

But, ( there is a but ), we still have the problem with clouds not 
seen through transparent textures. Those wanting to fly below the
bridge will see this :

http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-bay-bridge-3.jpg

I think the benefits overcome the drawback, but you'll be warn ;-)
If you use the same LOD settings as the Bank of America building you 
should be okay for normal use. I guess these type of differences should 
be allowed for lower realism settings.
My dilemma here is that I prefer the one with texture for every aspects
but the clouds.
I'm afraid this issue isn't going to be resolved very soon ...

Erik

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Re: [Flightgear-devel] Boeing 717-200 flightmodel

2003-08-21 Thread Manuel Bessler
On Wed, Aug 20, 2003 at 08:53:39PM -0700, Tony Peden wrote:
  config with some others, like the F100, and they are the same although
  the F100 doesn't seem to suffer from the same problems.
  I've also used MoI values similar to those of the F100.
  Any suggestions for the fdm/aero beginner ? 
 
 The problem is probably not in the flight controls, but in the aero. 
 Try either reducing pitching moment due to elevator or increasing
 pitching moment due to alpha.  I can be more specific if you e-mail
 me your config file.
 
 One note of caution: the keyboard increments are necessarily kind of 
 big anyway.  

Yes, but you can still control most aircraft relatively OK with the
keyboard. With my 717 config, even taking off is hard.

  Another problem (I think) is the lack of lift. I have only found
  something for the DC-9 (which is granddaddy of the 717):
  Clmax=2.0
  Aero Matic guessed around 1.4 for my input.
 
 1.4 is probably a skosh high for flaps up.  For full landing flaps,
 it's going to be considerably higher.  Do you have any stall speeds?

No, I can't remember seeing anything like that for the 717 on the net.
Even finding other speeds like V1, Vr, V2 was hard. I found one report
from a test pilot who flew the 717. As far as I remember, Vr was around
120kts with flaps 13.

I don't know what Clmax actually means... Max. Lift Coefficient at ? (i
dont know)

My model takes off at about 190kts with flaps up, and about 170 or so
with first notch of flaps (ie. one keypress, ?1/3rd of full?) 
I don't know how the flaps stages in the jsbsim config correlate to the
fgfs keyboard control (which seems to increase/decrease by 0.333 of the
full value 1.0).


Manuel

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Re: [Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Lee Elliott
On Thursday 21 August 2003 21:21, Russell Suter wrote:
 Although interesting, this is certainly not typical!  If you want to 
 know about
 aircraft that typically operate on a carrier:
 
 http://www.chinfo.navy.mil/navpalib/ships/carriers/powerhouse/airwing.html
 
 
 Jon S Berndt wrote:
 
  On Thu, 21 Aug 2003 18:32:18 +0100 (BST)
   Jon Stockill [EMAIL PROTECTED] wrote:
 
  On Thu, 21 Aug 2003, Matevz Jekovec wrote:
 
  I think S-3 Viking.
 
 
  C130
 
 
  http://www.aerospaceweb.org/question/history/q0097.shtml
 
 -- 
 Russ
 
 Conway's Law: The structure of a system tends to mirror the
 structure of the group producing it.
   -- Mel Conway Datamation (1968)

I've got an idea that the (R)A-5B Vigilante was one of the largest and 
heaviest carrier based a/c.

LeeE


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Re: [Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Lee Elliott
On Thursday 21 August 2003 18:41, Jon S Berndt wrote:
 On Thu, 21 Aug 2003 18:32:18 +0100 (BST)
   Jon Stockill [EMAIL PROTECTED] wrote:
 On Thu, 21 Aug 2003, Matevz Jekovec wrote:
 
  I think S-3 Viking.
 
 C130
 
 http://www.aerospaceweb.org/question/history/q0097.shtml

A bit lower down that page there's some info and pics about U-2 ops from 
carriers too.

Crazy!

LeeE


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Re: [Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Tony Peden
On Thu, 2003-08-21 at 09:54, Christopher S Horler wrote:
 Can anyone tell me the largest a/c that can operate from an a/c carrier?

The E-2C (or the cargo version of the same plane) is probably the
biggest that currently operates from U.S. carriers.

 
 Thanks,
 
 Chris
 
 
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Re: [Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Russell Suter


Tony Peden wrote:

On Thu, 2003-08-21 at 09:54, Christopher S Horler wrote:
 

Can anyone tell me the largest a/c that can operate from an a/c carrier?
   

The E-2C (or the cargo version of the same plane) is probably the
biggest that currently operates from U.S. carriers.
 

I guess that depends on what the unit of measure is.  It certainly isn't
the heaviest...
--
Russ
Conway's Law: The structure of a system tends to mirror the
structure of the group producing it.
 -- Mel Conway Datamation (1968)


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Re: [Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Russell Suter


Lee Elliott wrote:

On Thursday 21 August 2003 18:41, Jon S Berndt wrote:
 

On Thu, 21 Aug 2003 18:32:18 +0100 (BST)
 Jon Stockill [EMAIL PROTECTED] wrote:
   

On Thu, 21 Aug 2003, Matevz Jekovec wrote:

 

I think S-3 Viking.
   

C130
 

http://www.aerospaceweb.org/question/history/q0097.shtml
   

A bit lower down that page there's some info and pics about U-2 ops from 
carriers too.

Crazy!

 

Hey!  It's the USS America!  I know a guy who was brown shirt for EA-6Bs
on the America.  I'll hafta send him this one...
--
Russ
Conway's Law: The structure of a system tends to mirror the
structure of the group producing it.
 -- Mel Conway Datamation (1968)


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Re: [Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Russell Suter


Lee Elliott wrote:

I've got an idea that the (R)A-5B Vigilante was one of the largest and 
heaviest carrier based a/c.

 

Heaviest, that is if you consider a full load.  At almost 80,000 lbs, 
max takeoff weight,
you could be right.

--
Russ
Conway's Law: The structure of a system tends to mirror the
structure of the group producing it.
 -- Mel Conway Datamation (1968)


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Re: [Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Tony Peden
On Thu, 2003-08-21 at 19:12, Russell Suter wrote:
 Tony Peden wrote:
 
 On Thu, 2003-08-21 at 09:54, Christopher S Horler wrote:
   
 
 Can anyone tell me the largest a/c that can operate from an a/c carrier?
 
 
 
 The E-2C (or the cargo version of the same plane) is probably the
 biggest that currently operates from U.S. carriers.
 
 
   
 
 I guess that depends on what the unit of measure is.  It certainly isn't
 the heaviest...

It's close.  It also appears to be the longest and have the most span.

-- 
Tony Peden [EMAIL PROTECTED]


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Re: [Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Russell Suter


Tony Peden wrote:

On Thu, 2003-08-21 at 19:12, Russell Suter wrote:
 

Tony Peden wrote:

   

On Thu, 2003-08-21 at 09:54, Christopher S Horler wrote:

 

Can anyone tell me the largest a/c that can operate from an a/c carrier?
  

   

The E-2C (or the cargo version of the same plane) is probably the
biggest that currently operates from U.S. carriers.


 

I guess that depends on what the unit of measure is.  It certainly isn't
the heaviest...
   

It's close.  It also appears to be the longest and have the most span.

 

It might be heaviest in empty weight.  I believe it comes in at around 
40,000 lbs. empty.
Off the top of my pointed head, I think the EA-6B Prowler comes in at 
around 34,000 lbs.
empty.  I'd have to check the NATOPS manual for that.  I don't about the 
S-3B Viking.

As for max take-off weight, the Super Hornet FA/18 E/F come in at a 
whopping 66,000 lbs.
whereas the Hawkeye maxes out at around 53,000 lbs.  The Prowler is 
somewhere around
61,000 lbs...

--
Russ
Conway's Law: The structure of a system tends to mirror the
structure of the group producing it.
 -- Mel Conway Datamation (1968)


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