Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-28 Thread Tony Peden
On Wed, 2004-07-28 at 14:28, Erik Hofman wrote:
 Jon S Berndt wrote:
  On Wed, 28 Jul 2004 22:56:59 +0200
   Erik Hofman [EMAIL PROTECTED] wrote:
  
  This is exactly the reason why pressure is build up underneath the 
  wing (pushing the airfoil up on air molecules == force).
  
  
  No, not really. See:
  http://www.av8n.com/how/htm/airfoils.html#sec-consistent
 
 Try this for a start:
 
 An airflow over the wing is causing the downwash at the end of the 
 airfoil. The airflow below the wing is now kind of captured between the 
 airfoil and the layer(s) of air underneath itself.
 
 In this situation it can go in just two directions, up or down, The 
 majority of the flow will go down, bu a tiny fraction of the molecules 
 has to go up. If the number of molecules that go up is high enough it 
 will lift the airfoil up with it.
 
 This is really what DaVinci already had discovered back in 1530-something.

I hope you guys realize that this is an ages old debate that still goes
on in the relevant academic circles.

 
 Erik
 
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Re: [Flightgear-devel] Stabilizer Trim

2004-07-27 Thread Tony Peden
On Tue, 2004-07-27 at 18:36, Innis Cunningham wrote:
 Thanks Guys
 I guess the answer is there is no stabilizer trim property.
 
 
   Andy Ross writes
 
 Innis Cunningham wrote:
   As far as I can tell there is no property to simulate a stabilizer
   trim system in flightgear.  If this is not the case then maybe some
   kind soul could point me to the said property.
 
 What's wrong with /controls/flight/elevator-trim?
 Because stab trim and elevator trim are not the same.
 It is like saying a piston engine and a jet engine are the same.
 They are in the fact that they both provide thrust to the
 aircraft.It is how they do it that is different.

No they are not, but they accomplish the same thing *and* the great
majority of aircraft have one or the other but not both.  So having one
property to represent the function is fine. Maybe name it pitch-trim?

 
 Stabilizer trim is an FDM implementation detail.  The *control*
 which you modify in the property system isn't any different on a
 747-400 than it is on a PA28-161.
 
 FWIW: You can map controls to the incidence value of an htsab object
 in YASim to make this work, although all the current aircraft simply
 add the elevator trim to the tail's flap deflection.  The results are
 indistinguishable.
 
 Andy
 
 
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Re: [Flightgear-devel] Rebuild

2004-06-29 Thread Tony Peden
If you change an oft-included header in simgear, this is pretty normal.

On Tue, 2004-06-29 at 20:02, Richard Harke wrote:
 I have found a bug in libGLcore.so from Nvidia for ia64. I think
 I have a work-around that involves a small change (temporary)
 in simgear. after making the changes, I deleted the .o and corresponding
 .a and ran make. Seemed to work fine and just re-compiled the one file
 and did the one link.
 
 Then I deleted fgfs and ran make on flightgear and it seems to
 be recompiling the whole world. I didn't change any flightgear
 files so I am rather puzzled.
 
 Is this normal bahavior for flightgear make?
 
 Richard Harke
 
 
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Re: [Flightgear-devel] RFD: JSBSim Cessna 172p stability patch

2004-05-20 Thread Tony Peden
On Thu, 2004-05-20 at 05:17, David Megginson wrote:
 Jon Berndt wrote:
 
  Thanks, David. There are a couple of things I can think of to do, here. One is 
  that I sure
  wish I had time to make a DATCOM model of the C-172 that could give me some aero 
  data for
  comparison. But with my schedule now I can't make any promises, but I will get to 
  this
  someday! The second comment is that it ought to be possible to get some real 
  numbers for
  you pretty quickly from comparable aircraft. I think I can do that tonight or 
  tomorrow.
  Third, there are some equations that ought to shed some light on things. Fourth, 
  it will
  be interesting to see if pilot perceptions suggest altering all/most coefficients 
  in the
  same direction for all aircraft in order to give the perception of proper flight
  characteristics.
 
 That is a tricky issue, because using spring-loaded controllers gives a 
 significantly different feel than fully-loaded aircraft controls, and there 
 is always a danger of altering the flight characteristics to compensate for 
 the control differences.
 
 To try to avoid that problem this time, I tried to concentrate on rates (how 
 fast the plane could bank, pitch, and yaw), coupling (how much adverse yaw a 
 particular bank causes and how much bank a particular yaw causes), and 
 recovery (how the plane recovers from a yaw or pitch disturbance).  I 
 deliberately ignored control feel.  The model I posted seems a lot closer to 
 what I remember of the 172 and what I observe in my PA-28, but 
 unfortunately, I do not currently have measurements to test it against.

Another good way to take the controls out of it are with the Dutch roll
and phugoid characteristics.  Once the initial rudder and elevator
inputs, respectively, are complete the aircraft response should be about
the same. 

 
 
 All the best,
 
 
 David
 
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RE: [Flightgear-devel] [OT, article] Memphis Belle pilot passes away

2004-05-16 Thread Tony Peden
On Sun, 2004-05-16 at 15:39, Jon Berndt wrote:
   Only because it's from fox news.
   Don't bother wasting time on a reply, just eat shit Tex.
  
  Jeez, shouldn't there be a minimum age for posting to this list?
 
 Yes, I'm puzzled.

A very late Saturday night?

 
 Jon
 
 
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Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Tony Peden
On Tue, 2004-05-11 at 23:16, Durk Talsma wrote:
 On Tuesday 11 May 2004 08:31, Innis Cunningham wrote:
  Well Ampere the good news is that FG is quite happy
  to animate using the 3DS file.
 
 Another piece of good news is that the ground trimming problems have been 
 solved by Mathias Frolich. His proposed solution is currently under 
 investigation by Tony Peden and will hopefully traverse it's way from JSBSim 
 cvs to FlightGear cvs wthin the next few days/weeks.

It's in JSBSim CVS now, just needs to get into FG.

 
 Cheers,
 Durk
 
 
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Re: [Flightgear-devel] Questions about flight model

2004-04-23 Thread Tony Peden

--- Andy Ross [EMAIL PROTECTED] wrote:
 Luca Masera wrote:
  about YASim: in which units is measured the oil pressure?
  In JSBSim the value is holded by oil-pressure-psi and it's
  measured in psi; in YASim is holded by epr but the units
  are missing.
 
 Er, that's an Engine Pressure Ratio , which is a thrust metric used
 in
 early jets in lieu of N1 RPM. 

FWIW, PW still prefers EPR over N1.

 YASim doesn't model oil pressure right
 now, because I'm not aware of a good basis on which to do so.  If you
 have numbers you want to match for this particular aircraft, I could
 write you up some Nasal in just a few minutes which would do the job.
 But the idea behind YASim is to produce plausible results for all
 possible engines; oil pressure is one of those values that is (AFAIK)
 just too engine-specific.
 
 The units are missing, btw, because there aren't any.  It's a ratio.
 
 Andy
 
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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Tony Peden

--- Erik Hofman [EMAIL PROTECTED] wrote:
 Erik Hofman wrote:
  Jon S Berndt wrote:
  
  They are not now expected to be in any particular order, nor are
 they 
  given specific names. The layout is somewhat free form. A
 questions 
  is, how do you set up the gear model to support animation when you
 may 
  want to model things as varied as a 747, a C-172, a P-51D, a
 Harrier, 
  etc.?
  
  Maybe we should do the same as we did for the braking group, define
 a 
  left (most), right (most) and nose gear compression and let the 
  animation derive any values from that?
 
 Thinking about it again I think the solutions (for JSBSim) is quite 
 simple, use the name of the entry (in lower letters) to define the
 gear:
 
  AC_GEAR NOSE -6.8 .0 -20.0 1800 600 .5 .8 .02 STEERABLE NONE 10
 FIXED
  AC_GEAR L_MAIN 58.2 -43.0 -17.9 5400 1600 .5 .8 .02 CASTERED LEFT 0
 FIXED
  AC_GEAR R_MAIN 58.2 43.0 -17.9 5400 1600 .5 .8 .02 CASTERED RIGHT 0
 FIXED
  AC_GEAR TAIL_SKID 188.0 .0 8.0 2 1000 .2 .2 .2 FIXED NONE 0
 FIXED
  AC_GEAR LEFT_TIP 43.2 -214.8 59.4 1 2000 .2 .2 .2 FIXED NONE 0
 FIXED
  AC_GEAR RIGHT_TIP 43.2 214.8 59.4 1 2000 .2 .2 .2 FIXED NONE 0
 FIXED 
 
 /gear/nose
 /gear/l_main
 /gear/r_main
 /gear/tail_skid
 /gear/left_top
 /gear/right_tip
 
 The only change might be that YASim should allow for defining named
 gear 
 locations.

It seems like this would break down pretty quick when faced with all
the variations e.g. a glider, a 172, 747, B-52, DC-10, etc. etc.
 
 Erik
 
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Re: [Flightgear-devel] CG Location

2004-04-06 Thread Tony Peden
On Tue, 2004-04-06 at 14:21, Jon S Berndt wrote:
 On Tue, 6 Apr 2004 16:59:55 -0400
   Sonny Hammaker [EMAIL PROTECTED] wrote:
 I thought I read somewhere, that in Flight Gear, the CG of your 
 aircraft isn't specific to the aircraft itself, but rather related to 
 some sort of reference.  Is this true?  Or did I misinterpret 
 something?  It also mentioned that you could put the coordinates of 
 (0,0,0) for CG location.  
 
 sonny
 
 For a JSBSim flight model, there are a few reference frames of 
 interest. I just published a newsletter for JSBSim that describes 
 within it some of the various coordinate frames. Go to www.jsbsim.org, 
 and click on the newsletter announcement at the top of the main page.
 
 All points that are specified in the config file are referenced to a 
 coordinate frame that has the X axis increasing aft, the Y axis 
 increasing right, and the Z axis increasing up.  The origin 
 technically could be anywhere, but is usually at or near the nose of 
 the aircraft - although, technically, it *could* be placed coincident 
 with the CG - even though the CG moves during flight.

or put another way, it could be put at one location of the cg, the
origin of the structural frame does not move with the cg.

 
 Jon
 
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RE: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-05 Thread Tony Peden

--- Jon Berndt [EMAIL PROTECTED] wrote:
  I may be a little slow (monday morning here),  but that does not
 tell me
  anything.  We are talking about agl not the center of gravity.
  Is that the confusion?
 
 I'm not sure, but let me jump in here with a somewhat related
 comment. Like
 I've said before, the FDM naturally solves the rigid body equations
 of
 motion using the CG of the aircraft as a point of importance. At
 least for
 JSBSim we always will know where the CG location is in lat/long/alt.
 The FDM
 can _derive_ where any other point is located. This is important
 since the
 CG moves, and it can cause small problems when trying to link up the
 FDM and
 the visual model (hence the VRP solution).
 
 When it comes to AGL (Above Ground Level) we can report the AGL of
 the CG
 above the local ground elevation. We can (and any FDM can) report the
 AGL of
 any point on the aircraft, for that matter. So, the hard part is
 deciding
 where the point of importance is on the aircraft. Apparently, YASim
 uses the
 landing gear point of contact (?) -- arguably a point of importance
 at
 landing. We (JSBSim) use the CG -- arguably a point of importance for
 the
 FDM (since we measure gear contact points) from the CG, and depending
 on
 whether the gear are retracted or extended.
 
 For trimming on-ground the AGL value needs to be iterated on until
 the
 lowest point of the aircraft has a positive AGL value.

Not really.  Trimming iterates on altitude and theta until the landing
gear are deflected just the right amount to hold the aircraft up.


 I'd have to
 think
 about this whole thing a bit more to figure out a logical potential
 solution, and I won't have time to do that for the moment, but I'll
 throw in
 my $0.02 to this discussion as it progresses.  It would be nice to
 simplify
 things a bit.
 
 Jon
 
 
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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-05 Thread Tony Peden

--- Mathias Fröhlich [EMAIL PROTECTED] wrote:
 
 On Montag, 5. April 2004 14:12, Jim Wilson wrote:
  This sounds like it might be excessive.  We should continue to
 model
  instrumentation in flightgear.
 Fine.
  Nothing more on this is needed from the FDM 
  (we should only be translating to sensor points _if_ the particular
  aircraft models the instrument).
  That translation could easily occur in a 
  Instrumentation/ subclasses.  It would then be standardized across
 FDM's,
  which is why it is not advisable to increase the complexity of the
 FDM
  interface.  We're having enough trouble keeping what we have
 standard.
 Yep, I think this too. FGInterface is way too heavy. And too little 
 standardized. And it is too little documented :)
 
 This seperation between hard and soft values are thought to make
 things a bit 
 leaner and cleaner. But I am not shure if I can reach this goal with
 that.
 
 What I can tell is that I think FGInterface needs to be cleaned out
 to some 
 degree.
 
 Ok, back to the original subject:
 I am interrested if JSBSim should rely on the /preset/sim/onground
 property to 
 be set correct or if we should think of some heuristic to find out
 how we 
 should trim?

The trimming routine is not the problem. 

Jim W. said it himself, the behavior changes when - is set as the
altitude.  Well, the only place such logic exists is in src/Main, not
src/FDM.  I think eyeballs need to be directed that way.  Furthermore,
nothing regarding the trimming routine has changed for at least three
weeks.

I really am at a loss to explain why we have to go through this blame
the trimming routine routine every time it fails.  The trimming
routine does not do magic, it's just a 6-dof zero finder, something
every engineer learns how to code in school. It is not a mysterious
black box.  As such, it is no different than any other piece of code:
GIGO.



 
 Greetings
 
 Mathias
 
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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-05 Thread Tony Peden

--- Mathias Fröhlich [EMAIL PROTECTED] wrote:
 On Montag, 5. April 2004 16:02, Tony Peden wrote:
  The trimming routine is not the problem.
 Hey, it is not. The problem is that JSBSim relys on a property which
 is set in 
 a different way on start than on reset time.
 This property changes the 'trimming type' which is used for trimming.
 So we 
 need to know if we could rely on this property or if we should find
 out 
 ourselfes if we should do tGround or tLongitudinal trimming ...

Been there, done that.  No less grief.

 
  I really am at a loss to explain why we have to go through this
 blame
  the trimming routine routine every time it fails.  The trimming
  routine does not do magic, it's just a 6-dof zero finder, something
  every engineer learns how to code in school.
 :)
  It is not a mysterious 
  black box.  As such, it is no different than any other piece of
 code:
  GIGO.
 Just for curiosity: What is GIGO?

Garbage in, Garbage out.

 
Greetings
 
   Mathias
 
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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-05 Thread Tony Peden

--- Jim Wilson [EMAIL PROTECTED] wrote:
 Tony Peden said:
 
  
  The trimming routine is not the problem. 
  
  Jim W. said it himself, the behavior changes when - is set as
 the
  altitude.  Well, the only place such logic exists is in src/Main,
 not
  src/FDM.  I think eyeballs need to be directed that way. 
 Furthermore,
  nothing regarding the trimming routine has changed for at least
 three
  weeks.
 
 They have been.  The problem has been there unnoticed for several
 weeks.  And
 yes it can be fixed there.  This is a problem that has been there
 before,
 and seems to be unique to JSBSim.
 
  
  I really am at a loss to explain why we have to go through this
 blame
  the trimming routine routine every time it fails.  The trimming
  routine does not do magic, it's just a 6-dof zero finder, something
  every engineer learns how to code in school. It is not a mysterious
  black box.  As such, it is no different than any other piece of
 code:
  GIGO.
 
 My question and I think Mathias' question is do we need this test in
 JSBsim.cxx?
 
   if ( fgGetBool(/sim/presets/onground) )
   {
 fgic-SetVcalibratedKtsIC(0.0);
 fgtrim = new FGTrim(fdmex,tGround);
   } else {
 fgtrim = new FGTrim(fdmex,tLongitudinal);
   }
 
 What JSBSim does that YASim does not is if the aircraft is a little
 too close
 to the ground at initialization JSBSim hurls the thing up in the air.
  Why is
 it that only JSBSim reacts by flipping over the Cessna?

Exactly.  GIGO.

 
 Best,
 
 Jim
 
 
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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-05 Thread Tony Peden

--- Jim Wilson [EMAIL PROTECTED] wrote:
 Andy Ross said:
 
  Jim Wilson wrote:
   What JSBSim does that YASim does not is if the aircraft is a
 little
   too close to the ground at initialization JSBSim hurls the thing
 up in
   the air.  Why is it that only JSBSim reacts by flipping over the
   Cessna?
  
  YASim does something similar though: it doesn't have a trimming
  routine per se.  Instead, if it detect the aircraft near the
 ground,
  it sets the altitude such that the lowest (extended) gear is at
  exactly ground level and drops it.  No fancy trimming code
  needed. :)
  
 
 But will we ever know why JSBSim needs to do flip over the 172? :-)

Bad data.

 
 Best,
 
 Jim
 
 
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Re: [Flightgear-devel] FG_GLUT_H

2004-04-05 Thread Tony Peden
On Mon, 2004-04-05 at 15:08, David Luff wrote:
 Tony Peden writes:
 
  On Sun, 2004-04-04 at 18:14, Andy Ross wrote:
   Tony Peden wrote:
I'm running RH9 and have found the need to add
#include FG_GLUT_H
   
to
src/ATC/ATCdisplay.cxx
src/Cockpit/cockpit.cxx
src/Cockpit/panel.cxx
   
   It sounds like you're missing something from the recent glut changes.
   The glut.h header should not be included from *anywhere* in the
   general source code anymore.  Can you be sure to do a complete cvs
   update and post the errors you get?
  
  Well, I did a cvs up -dP. Is that not enough?
  
  
 
 I guess you could try cvs up -dPA.  I've been well and truely bitten by forgotten 
 sticky tags in the past.  My apologies if assuming that everyone is capable of my 
 levels of incompetence doesn't apply in this case ;-)

Oh, it probably does ...

 
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RE: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-05 Thread Tony Peden
On Mon, 2004-04-05 at 07:01, Jon Berndt wrote:
 Jon wrote:
 
   For trimming on-ground the AGL value needs to be iterated on until
   the lowest point of the aircraft has a positive AGL value.
 
 Tony replied:
 
  Not really.  Trimming iterates on altitude and theta until the landing
  gear are deflected just the right amount to hold the aircraft up.
 
 I shouldn't have said trimming.  I was thinking that a good initial
 value for altitude of the vehicle would be found as I described. Then,
 trimming could take place.

OK, how do I do that without trimming?

You know, I don't know that the trimming routine isn't the problem, I
just know that that's where problems always show up, so it always gets
the blame, deserved or not.



 
 Jon
 
 
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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-05 Thread Tony Peden
On Mon, 2004-04-05 at 16:04, Jim Wilson wrote:
 Jon S Berndt said:
 
  On Mon, 5 Apr 2004 23:15:42 +0200
Mathias Fröhlich [EMAIL PROTECTED] wrote:
  
  The onground property is now ok.
  You can reset now JSBSim aircraft.
  Thanks for the fix!
  
  
  ??
  
  Was it bad data?
  
 
 All that was bad was a flag caused the trim routine to be called or not called
 with a tGround parameter...whatever that is, which was discussed in this
 thread yesterday.  Questions are still unanswered, so I'm sure that sometime
 down the road the trim routine will rear it's ugly head again.

The trimming routine has several modes, one of which is tGround.  That
tells it to iterate on altitude and pitch attitude until the gear forces
balance the weight.


tLongitudinal tells it to trim in-air with angle of attack for lift,
elevator for pitch, and thrust for speed.

tFull tells it to trim all six axes, those above plus adjust the
controls, bank angle, and sideslip to trim yaw, roll, and side force.

tTurn sets up the body axis rates to perform a tFull trim in a steady
state turn.

If I knew of a way to make the trimming routine less sensitive to bad
data (such as a bad terrain altitude) or divine how it's supposed to set
itself up, I'd do it.   

I can think of things that could be done but they all involve either a
sacrifice in capability or attempting to make the trimming routine
smarter than it should be.

 
 
 David's explanation is relevant but not entirely, because this issue was
 showing up doing a full reset.
 
 I think, that maybe this could be resolved by doing as Andy described earlier.
  In other words know where the gear is and get it above the pavement (ground
 elevation) before the simulation starts.  Then and only then drop the sucker,
 start the simulation, and let it settle.  Sorry for the simplistic explanation
 and my apologies for suggesting that JSBSim could do something about bad data
 instead of just crashing random aircraft. 

Thank you.

  As it is now we need to test every
 single JSBSim aircraft every time a modification is made to flightgear because
 the trim routine is lacks robustness.

It does demand alot of both the calling program and the aircraft
configs. As much as I'd hate to see it stop getting used, maybe the
right thing is too just stop using it altogether.



 
 Best,
 
 Jim
 
 
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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-05 Thread Tony Peden
On Mon, 2004-04-05 at 14:30, David Culp wrote:
  Bad data.
 
  On the part of ... ?
 
 I'll attempt an explanation.  If I'm wrong maybe Tony can add two words.  OK, 
 one and a half.
 
 1)  A JSBSim airplane can only be placed on the ground after going through an 
 iterative routine to lower it and adjust it's body angle to balance-out the 
 forces at the gear.  
 
 2)  If the airplane could be removed and placed back at the exact trimmed 
 position and orientation immediately, it should be able to stay still because 
 nothing has changed.
 
 3)  If the airplane burns fuel, then its CG and weight changes, therefore if 
 you try to return it to the former trimmed position, which was based on a 
 heavier weight and different CG, then there will be too much, and an 
 unbalanced amount of, spring tension.
 
 4)  Therefore, to reset the airplane at the runway, a JSBSim airplane must be 
 allowed to run through the same trimming routine it does at start-up.  No 
 shortcuts are allowed.
 

Yep.  

See, just one. ;-)

 
 Dave
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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-05 Thread Tony Peden
On Mon, 2004-04-05 at 07:32, Mathias Fröhlich wrote:
 On Montag, 5. April 2004 16:26, Tony Peden wrote:
  --- Mathias Fröhlich [EMAIL PROTECTED] wrote:
   On Montag, 5. April 2004 16:02, Tony Peden wrote:
The trimming routine is not the problem.
  
   Hey, it is not. The problem is that JSBSim relys on a property which
   is set in
   a different way on start than on reset time.
   This property changes the 'trimming type' which is used for trimming.
   So we
   need to know if we could rely on this property or if we should find
   out
   ourselfes if we should do tGround or tLongitudinal trimming ...
 
  Been there, done that.  No less grief.
 So what do you think: should we tell the flightgear maintainers that this 
 property needs to be set correct or should we think of a heuristic to make 
 this decision ourselves?

If you can come up with a reliable one, I'm all for it.  All my
experience with it ends up making me feel like I do when Word fixes
what it takes to be an error on my part.

 
 Greetings
 
 Mathias
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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-05 Thread Tony Peden
On Mon, 2004-04-05 at 01:23, Mathias Fröhlich wrote:
 On Montag, 5. April 2004 03:02, Andy Ross wrote:
  I'm happy to dumb down the existing AGL property, but we should pick a
  new name for the gear altitude property, which is IMHO a much more
  interesting value.
 To me there arises the question which gear do you take for this? The nose gear 
 for example will have a different agl then any other gear depending on the 
 orientation of the aircraft.
 
  We should also pick a coordinate origin to report it relative to.  If
  JSBSim is using the (moving) c.g., then we're both bugged. :)
 Yep you are right, on my list of improvements to JSBSim there is a 'sensor 
 location' config option. Not really thought about this in deep and not 
 started to ask for the others' opinions.
 
 This would solve this problem too.
 Just define a sensor for the altitude.
 And define a reference point where this radar altitude sensor will compute its 
 reference height to (I don't know how these radar sensors realy work ...).

We already have such a point, the VRP, why not just use it?
From FG's point of view this would probably seem more consistent.

 
 I think one needs to distinguish between values which define the /hard/ 
 position of the aircraft (lat/lon/radius is sufficient or may be 
 lat/lon/altitude). These hard values can be read and set from flightgear.
 And /soft/ values, only required for instruments/autopilot ... The soft values 
 are read only to flightgear. They are just the result of the aircraft 
 configuration when the aircraft's position is set to the hard ones.
 The soft ones do not need to be consistent with any other values without 
 knowledge of aircraft internals (FG should not expect that 
 sensor_agl+groundlevel==altitude+sea_level).
 Note that I only suggested a nonredundant set of values for the hard values: 
 no agl here. So here the consistency question does not arise.
 
 This would also mean that flightgear cannot just set the agl of an aircraft in 
 the FDM. If flightgear wants to do that, it has to compute the altitude and 
 set that instead.


 
 greetings
 
  Mathias
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Re: [Flightgear-devel] FG_GLUT_H

2004-04-05 Thread Tony Peden
On Mon, 2004-04-05 at 17:53, Tony Peden wrote:
 On Mon, 2004-04-05 at 15:08, David Luff wrote:
  Tony Peden writes:
  
   On Sun, 2004-04-04 at 18:14, Andy Ross wrote:
Tony Peden wrote:
 I'm running RH9 and have found the need to add
 #include FG_GLUT_H

 to
 src/ATC/ATCdisplay.cxx
 src/Cockpit/cockpit.cxx
 src/Cockpit/panel.cxx

It sounds like you're missing something from the recent glut changes.
The glut.h header should not be included from *anywhere* in the
general source code anymore.  Can you be sure to do a complete cvs
update and post the errors you get?
   
   Well, I did a cvs up -dP. Is that not enough?
   
   
  
  I guess you could try cvs up -dPA.  I've been well and truely bitten by forgotten 
  sticky tags in the past.  My apologies if assuming that everyone is capable of my 
  levels of incompetence doesn't apply in this case ;-)
 
 Oh, it probably does ...

Several files got patched, but not the ones I changed.
 
  
  Cheers - Dave
  
  
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Re: [Flightgear-devel] FG_GLUT_H

2004-04-05 Thread Tony Peden
On Sun, 2004-04-04 at 18:14, Andy Ross wrote:
 Tony Peden wrote:
  I'm running RH9 and have found the need to add
  #include FG_GLUT_H
 
  to
  src/ATC/ATCdisplay.cxx
  src/Cockpit/cockpit.cxx
  src/Cockpit/panel.cxx
 
 It sounds like you're missing something from the recent glut changes.
 The glut.h header should not be included from *anywhere* in the
 general source code anymore.  Can you be sure to do a complete cvs
 update and post the errors you get?

OK, I did the cvs up -dPA and made sure my patched files were out of the
way.  I still get:

source='ATCdisplay.cxx' object='ATCdisplay.o' libtool=no \
depfile='.deps/ATCdisplay.Po' tmpdepfile='.deps/ATCdisplay.TPo' \
depmode=gcc3 /bin/sh ../../depcomp \
g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src 
-I/usr/X11R6/include  -g -O2 -D_REENTRANT -c -o ATCdisplay.o `test -f
'ATCdisplay.cxx' || echo './'`ATCdisplay.cxx
ATCdisplay.cxx: In member function `virtual void
FGATCDisplay::update(double)':
ATCdisplay.cxx:75: `gluOrtho2D' undeclared (first use this function)
ATCdisplay.cxx:75: (Each undeclared identifier is reported only once for
each
   function it appears in.)
make[2]: *** [ATCdisplay.o] Error 1

I presume the files in src/Cockpit will do the same thing.


 
 Andy
 
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Re: [Flightgear-devel] FG_GLUT_H

2004-04-05 Thread Tony Peden
On Mon, 2004-04-05 at 19:32, Andy Ross wrote:
 Tony Peden wrote:
  ATCdisplay.cxx:75: `gluOrtho2D' undeclared
 
 This is a GLU function, not a glut one, so the appropriate header
 to include should be GL/glu.h.  Including glut.h works
 presumably because it pulls in GL.h and GLU.h on its own.

src/ATCdisplay.cxx
src/cockpit.cxx
src/hud.cxx
src/panel.cxx

 
 I'm honestly not sure why you're seeing compilation errors,
 though.  What are the other files you're having trouble with?
 
 Andy
 
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[Flightgear-devel] FG_GLUT_H

2004-04-04 Thread Tony Peden
I'm running RH9 and have found the need to add 
#include FG_GLUT_H

to
src/ATC/ATCdisplay.cxx
src/Cockpit/cockpit.cxx
src/Cockpit/panel.cxx

Is there something peculiar about RH9 or my install?  I ask because I
find it hard to believe that I'm the first to run across this if it
affects everyone since I haven't attempted to build FG in several
months.

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Re: [Flightgear-devel] flight path heading

2004-02-16 Thread Tony Peden

--- Jim Wilson [EMAIL PROTECTED] wrote:
 Does anyone have a formula handy for calculating the flight path of
 an
 aircraft in true degrees (direction of travel as opposed to the
 airframe
 heading)?  My guess is that it'd be a matter of doing something with
 the
 lon/lat from the previous frame.  Maybe there's something simpler
 with the
 current FDM output in FlightGear?

JSBSim calculates the heading of your ground track, that sounds like
the same thing.  I don't know if it's currently available in the FG
property tree, however.

 
 Thanks,
 
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Re: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-14 Thread Tony Peden
On Fri, 2004-02-13 at 10:23, Russell Suter wrote:
 Jon Berndt wrote:
 
 So,
 instead of defining some arbitrary frame, _we_use_an_industry_standard_,
 which is the structural frame that the manufacturer defines, when available.
 It is always (in my experience) X positive aft, Y positive right, with the
 origin being seemingly  arbitrary. 
 
 I wouldn't go so far as to say this is an industry standard.  FG is the 
 first sim I've
 seen that uses this coordinate system.  The one I've seen the most is X 
 positive forward,
 Y positive right and Z positive down.  Someone once told me this was 
 named the
 Boeing system.  On the sim I'm working on now, it's positive Y forward, 
 positive X
 to the right and positive Z up.  I'll admit that most of the sims I've 
 worked on are
 relatively old in FORTRAN and C.
 

There really are no industry standards here.  Body axis, earth local,
and earth fixed are commonly used in simulation.  A system like our
structural system is commonly used by manufacturing, ground ops, and
flight ops folks.  But even then, the origins vary from airplane to
airplane.


 Don't get me wrong, I'm not saying this is a bad system, I'm just not 
 sure I agree it
 is an industry standard...


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Re: [Flightgear-devel] Aerodynamic centre and 3D models

2004-02-12 Thread Tony Peden
On Thu, 2004-02-12 at 12:53, Jon S Berndt wrote:
 On Thu, 12 Feb 2004 15:35:59 -0500
   David Megginson [EMAIL PROTECTED] wrote:
 Jon S Berndt wrote:
 
 I'm not sure I see how this helps -- the model code still doesn't 
 know where the CG is, so it still doesn't know where the centre of 
 rotation for the model should be.
 
 This is precisely *why* the nose is used as a reference point. If the 
 scene graph (is that the right term/subsystem?) places the aircraft at 
 the spot reported by JSBSim -- that is, where JSBSim says the nose of 
 the aircraft is -- the perceived CG of the 3D aircraft as viewed in 
 the scene will fall exactly in the spot that the FDM says it should be 
 at.
 
 Look at it this way: the FDM tracks the motion of the CG, and the 
 rotation of the aircraft about the CG. The FDM knows teh location of 
 the CG at any point in time, as well as the euler angles of the 
 aircraft at that point in time. If we were to report the location of 
 this CG to FlightGear, and IF the origin of the 3D model was allowed 
 to shift (by some magic) and always be coincident with the virtual 
 CG in the 3D model, then we'd all always be happy and everything 
 would match up fine. The problem is, the CG shifts and the 3D model 
 coordinate system can't.
 
 Since the FDM knows (or can calculate) where the nose is at all times, 
 we simply report the nose location to FlightGear, and by convention 
 FlightGear places the 3D model's nose at the point reported by JSBSim 
 - the CG falls into place as needed IFF the 3D model is defined (or 
 scaled/rotated/translated in the scene graph) correctly as described 
 previously.

And said nose location *includes* any translation the nose experiences
due to the aircraft rotating about the cg.  In other words, if you could
move the aircraft such that only the pitch angle changes (not terribly
real, but humor me) and that pitch angle change results in the nose
rising 10 feet, then the FDM reports the nose location as the CG
altitude + 10 feet.  So now, if the 3D model code positions the nose of
the aircraft at that location and pitches it to the corresponding angle,
the CG will not have moved at all but the nose will.  And that means
that the model will appear to rotate around the CG, just like it should
(in free air, at least.  On the ground is a different thing)



 
 Takeoffs and landings would look fine, etc.
 
 Jon
 
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Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-04 Thread Tony Peden
On Wed, 2004-02-04 at 19:54, Curtis L. Olson wrote:
 Andy Ross wrote:
  Curtis L. Olson wrote:
  
 The real fun comes from practicing with only one engine running
 [...]  There are some real world effects that are important for
 training which I don't think we model well on existing twins.
 
 The main one that comes to mind is that with an engine out there is
 a minimum speed you must maintain
  
  
  That's no doubt true, but hopefully it's more a lack of tuning than it
  is a fundamental flaw.  For the specific case of YASim: the asymmetric
  thrust effects should be more or less correct as-is, because it
  applies the force at the location of the engine.  The blue line speed
  is almost certainly wrong, but should be relatively easy to find by
  tuning the rudder effectiveness only.
  
  If anyone with ME experience wants to take a few hops in the DC-3 or
  (YASim) C310 and provide feedback, I'd be happy to try tuning the
  models.
 
 It very well could be a model setup issue at which point it's probably 
 beyond my ability to debug, but with the JSBSim c310, I took off, climbed 
 to a comfortable altitude and speed, and chopped the throttle on my right 
 engine.  Then I slowly pitched up to bleed off speed little by little.  As 
 the speed bled off, I held my heading with rudder and kept the wings level 
 with aileron.
 
  From the readme:
 
  Minimum single-engine control speed (Vmca): 75 KIAS
 
 However, I was able to fly right through this until I got the stall horn, 
 (about 60 kts?) and all the time, the rudder had plenty of effectiveness to 
 hold heading.  In the real thing (assuming the README is correct) at about 
 75 knots the rudder loses enough effectiveness to hold heading against the 
 one good engine at full throttle and you begin an uncontrollable yaw.  This 
 doesn't happen right now in the JSBSim C310 anyway.

It sounds like it's got too much rudder power or too much directional
stability.  It could be the propulsion, too, but if the performance is
about right then it's probably the aero.

 
 I'm sure this is just a matter of tweaking the configuration file.  But 
 this is an important behavior to have reasonably correct in small twins.
 
 I also tried this with the YASim C310.  I see a definite yaw effect from 
 the engine, but I think I am getting to the stall point there too before 
 I'm getting to the point where the rudder looses effectiveness against the 
 engine.  At about 80 kts (yasim version) the rudder can't quite hold 
 heading by itself, but I can add a bit of bank towards the good engine with 
 ailerons and hold my heading until I stall.  At the point of the stall in 
 the real aicraft, the good engine would definitely dictate the direction of 
 the spin.  I find in the yasim model, the aircraft can stall/spin into the 
 good engine about as easily as the other way.
 
 In both cases it's probably just the models that need tweaking, but in 
 their current form, I don't think they are very useful for engine out training.

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Re: [Flightgear-devel] Visual Reference Point

2004-01-31 Thread Tony Peden
On Sat, 2004-01-31 at 04:46, Mathias Fröhlich wrote:
 On Samstag, 31. Januar 2004 12:46, Christian Mayer wrote:
  Jon Berndt schrieb:
   I just discovered that our property metrics/eyepoint-x-ft shows that it
   is expected to be in units of feet. However, it is specified in inches in
   our config file (in structural frame), and the property is bound to the
   GetXYZep() function, which reports the eyepoint in the same way it is
   specified: units of inches, in structural frame. I suppose this ought to
   be changed.
 
  If we'd use SI units everywhere we wouldn't have that prolem...
  (and if NASA would have consitently used SI they wouldn't have lost one
  Mars probe...)
 I am also used to the SI system.
 But all I have seen up to now in the area of physical aircraft models is given 
 in units of feet and such. So I think the FDM should be able to work using 
 this values.
 
 What I can think of is an extension to the property tree, either private to 
 JSBSim or better in Flightgear in general.
 I would like to be able to tie a value with a given unit into the property 
 tree. Then there should automaticaly appear a set of values in the property 
 tree which represent this value in different units.
 
 There are many possible scenarios how this can happen. The most compatible one 
 will be to tie a value with unit into the property tree without the unit 
 extension in the name. Then there are automatically the usual unit values in 
 the tree. For example the angle of attack will be tied to the variable 
 'alpha' with an angular unit originaly given in rad, but that alpha will not 
 appear as 'alpha' in the tree, but instead two variables appear. One 
 'alpha-rad' and one 'alpha-deg'. The same can of course be done for unit 
 conversion from and to the SI system.
 The other possibility, which is not that backward compatible, will be that 
 each value is represented by a whole directory. Inside this directory there 
 are then only unit names. For example the angle of attack will then be 
 accessible through alpha/deg or alpha/rad.

I certainly do agree that selectable units would be nice to have, but it
would double the property tree memory requirements (since each property
would then have to have a units property associated with it. In
addition, such a system would significantly increase the amount of code
that would execute at each property access.

 
 This will also simplify building aerodynamic coeficient lookup talbes which 
 are sometimes given in, say 'lift per degree elevator deflection' or, for an 
 other aircraft type in 'lift per rad elevator deflection'.
 I know, this is simple scaling, but I think that simple things should be left 
 to a computer ...
 :)

All coefficients must be in consistent units (generally those of force)
after the multipliers are applied, so I see no advantage here.  There
is no formal requirement for this since JSBSim does not attempt to
assure unit consistency but it's there nevertheless.
 
 
 If someone has spare time to work on such a automatic unit system ...
 Also, I have not looked into the property tree implementation if this could be 
 done easily.
 
Greetings
 
  Mathias
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Re: [Flightgear-devel] Re: Visual Reference Point

2004-01-31 Thread Tony Peden
On Sat, 2004-01-31 at 04:14, Melchior FRANZ wrote:
 * Christian Mayer -- Saturday 31 January 2004 12:46:
  If we'd use SI units everywhere we wouldn't have that prolem...
  (and if NASA would have consitently used SI they wouldn't have lost one 
  Mars probe...)
 
 That's not fair. You know that the U.S.A., Liberia and Burma have very
 good reasons for not joining the SI system!

Yes, we are too lazy and too cheap to go about changing it.
:)

 
 m.
 
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Re: [Flightgear-devel] Visual Reference Point

2004-01-31 Thread Tony Peden
On Sat, 2004-01-31 at 08:48, Mathias Fröhlich wrote:
 On Samstag, 31. Januar 2004 16:41, Tony Peden wrote:
  I certainly do agree that selectable units would be nice to have, but it
  would double the property tree memory requirements (since each property
  would then have to have a units property associated with it. In
  addition, such a system would significantly increase the amount of code
  that would execute at each property access.
 Yes, this would increase memory requirements. I don't know the property tree 
 code well enough to judge about how much this will increase the memory and 
 execution time usage.
 
 Just for curiosity, how much memory usage does a single node in the property 
 tree have?
 Or, do you know how much the usage of the property tree is compared to the 
 scene graph and the textures?
 
   This will also simplify building aerodynamic coeficient lookup talbes
   which are sometimes given in, say 'lift per degree elevator deflection'
   or, for an other aircraft type in 'lift per rad elevator deflection'.
   I know, this is simple scaling, but I think that simple things should be
   left to a computer ...
  
   :)
 
  All coefficients must be in consistent units (generally those of force)
  after the multipliers are applied, so I see no advantage here.  There
  is no formal requirement for this since JSBSim does not attempt to
  assure unit consistency but it's there nevertheless.
 The advantage would be, in my example, that I have the angle of attack/surface 
 deflections available in rad but the tables I have found for an f-18, I am 
 currently modelling, contain tables for the coeficients in something per deg. 
 So I have to scale this tables by hand/matlab/octave.

Yes, and I think that is appropriate for JSBSim.  It would be more
appropriate to put that kind of functionality into, say, an app that
assists in creating a JSBSim config file.  From that point of view, it
is probably best to pick one consistent set of units and stick with
them, which is what we have done.


 
 For a more general case, if one has all those aerodynamic tables given in the 
 SI system (are there any aircraft models in the SI system?), one will be able 
 to take these tables and simply use the input values in the matching units.

So, for best performance, we are right back to the situation we have
now.  The only advantage (and being American I'm not sure it is one) is
that we've switched to SI as the default.

 
 I, for my stuff, can work around, but it would be neat to have.
 May be it is not worth the effort ...
 
 Greetings
 
Mathias
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Re: [Flightgear-devel] Aircraft frames and reference points

2004-01-11 Thread Tony Peden
.  It takes both, the nose point isn't 'it' like 
 some of you have tried to imply.  There was something else to your system, which 
 there had to be to bring the FDM and the visual model frames into full 
 alignment.  No single point fix at the nose or even the CG can completely align 
 two frames.
 
 Alan
 
 
 
 
 
 
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Re: [Flightgear-devel] 3D aircraft model origins

2004-01-10 Thread Tony Peden
 silly flying.  Now have the common 
 reference be the POS.  Any visual size scaling looks great without any 
 adjustment to the FDM.  It is the much better reference point to work from for 
 matching the visual and FDM models.  It is where they both agree with the least 
 calculations and problems from any errors.  Matching your nose just SHIFTS your 
 error over if you don't have your visual and FDM centers matched too.  And the 
 shift makes the total error motions worse not better.
 
It is perfectly FINE to match the nose, and have BOTH say that it's exactly 
 this far from the POS, and do the calculation once then have the models work 
 from the POS.  But the calculation from the nose to the POS has to be the same 
 for both anyway.  You're only hiding the error from yourself if you believe 
 matching the nose will be easier and have less error than finding the POS.
 
And point was that the calculations for both visual model and FDM are 
 simplified by using this point.
 
  
  Having the FDM coordinates and model coordinates match up is
  critically important for collision issues like gear compression.
  
 
There is a far more important point that has to be matched than the nose. 
 And there was also mention of a CG reference for the FDM.  POS which is COL for 
 the plane is the REAL reference point and gets the simplest calculations.  The 
 CG arms for calculating the CG are from the COL, not the current CG.  CG is 
 purposely put a bit forward of the COL for stability.  COL is the real reference 
 point, which is the POS for a flying body.  COL is the average point where the 
 plane is being held up by the air.  Everything else necessarily happens around 
 this point.
 
I fly RC helis and planes in 3D.  I have both my mental model of the physics 
 and the visuals of what is seen to go by.  The place they match and rotate about 
 with the easiest calculations is the center, not the nose.  I was simply 
 reporting this fact.  I know it's a fact I use it every time I fly, it is much 
 better to fly from the center point in 3D than be flying from the nose and have 
 to deal with it's extra motions that often don't agree with the direction the 
 aircraft is actually moving.  I can fly by the nose quite well too.  But it's 
 easy to see it moves around the true center like mad.  Something tells me you 
 guys rarely fly in odd attitudes from outside the aircraft.  This is a quite 
 solid fact for me since I see and use it often.  You may never properly 
 understand it just from theory if you don't fly from outside, you just won't see 
 why you're wrong about thinking the nose is the right place to match.
 
 Alan
 
 
 
 
 
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Re: [Flightgear-devel] 3D aircraft model origins

2004-01-10 Thread Tony Peden
On Sat, 2004-01-10 at 14:10, Alan King wrote:
 Jon Berndt wrote:
 
  You are in an A-10 with a maverick on one side.  You have an aircraft CG
  (which the FDM is reporting the position of) and an MRP, which the FDM is
  also supplying to FlightGear. The MRP is given to FlightGear in lat/lon/alt.
  The FDM calculates that position because it knows where the CG is
  absolutely, as well as where the MRP is relatively. Since the 3D model
  builder and the flight modeler for the aircraft agree on the MRP (we hope!)
  the aircraft can be placed properly in the scene. Now, say we are stationary
  on the runway and we drop the missile. The CG shifts instantaneously -
  however the FDM will not report a different position because no force has
  caused an acceleration which in turn could not have been integrated to
  produce ultimately a change in position.  This is a flaw that may need to be
  addressed. In any case, let's assume that the FDM *did* shift the reported
  lat/lon/alt of the CG as reported to FlightGear by the equal and opposite
  amount that dropping the Maverick resulted in. The vector to the MRP would
  be shifted by an equal and opposite amount, and the end result would be that
  the model would not jump and the FDM and the model would agree.
  
  In the case of smooth flight where fuel burns off slowly, it's not so
  critical.
  
 
 
It is hard to tell from what's said whether you're using the COL as the 
 reference or the CG.  COL is the real reference to use in the FDM, the CG is 
 purposefully forward on most craft for stability.  The CG swings around the COL 
 pivot point noticably when you change pitch.  Also all moment arms are from COL 
 and you actually load the plane to put the CG where you want it, the COL is the 
 real reference point.  If you're not already using this, try a very high wing 
 low CG plane.  Pivot it around the CG.  Then pivot it around the wing's COL. 
 Which looks even close to the real pivot point?

Once the wheels are off the ground, the center of gravity is the point
about which the aircraft rotates.  It does not rotate around the aero
center or any other point.

Also, the c.g. does *not* change with pitch attitude. It's location is
purely a function of the weight distribution within the vehicle.


 
To model a bomb drop correctly you simply use the COL as the suspension 
 point, and calculate all forces off of it on each pass, including the moment 
 arms.  With the Maverick gone and no longer having it's moment arm in the 
 equation for CG the next calculation pass the CG will shift automatically, and 
 the new distance between the CG and the COL will take care of any resulting 
 motions on it's own and move the plane till things are back to balance.  It 
 would be built into the calculation pass, and move on it's own.  Really you can 
 just calculate total CG once or rarely and just move the CG when the bomb drops 
 by subtracting it's moment arm.  But the COL should be the motion and suspension 
 point of the craft not the CG.  The change in the CG relative to the COL should 
 automatically introduce the forces to change the overall orientation around the 
 COL.  The COL can shift too as orientation changes but it's the point to 
 calculate from, no one said an accurate model was easy.  Just accurate.
 
You can use any point as a point of reference as long as you make sure all 
 translations are in all the calculations.  You can start from the CG, and then 
 calculate the COL is over here, and use that to move the craft.  But the craft 
 should swing around the COL either way, so you have to do extra translations to 
 make the CG reference point move.  COL and CG can both move, but COL is the real 
 hang point of the aircraft so using it simplifies calculations for a truly 
 accurate model.  That's why weight and balance calculations are relative to it 
 instead of where the starting CG was.  The starting CG is used in the 
 calculations, along with it's moment arm from COL.  There are less translation 
 adjustments if you reference everything from that point.
 
 Alan
 
 
 
 
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Re: [Flightgear-devel] 3D aircraft model origins

2004-01-10 Thread Tony Peden
On Sat, 2004-01-10 at 19:20, Alan King wrote:
 Jon Berndt wrote:
 
I see what you're doing now.  You are letting them just use
 the nose, and
 then shifting the FDM nose point until the FDM center is near the
 visual center.
  
  
  Not really. The FDM still calculates the position of the CG of the aircraft.
  It's just that we know exactly where the agreed-upon MRP is at all moments
  of time, so we calculate that and give it to FlightGear. We could just as
  easily agree that the wingtip was the common known point, calculate that,
  and have FlightGear place the 3D model in the view so that the wingtip was
  at the specified point. The only thing the FDM does as an auxiliary
  calculation to aid the 3D model placement is to additionally calculate the
  MRP position in world space and make that available to FlightGear. Or, at
  least, we will when I code it.
  
  Jon
 
Ok that gets back to the same question then.  What else besides the nose 
 point does FlightGear use to place the visual model?
 
Say your CG is at the origin.  Your nose is 10 feet forward.  FG puts the 
 visual model's nose at the 10 foot position since that is the common reference 
 point.  What makes sure that where the CG is on the visual model is at 0?

Nothing. It's not necessary.  Every dimension supplied to the FDM is
automatically referenced to the c.g. position.  In other words, if the
c.g. is at 10 feet and the reference point at 20, the only thing that's
relevant to the FDM is the difference between the two.  If you follow
that, you'll realize that the location of zero is of absolutely no
significance.

 
You do a 20 foot long plane FDM, with CG at 10 feet.  I draw a 3000 foot long 
 plane.  The noses match.  Does about 2980 feet of my plane sink into the ground? 

You need only tell the FDM that model's reference point is 2980 feet
forward.

What makes sure that the CG is put at the right place in the visual model 
 with the nose as the only reference?  Does FG just scale the total model, the 
 FDM also gave a length for the model, and FG assumes the visual model has the 
 wing in the right place?

It doesn't need to be.  If the reference point is known to the FDM, it
can properly calculate it's location in space, and that's all that's
needed.

The CG location is 100% irrelevant to the visual model.  Only six pieces
of info are needed by the code that draws it in the scene: the x, y, and
z of the reference point and the pitch, roll, and heading angles.  If
the x,y, and z are calculated correctly then the model will appear to
rotate around it's cg once it's off the gear.

 
Maybe FG uses your CG, matches the nose, then just guesses the CG of the 
 visual model of the overall size?  There just has to be some other piece of data 
 that correlates.  If not there is no telling if the real FDM CG is where it's 
 supposed to be on the visual model.  An off center reference point like the nose 
 isn't enough if you have no other data to calculate back and match the center.
 
If they're actually accurate together, there is something else matching.  And 
 if there isn't anything else matching in some accurate way, then there is no 
 telling if the FDM CG and where it should be on the visual model are really 
 matching.  What else is FG doing to put them in the same place?

Nothing at all.  It's not needed.
 
 Alan
 
 
 
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Re: [Flightgear-devel] 3D aircraft model origins

2004-01-10 Thread Tony Peden
On Sat, 2004-01-10 at 18:31, Alan King wrote:
 Tony Peden wrote:
 
  
  Once the wheels are off the ground, the center of gravity is the point
  about which the aircraft rotates.  It does not rotate around the aero
  center or any other point.
 
Yes, been a while since I'd used the POS.  It is the other way around, with a 
 fixed POS it's the best point to use.  With no outside force fixing the point of 
 suspension it will shift around the CG and the CG is the best to use as reference.

No, it really isn't.  The c.g. location is best computed by the FDM as
it runs, since it moves in flight as fuel is burned, ordnance is
dropped, etc.  

 
 
 
  
  Also, the c.g. does *not* change with pitch attitude. It's location is
  purely a function of the weight distribution within the vehicle.
  
 
Wasn't saying it would actually change, only that it would translate.

OK, I suppose you could argue this if you're thinking in terms of an
earth fixed coordinate system.

   But it 
 doesn't it's the other way around the CG is the reference point and the 
 suspending point moves around when it's free to move.  The motion's all the same 
 relatively as always, but it's when the POS is fixed that it is the better point 
 of reference to work from not when it's free to move.
 
 
 
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Re: [Flightgear-devel] Autocoordination

2004-01-09 Thread Tony Peden
On Fri, 2004-01-09 at 12:30, David Culp wrote:
  Take the A320 (on FG) and watch the ball. All I want to know, which
  property to use for trigger function to keep the ball centered.
  since you discussed this topic so deeply, I'm sure someone can name me the
  property...
 
 
 Here's the yaw section from the T-38 FCS:
 
 
!-- YAW FCS *** 
 --
COMPONENT NAME=Rudder Command Sum TYPE=SUMMER
   INPUT   fcs/rudder-cmd-norm
   INPUT   fcs/yaw-trim-cmd-norm
   CLIPTO  -1 1
/COMPONENT
COMPONENT NAME=Yaw SAS Rate TYPE=SCHEDULED_GAIN
   INPUTvelocities/r-aero-rad_sec
   SCHEDULED_BY velocities/ve-kts
   ROWS 3
30  0.00
60  5.00
   220  3.00
/COMPONENT
COMPONENT NAME=Yaw SAS Beta TYPE=SCHEDULED_GAIN
   INPUTaero/beta-rad
   SCHEDULED_BY velocities/ve-kts
   ROWS 2
30  0.00
60  0.00
/COMPONENT
COMPONENT NAME=Yaw SAS Sum TYPE=SUMMER
   INPUTfcs/yaw-sas-rate
   INPUTfcs/yaw-sas-beta
   CLIPTO   -0.2 0.2
/COMPONENT
COMPONENT NAME=Rudder Sum TYPE=SUMMER
   INPUTfcs/rudder-command-sum
   INPUTfcs/yaw-sas-sum
   CLIPTO   -1 1
/COMPONENT
COMPONENT NAME=Rudder Control TYPE=AEROSURFACE_SCALE
   INPUTfcs/rudder-sum
   MIN -0.35
   MAX  0.35
   OUTPUT   fcs/rudder-pos-rad
/COMPONENT
 
 
 The component called Yaw SAS Rate is what one would call a yaw damper.  It's 
 job is to provide an extra  Yaw_moment_due_to_yaw_rate for airplanes that 
 are defficient in this quality.  The component looks at beta rate (in JSBSim 
 it is called velocities/r-aero-rad_sec).

That is yaw rate, which is different from beta rate in a similar way
that angle of attack rate is different from pitch rate.  Beta rate (or
betadot, as it's more commonly called) is aero/betadot-rad_sec in
JSBSim.

 
 The component called Yaw SAS Beta is what you are looking for.  It could be 
 called an auto-coordinator, because it is based on the beta angle.  In this 
 case I have the component turned off.  To turn the component on you simply 
 change the scheduling gains from zero.  For instance, look at the yaw damper.  
 At and below 30 knots the yaw damper gain is zero (off).  Between 30 knots 
 and 60 knots the gain is interpolated from zero to 5.0.  Between 60 knots and 
 220 knots the gain is interpolated from 5.0 to 3.0. I recommend this 
 component be turned off at low speeds, otherwise it will fight a crosswind 
 even when the airplane is stationary.
 
 The outputs of the yaw damper and auto-coordinator are summed, then limited to 
 %20 rudder in order to prevent it from overpowering the pilot's input.
 
 This is just one way of building a yaw SAS. 
 
 Dave
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Re: [Flightgear-devel] 3D aircraft model origins

2004-01-09 Thread Tony Peden
On Fri, 2004-01-09 at 17:29, Paul Surgeon wrote:
 On Saturday, 10 January 2004 00:35, Erik Hofman wrote:
  No, sorry. AC_EARORP is the published offset from CG to where the forces
  act. For the F-16 that would be 35% chord (and CG is 25% chord).
 
 Just *maybe* I got it this time around.  :)
 
 So any distance in the FDM is just an offset from (0,0,0)?
 
 If that is true I could offset all the distances in the FDM by an arbitrary 
 value (let's say 1000 inches) and the FDM will still behave the same?
 I could pick a point 10 meters in front of the plane and measure everything 
 from there too.
 In fact I could define all the distances using negative values as well 
 (thinking in terms of 2nd Cartesian quadrant).


The _only_ thing that matters in JSBSim is the direction that is
positive for each axis.  Positive forward, right, and up for the coord
system used in the config file.

 
 The way I'm understanding all of this is that the nose of the aircraft CAN be 
 used as the origin of the FDM but doesn't have to be.

Yes.
 I could just as well work from the tail and just enter negative offsets.
 
 Correct?
Yes, yes, yes!

 
 Paul
 
 
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Re: [Flightgear-devel] My Flight in a B-1B Flight Simulator at Dyess AFB

2003-12-24 Thread Tony Peden
On Wed, 2003-12-24 at 05:51, David Megginson wrote:
 Cameron Moore wrote:
 
  One question though.  I mentioned trying to line up with a fuel tanker
  and how the delayed movement was throwing me off.  My guess is that this
  behavior was due to slow control surface movements.  My question is if
  JSBSim simulates control surface movement speeds (excluding the flaps
  which do) or is the control surface deflection always exactly equal to
  the control input?
 
 Hinge moments for control surfaces probably have something to do with it, 
 but remember also that you're flying a heavy, fast plane.  Even if the plane 
 is very responsive to control input (which has more to do with aerodynamic 
 damping effects than control-surface response speed), you're not going to be 
 able to change the flight path on a dime.
 
 All other things being equal, a plane that flies twice as fast (say, because 
 of heavy wing-loading) needs twice as much time and four times as much space 
 to make a change in its flight path -- that's why a little Cessna or Piper 
 can start its landing flare over the runway itself, while a transport jet 
 has to start flaring at least a half mile back (pulling up the nose at the 
 last moment would only change the attitude in which the jet smashed into the 
 runway).  

Airliners aren't that sluggish ... the flare is initiated below 50 ft
AGL and that is definitely over the runway.


 Jet fighters turn fast only by pulling ridiculously high G-forces, 
 and even then, they need a lot of time and space to turn around.
 
 I'm sure that inertia has a lot to do with it as well, but I don't know 
 enough about physics to describe those effects.

Inertia is a player, but most aircraft do not have large roll moments of
inertia .. the mass tends to be concentrated close to the roll axis.
 
 
 All the best,
 
 
 David
 
 
 
 
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Re: [Flightgear-devel] My Flight in a B-1B Flight Simulator at DyessAFB

2003-12-24 Thread Tony Peden
On Wed, 2003-12-24 at 08:01, Andy Ross wrote:
 Nick wrote:
  If the simulation is accurate the delays are due to the aircraft
  inertia and not control system delays.  Hydraulic controls don't have
  a humanly discernable amount of delay.  Simulators have their own
  delays too, the time it takes a signal to get through the circuit from
  the control to the computer and them to be processed in the next
  frame., but this is on the order of 50-100 milliseconds.
 
 Hydraulics *do* have a maximum slew rate, though, which might be what
 he meant.  On a Cub, you can snap the stick from one side to the other
 and the ailerons actually move.  With a hydraulic system, you can only
 move the stick so fast; the fluid in the pipes needs time to flow, and
 the pumps can only handle so much volume at once.

Aircraft hydraulic systems are typically high pressure, low flow to
minimize those sorts of problems.
 
 There is a transition-time attribute in YASim that you can use to
 specify speeds for surface deflections.  I added it for flaps,
 obviously, but I think I've seen that Lee has used it for this kind of
 applicaiton.
 
 Andy
 
 
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Re: [Flightgear-devel] My Flight in a B-1B Flight Simulator at Dyess AFB

2003-12-24 Thread Tony Peden
On Wed, 2003-12-24 at 17:53, David Megginson wrote:
 Tony Peden wrote:
 
  Airliners aren't that sluggish ... the flare is initiated below 50 ft
  AGL and that is definitely over the runway.
 
 I guess that brings us back to the old discussion about round-out vs. flare 
 (U.S. books seem to distinguish the two).  The jets are are nose-high and 
 slowing about 1/2 mile back, whatever you want to call that, while the 
 single-engine props are sometimes still nose-low at full approach speed when 
 they cross the runway threshold.

The nose up attitude is, I suspect, nothing more than a product of the
angle of attack needed to fly at 1.3-1.4 times the stall speed. 

Procedures wise, though, once you are at landing flaps and trimmed on
glideslope and final approach speed (which could be at the outer marker)
the pilot would, on an ideal day, maintain speed and attitude all the
way to the flare.
 
 
  Inertia is a player, but most aircraft do not have large roll moments of
  inertia .. the mass tends to be concentrated close to the roll axis.
 
 I'm thinking of the effect of inertia on changing the flight path, not on 
 changing the orientation.  I obviously have no real-life experience, but I 
 imagine that the hard part of an in-air refueling is getting the plane into 
 the right place relative to the tanker and keeping it there, which involves 
 modifying the plane's velocity and path of flight rather than simply its 
 pitch and roll.  I understand how velocity affects that (a plane twice as 
 fast needs twice the time and four times the space to make the same change 
 in direction with the same load factor), but I don't understand how inertia 
 plays into it.


 All the best, and happy holidays to everyone,
 
 
 David
 
 
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Re: [Flightgear-devel] Re: [Flightgear-users] My screen shot.

2003-11-13 Thread Tony Peden
On Thu, 2003-11-13 at 07:55, Andy Ross wrote:
 Norman Vine wrote:
  Somethng like this is easy enough to implement with the current
  hitlist code but ...  I don't understand why the compressability of
  the gear has any bearing on the point of contact. It is the AC that is
  changing not the Terrain
 
 Gear don't always compress perpendicular to the ground, and not all
 aircraft contact points are landing gear.  Wing tips, for example,
 might hit the ground at funny angles or hit terrain objects like
 buildings that aren't flat.

But they won't compress at all until contact, at which time the point of
contact is known.

 
 The location of ground contact (and thus the point of force
 application on the aircraft) is going to be somewhere on the line
 between the point of maximum gear compression and maximum gear
 extension.  Where?  At the point where this line segment interects the
 terrain polygons.  (Strictly, at the intersection nearest the max
 compression point if there is more than one).

Why wouldn't the gear always contact the ground at max extension?
 
 Andy
 
 
 
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Re: [Flightgear-devel] gear door sequencing

2003-09-24 Thread Tony Peden

--- Frederic BOUVIER [EMAIL PROTECTED] wrote:
 David Culp wrote:
  Wow Fred! It's been a while since I tried the A320. That's a
 fantastic 
  model, and the gear door sequencing looks great. 
 
 Thanks,
 
 It is still missing the speedbrakes, slat and reverse.
 BTW, as a non native english speaker, I need some clarifications on
 terminology.
 
 Am I correct when I say :
 Slat are in front of the wing,

Yes.

 Speedbrakes are on the top of the wing ( the extrados ? ) and can be
 used flying,

The panels on top of the wing are usually called spoilers but they can
function as speedbrakes.  

Speedbrakes can, in general, be located anywhere on the aircraft. 
Though those mounted on the fuselage are usually on top (F-15) or
somewhere aft of the wing (F-16).


 Reverse are small doors on the engine nacelle that open once the
 plane is landed and
 try to stop before the end of the runway.

Yes.

Thrust reversers force some or all of the airflow out of the engine in
the forward direction and slow down the aircraft.  Note that depending
on the design, the actual mechanisms involved can be quite large.
 
 Cheers,
 -Fred
 
 
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Re: [Flightgear-devel] FW: [wms-dev] CWXML-BXML library release

2003-09-23 Thread Tony Peden
On Mon, 2003-09-22 at 23:00, Norman Vine wrote:
 FYI
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of Craig Bruce
  Sent: Tuesday, September 23, 2003 1:39 AM
  To: [EMAIL PROTECTED]
  Subject: [wms-dev] CWXML-BXML library release
 
 
  For anyone who may be interested, CubeWerx has made a public beta release
  of its cwxml library.  The home page is at:
 
  http://www.cubewerx.com/cwxml/
 
  and a Binary-XML design  performance report is available at:
 
  http://www.cubewerx.com/main/HTML/Binary_XML_Encoding.html
 
  What is CWXML?
 
  CWXML is an high-performance, open-source C-language library for parsing
  and generating XML and BXML (below) formats with a straightforward API.
  Initial testing indicates that it is 3 or more times as fast as other
  popular libraries such as expat and libxml2 at parsing XML and much
  faster again with BXML.  The library is being developed by CubeWerx as
  the reference implementation for the BXML format.  The parser accepts and
  automatically recognizes the following formats: XML, GZIPped XML, BXML,
  BXML with internal GZIP, and BXML with external GZIP.  It is licensed
  under the GNU LGPL.
 
  What is BXML?
 
  BXML (Binary XML) is an straightforward, open, patent-unencumbered
  binary-encoding format for XML data that is a stand-alone work-alike
  drop-in replacement for an XML file that mirrors the XML markup structures
  in a way that is similar to the in-memory representations of many
  parser libraries.  BXML was developed by CubeWerx Inc. for the OpenGIS®
  Consortium and it makes all XML documents more compact and efficient to
  parse and generate by using a symbol table for element/attribute names
  and length-prefix encoding all arbitrary-length structures (strings,
  blobs, arrays).  But it especially makes dense-numeric XML documents much
  more efficient by allowing raw arrays of different common types of numbers.
  For example, imagery data, the butt of many XML-bloat jokes, can be handled
  in BXML just as well if not better than it is handled in PNG format.
  A numeric array can pass from end-to-end in a client/server environment as
  a raw chunk of data without ever being recoded.  Dense numeric data also
  compresses faster and more compactly when encoded in binary rather than
  text.  BXML also has features for random access.  The BXML specification
  is available from:

Kinda ruins XML, doesn't it?

 
  http://www.opengis.org/techno/discussions/03-002r8.pdf
 
  It was originally designed in part to address GML-bulk/slowness problems.
 
  --++--
  Dr. Craig S. Bruce| Tel: 819-771-8303 x205 | CubeWerx Inc.
  Senior Software Developer |Fax: 613-771-8388   |  Gatineau, Québec, Canada
  [EMAIL PROTECTED]  | http://www.csbruce.com |  http://www.cubewerx.com/
  --++--
There's nothing remarkable about it.  All one has to do is hit the right
 keys at the right time and the instrument plays itself. -- J.S. Bach
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[Flightgear-devel] Compiling Under Cygwin

2003-09-20 Thread Tony Peden
I'm building FG under Cygwin on XP home this morning.  All is well, but
I did find that I needed to add a link directory (the linker couldn't
find libsgmath):
$ LDFLAGS=-L/usr/local/lib ./configure

I installed Cygwin this morning and plib, SG, and FG are from CVS and
AFAIK I did nothing different or unusual.


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Re: [Flightgear-devel] Beyond presets

2003-09-19 Thread Tony Peden
On Fri, 2003-09-19 at 13:00, David Megginson wrote:
 Unfortunately, while the presets hierarchy brought some benefits, it
 also broke saving and restoring flights.  I think that it's time to
 consider doing away with the presets hierarchy, and trying something
 like this:
 
 1. Make an in-memory copy of the property tree that we can revert to
when the user wants to reset; we could even keep a stack of reset
points, if that was useful to anyone.
 
 2. Add a few /sim/startup properties to indicate what information
should be used for position, orientation, etc.  For example,
 
/sim/startup/init/position-type : (latlon|airport|navaid|runway)
/sim/startup/init/altitude-type : (msl|agl|glidepath)
/sim/startup/init/orientation-type : (rph|runway)
/sim/startup/init/time-type : (utc|local|sunpos)

This sounds awful close to /sim/presets, so it sounds to me like we may
always need the functionality.  That being the case, why change it?

   
etc.
 
 I'm sure that people can think of a better classification.  From this
 point on, then, our initialization code can simply look at these to
 decide whether to initialize based on the airport, etc.
 
 
 All the best,
 
 
 David
 
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[Flightgear-devel] Sound probs

2003-09-14 Thread Tony Peden
Over the past couple of weeks, I've been having problems with the sound
in FG.  I get this message:
slDSP: getBufferInfo: Broken pipe
on the terminal and lose the sound altogether.  My audio apps and
tuxracer work fine, so I suspect an FG or plib issue.  This is from
yesterday's CVS of FG, SG, and plib.  

Any ideas?

 
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Re: [Flightgear-devel] Sound probs

2003-09-14 Thread Tony Peden
On Sun, 2003-09-14 at 09:27, Matevz Jekovec wrote:
 Tony Peden wrote:
 
 Over the past couple of weeks, I've been having problems with the sound
 in FG.  I get this message:
 slDSP: getBufferInfo: Broken pipe
 on the terminal and lose the sound altogether.  My audio apps and
 tuxracer work fine, so I suspect an FG or plib issue.  This is from
 yesterday's CVS of FG, SG, and plib.  
 
 Any ideas?
   
 
 I have the same problem and I'm playing without sound the last few 
 *months* :(. I have SB Live! and ALSA. Do you use ALSA too?
Yes, I'm using 0.9.6 and my sound card is a C-Media CM8738.

Have you tried any other plib-based programs?



 
 
 - Matevz
 
 
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Re: [Flightgear-devel] Sound probs

2003-09-14 Thread Tony Peden
On Sun, 2003-09-14 at 09:35, Tony Peden wrote:
 On Sun, 2003-09-14 at 09:27, Matevz Jekovec wrote:
  Tony Peden wrote:
  
  Over the past couple of weeks, I've been having problems with the sound
  in FG.  I get this message:
  slDSP: getBufferInfo: Broken pipe
  on the terminal and lose the sound altogether.  My audio apps and
  tuxracer work fine, so I suspect an FG or plib issue.  This is from
  yesterday's CVS of FG, SG, and plib.  
  
  Any ideas?

  
  I have the same problem and I'm playing without sound the last few 
  *months* :(. I have SB Live! and ALSA. Do you use ALSA too?
 Yes, I'm using 0.9.6 and my sound card is a C-Media CM8738.
 
 Have you tried any other plib-based programs?

Well, it appears to be something about the way FG is doing sound.
tux_aqfh works just fine against cvs plib (you have to add -lplibjs to
the makefile, though)
 
 
 
  
  
  - Matevz
  
  
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Re: [Flightgear-devel] Sound probs

2003-09-14 Thread Tony Peden
On Sun, 2003-09-14 at 12:13, Frederic Bouvier wrote:
 Matevz Jekovec wrote:
  But I'm having this strange feeling why are we the very 
  few which have this Alsa problems. What about the others, 
  Erik, Curtis, Norman, Frederic, Jim, LeeE?? Which driver/card 
  are you using and does sound work for you normally?
 
 coughTry windows ?/cough

Windows brings it's own set of problems, does it not?

 
 -Fred
 
 
 
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Re: [Flightgear-devel] EAA Sport Aviation - article

2003-09-08 Thread Tony Peden
I'd like to have a copy, if you don't mind.

Thanks,

On Mon, 2003-09-08 at 08:49, Alex Perry wrote:
 From: Alex Perry [EMAIL PROTECTED]
  I've just been reading the April 2003 issue of EAA's Sport Aviation magazine
  and pages 50 through 58 are a nice article titled Virtual Building about
  Flight simulation for the homebuilder by Chuck Bodeen.  It includes a
  discussion comparing the benefits of FlightGear, X-plane-0.66 and MSFS2002.
 From: Erik Hofman [EMAIL PROTECTED]
  A comparison between FlightGear *and* MSFS *and* X-plane.
  This and David's post give me the feeling we're on the right track!
 
 Erik asked:
  Any conclusion on FlightGear?
 Alex asked:
  [...] I am writing to request permission to scan pages 2 and 50-58 and
 distribute the images to the engineers that develop the FlightGear product.
 Editorial at EAA replied:
  As long as it's an internal distribution, that would be fine.
  Thanks for asking.
 
 I'll send a set of scanned images to Erik (off list).  Any other developers
 who're interested, just send me a note.  Our license to the images (as above)
 allows you to forward them to other developers but not other non FGFS people.

 
 
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Re: [Flightgear-devel] *awk

2003-09-05 Thread Tony Peden

--- David Megginson [EMAIL PROTECTED] wrote:
 Tony Peden writes:
 
   I don't know, maybe it's just me but I've written a lot of perl I
   couldn't read a month later ...
 
 You just haven't rewired your brain chemistry yet.  After about 12
 years, perl code starts to look normal and everything else (C/C++,
 the
 sky, your family) looks strange.

And you are suggesting that this is a good thing?

 
 
 All the best,
 
 
 David
 
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/fokker50/Models

2003-09-05 Thread Tony Peden
On Fri, 2003-09-05 at 08:01, James Turner wrote:
 On Friday, September 5, 2003, at 03:12  pm, Martin Spott wrote:
 
  3.) I know, you should not employ the flaps at 200 kts 
  But if you do so, the aircraft climbs like attached to a high
  speed elevator  :-)
 
 I've been flying the Fokker 100 quite a bit, and I've noticed similar 
 instabilities. Roughly (I am not a pilot)
 
 - very rapid control response, especially on the roll axis). This  
 sometimes extends to a 'snap' condition where I command an aileron 
 reversal (okay, I just pull my joystick to the other side), and there 
 is a very prolonged period with no response (for example, 8 or 10 
 seconds, usually continuing the previous roll command) until the roll 
 suddenly flips over.
 
 - a similar elevator effect to that martin described, when deploying 
 the flaps at high speeds
 - very odd high pitch angle behavior ... I can't really describe it, 
 alas. It seems like way too much lift is getting developed at high 
 angles of attack, without a corresponding increase in drag to slow the 
 aircraft.
 
 Essentially, the aircraft flies pretty well (if a bit twitchy) 
 providing you stick to a 'good' flight regime, but handling 
 deteriorates exponentially when  I go even moderately beyond it. I'm 
 aware that part of this may be running 'past the end of the data' in 
 JSBsim, but other models do not seem to have these problems. Can this 
 be alleviated by tuning the last data point for various coefficients, 
 which I assume is what JSBsim extrapolates from?

Just for the record, JSBSim never extrapolates a table and always holds
last value.  In practice, this can have as bad an effect as
extrapolation, but at least we're not making up data as we go along.

 
 (I was about to say the 747 is much more forgiving of my 80-degree 
 banks, but of course, it uses YASim).
 
 Anyway, aside from the nit-picking, it's a lovely plane, at least until 
 we get an ERJ ;-)
 James
 
 --
 There is a very fine line between 'hobby' and 'mental illness'
 
 
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Re: [Flightgear-devel] *awk

2003-09-04 Thread Tony Peden
On Thu, 2003-09-04 at 15:17, Curtis L. Olson wrote:
 Jon S Berndt writes:
  Which is better:
  
  awk
  gawk
  nawk
 
 Those are for the old geezers :-) and the occasional quick command
 line hack (like extracting a particular set of fields from each line
 of an input stream.)
 
 I'd recommend learning perl or python or both as replacements. :-)

I concur.  Use python if you want someone else to be able to read it.

 
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Re: [Flightgear-devel] glHorizon

2003-09-04 Thread Tony Peden
On Thu, 2003-09-04 at 22:06, Jon Berndt wrote:
 Did I mention this link yet?
 
 http://www.web-discovery.net/

Very cool!

 
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Re: [Flightgear-devel] *awk

2003-09-04 Thread Tony Peden
On Thu, 2003-09-04 at 17:06, Curtis L. Olson wrote:
 Tony Peden writes:
  On Thu, 2003-09-04 at 15:17, Curtis L. Olson wrote:
   Jon S Berndt writes:
Which is better:

awk
gawk
nawk
   
   Those are for the old geezers :-) and the occasional quick command
   line hack (like extracting a particular set of fields from each line
   of an input stream.)
   
   I'd recommend learning perl or python or both as replacements. :-)
  
  I concur.  Use python if you want someone else to be able to read it.
 
 And use perl if you want to be able to read it yourself. :-)

I don't know, maybe it's just me but I've written a lot of perl I
couldn't read a month later ...
 
 Curt.
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Re: [Flightgear-devel] --ceiling option

2003-09-02 Thread Tony Peden
On Tue, 2003-09-02 at 11:53, David Megginson wrote:
 [EMAIL PROTECTED] writes:
 
   Why don't we use SI Units in flightgear?
   
   Why unknown feets when meter is the international standard in this
   world?
 
 Ah, this is a long-standing thread.  Personally, I'd love to use SI
 internally, but for the user interface, we still need to use Imperial,
 because that's what most of the aviation world uses.  As far as I
 know, even countries that use SI for some things (such as runway
 length or altimeter setting) still use a lot of Imperial for flying,
 including altitude and airspeed.

This is a safety issue ... it's much more important to avoid confusion
in ATC commands than it is to use a system that makes more sense. 
Changing everyone's altimeter and airspeed indicator now (or even back
when countries were switching to SI) is a herculean task bordering on
impossible.


 
 One exception is temperature -- nearly everyone is using degC now for
 aviation weather.
 
 By the way, I live in Canada, which is also a Metric country, so I
 have to convert constantly between the liters I buy fuel in and the
 U.S. gallons in my aircraft's published performance data.  Even though
 Canada switched to SI in the 1970's, however, we still give runway
 length and altitude in feet, visibility in statute miles, and distance
 in nautical miles. 
 We give the altimeter setting primarily in inHg,
 but the METAR includes the hPa setting in comments.
 
 
 All the best,
 
 
 David
 
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Re: [Flightgear-devel] On-Ground Resets with JSBSim

2003-08-31 Thread Tony Peden
On Sun, 2003-08-31 at 09:22, Tony Peden wrote:
 Resets on the ground with JSBSim generally result in the c172 upside
 down on the ground.  This is due to the trimming routine attempting to
 trim the aircraft for an in-air condition.  This behavior is controlled
 by the /sim/presets/onground prop.  On startup, this is set to true (as
 it should) and on reset it is reset to that value by the
 globals::restoreInitialState(). It does, however, get set to false by
 the following code in fgInitPositio():
  if ( fgGetDouble(/sim/presets/altitude-ft)  -9990.0 ) {
  fgSetBool(/sim/presets/onground, false);
  } else {
  fgSetBool(/sim/presets/onground, true);
  }
 
 IIRC, that's there for LaRCSim/UIUC.  Does anyone know if it's still
 needed?

Well the UIUC Beech 99 can't do a proper on-ground reset with or without
it.  Anyone object to removing the code above?

  
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Re: ..OT: blue paint bucket toss, was: [Flightgear-devel] [OT]Angry rant: the end of david@megginson.com

2003-08-29 Thread Tony Peden
On Wed, 2003-08-27 at 10:04, Matthew Johnson wrote:
 On Wed, 2003-08-27 at 04:19, Tony Peden wrote:
  On Tue, 2003-08-26 at 14:08, David Megginson wrote:
   Matthew Johnson writes:
   
 Good point, something goes wrong on a commercial airliner very few,
 if anyone ever gets out alive...
   
   Not at all.  Things go wrong in airliners flown by scheduled carriers
   all the time, and usually no one suffers anything more than stress
   from a delay or rerouting.  Injuries and fatalities are very rare in
   scheduled airline incidents or accidents.
  
  Yep, several failures/circumstances generally have to stack up in order
  for something bad to happen.
  
 
 Anyone see Anatomy of a Disaster about flight 587? Not sure how
 technical it was, but the program seem to suggest that modern composite
 fibers aren't as strong as aluminum.

I saw a bit of it ... they showed some testing they did in which they
calculated the loads on the tail.  They exceeded the design ultimate
load, which means that any other material would have failed too. 
Material selection was, in this case, irrelevant.

 
 Matt 
 
 
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Re: [Flightgear-devel] [OT] Angry rant: the end of david@megginson.com

2003-08-27 Thread Tony Peden
 when he purchased his first computer, and was very proud that he 
  mastered the art of computing. Now, after a couple of weeks, his computer was 
  infected by a virus, which happily started sending me emails. Now, can we 
  hold people like him responsible for this? I don't think so. What's more, it 
  scares these people away from using computers at all. When you're new to 
  computers, you expect them to work, and be able to safely use whatever tools 
  are available in whatever configuration they are. 
  
  If microsoft were a responsible company (which they are not), they would have 
  recalled all those insecure systems back to their factory and upgraded these 
  systems to something that is safe. Okay, there's the upgrade feature, but 
  this is not good, because it puts the responsibility for upgrading where it 
  doesn't belong, namely the user. To draw a parallel with the aviation 
  industry: Boeing has recalled all their older 747s back after a design flaw 
  was discovered that had resulted in mid-air engine loss (Erik: Remember the 
  Bijlmerramp in 1991, near Amsterdam??). It cost the company millions, but at 
  least flying the older 747's is safe again. 
  
  Somebody commented that taking away the freedom to remotely run insecure code, 
  as a tradeoff for enhanced security is a _bad_ thing. Well, other than this 
  _feature_ of windows being completely useless (if MS really wanted to 
  improved task automization they'd better develop a good scripting language). 
  To draw another parrallel with the avaition industy, I would _very much_, 
  like to have the freedom to board planes, or visit the cockpit during flight,  
  without being treated as a terrorist suspect, and one could argue that just 
  because of a few individuals who don't know their responsibilities and bring 
  bombs aboard, we shouldn't have all these security people around? Mind you, a 
  recent slashdot article showed that the sobig virus _is_ probably a lot 
  scarier than most people think, and amongst others, installs open relay smtp 
  servers (for spamming purposes) and password stealers on the infected 
  machines. Now, shouldn't this be stopped at _all_ costs???
  
  Mind you folks: MS is chaired by a guy who once said 640k ought be enough for 
  everybody :-)
  
  Cheers,
  Durk
  
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Re: ..OT: blue paint bucket toss, was: [Flightgear-devel] [OT]Angry rant: the end of david@megginson.com

2003-08-27 Thread Tony Peden
On Tue, 2003-08-26 at 14:08, David Megginson wrote:
 Matthew Johnson writes:
 
   Good point, something goes wrong on a commercial airliner very few,
   if anyone ever gets out alive...
 
 Not at all.  Things go wrong in airliners flown by scheduled carriers
 all the time, and usually no one suffers anything more than stress
 from a delay or rerouting.  Injuries and fatalities are very rare in
 scheduled airline incidents or accidents.

Yep, several failures/circumstances generally have to stack up in order
for something bad to happen.

 
 
 All the best,
 
 
 David
 
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Re: [Flightgear-devel] OT: Aircraft Carriers

2003-08-22 Thread Tony Peden
On Thu, 2003-08-21 at 22:22, Russell Suter wrote:
 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.

Hmm ... never would of thunk it ...


 whereas the Hawkeye maxes out at around 53,000 lbs.  The Prowler is 
 somewhere around
 61,000 lbs...
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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 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.

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

2003-08-20 Thread Tony Peden
On Wed, 2003-08-20 at 14:47, Manuel Bessler wrote:
 Hi all,
 
 
 I'm working on a Boeing 717-200 flightmodel (jsbsim) and the 3D visual model in 
 blender.
 
 (I've uploaded it here for now:
 http://cockpit.varxec.de/fgfs/B717_model_1.tar.bz2  [180k])
 
 This is my first attempt at a flight model. I've learned some stuff
 about aerodynamics in the process, but am still barely scratching the 
 surface.
 
 Since the 717(aka MD-95) is still pretty new, there's not much
 information about it on the net. 
 I've used some numbers from the tables at www.bh.com
 I got started with David Culp's Aero-Matic scripts but heavily modified
 the fdm config file afterwards.
 
 My biggest problem with the flightmodel is that elevator seems _very_
 sensitive. (ie. when flying with the keyboard, pressing up/down _once_ 
 will let the plane pitch about 10+ degrees up/down)
 I compared my values in the FLIGHT_CONTROL section of the
 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.  
 
 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?

 
 Now, I don't know how to correct that into the values in the fdm config.
 
 
 3D Modelling:
 I've messed with blender a few times over a couple of years now.
 But I'm not a big artist and I am not very good with coming up with
 smart ways of how to model a certain thing. I was just wondering if
 there's a blender tutorial for modelling planes, esp. for flightgear.
 I googled for it but didn't find anything.
 The fuselage front and rear were the biggest problems for me. I ended up 
 using nurbs circles along the length of the plane and then converting
 the nurbs circles into meshes. Then I manually created the faces (ie.
 marking 4 vertices, FKEY, until done) which was tedious work :)
 Is there a better way of doing this ?
 
 I've got the basic model finished, now I need to add(or seperate) the 
 moving surfaces out of the wing and tail. Maybe cutting out using 
 boolean ops. Is that how you do this ?
 
 It'd be nice if we had a tutorial (like those of the blender community)
 of how to make a visual model for flightgear using blender. 
 
 Any help is appreciated.
 
 
 Regards,
 Manuel
 
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Re: [Flightgear-devel] [OT] california was Some Europeancities satelite photos

2003-08-17 Thread Tony Peden
It looks like you need to be a citizen, 35 or older, and a resident of
at least 14 years.  Arnold probably quailifies.

On Sun, 2003-08-17 at 12:07, Russell Suter wrote:
 Actually, that would be a change to our Constitution - Article II,
 Section I.
 
 Arnt Karlsen wrote:
  On Sun, 17 Aug 2003 13:04:28 -, 
  Jim Wilson [EMAIL PROTECTED] wrote in message 
  [EMAIL PROTECTED]:
  

   Lee Elliott [EMAIL PROTECTED] said:
   
   
better politicians  - surely, this is an oxymoron?

  
   Lol...yes indeed.  It depends on your point of view.  In this case
   they are better in my view because they are in California and _not_
   Maine.  
   
   Although I suppose there's a remote (hopefully) possibility that
   Arnold would run for president :-/ someday.  Just to get under Teddy's
   skin.
   
  ..relax, he's Austrian by birth.  Until you change your laws, you cannot
  elect him (nor me ;-) ) president of the US.  ;-)
  

 
 -- 
 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] Some European cities satelite photos

2003-08-17 Thread Tony Peden
On Sun, 2003-08-17 at 13:46, David Megginson wrote:
 Curtis L. Olson writes:
 
   Yeah, we still have a lot of My governor can beat up your
   governor bumper stickers and t-shirts ... it would be a shame for
   them to go to waste.  We obviously can't use them in MN any more.
 
 Remember that, unlike that actor from the monkey movies who once
 became California governor, the actor from the action movies cannot go
 on to become president without a constitutional ammendment.

Is Arnold not a citizen?

No person except a natural born citizen, or a citizen of the United
States, at the time of the adoption of this Constitution, shall be
eligible to the office of President; neither shall any person be
eligible to that office who shall not have attained to the age of thirty
five years, and been fourteen Years a resident within the United
States.


 
 
 All the best,
 
 
 David
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Re: [Flightgear-devel] [OT] Born in the U.S.A.

2003-08-17 Thread Tony Peden
On Sun, 2003-08-17 at 15:20, David Megginson wrote:
 Tony Peden writes:
 
   Is Arnold not a citizen?
   
   No person except a natural born citizen,
 
 He is not a natural-born citizen.
 
   or a citizen of the United States, at the time of the adoption of
   this Constitution,
 
 He was not a citizen at the time of the adoption of the constitution.
 
   shall be eligible to the office of President; neither shall any
   person be eligible to that office who shall not have attained to
   the age of thirty five years, and been fourteen Years a resident
   within the United States.
 
 These are additional criteria, not substitute ones.  There was a small
 controversy when a charity dedicated to getting a woman elected as
 president gave money to Jennifer Granholm's gubernatorial campaign in
 Michigan: she can never go on to become U.S. president without a
 constitutional ammendement, since she was born in Canada.
 
 As far as I understand, a vice-president who was not born in the
 U.S. would have to be passed over in the line of succession if the
 president were incapacitated, since the statement refers to holding
 the office rather than just being elected to it.  So if Arnie were
 V.P. and the president were incapacitated, the presidency would go to
 the Speaker of the House.

Hmmph .. well that pretty much flies in the face of the melting pot, now
doesn't it?

 
 
 All the best,
 
 
 David
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Re: [Flightgear-devel] Flap position

2003-07-24 Thread Tony Peden
On Thu, 2003-07-24 at 04:17, Frederic Bouvier wrote:
 David Culp wrote:
 ... Would it be possible to make the increment
 aircraft dependant, instead of global ( I need here of a 0.25
 increment ) ?
  
  I add this to the -set file for the 737:
 
 [snip]
 
 Thank you David. That do it.
 Could you explain the syntax of the part in the jsbsim config file :
 
  COMPONENT NAME=Flaps Control TYPE=KINEMAT
INPUTfcs/flap-cmd-norm
DETENTS  9
 00
 14
 24
 53
 10   3
 15   3
 25   3
 30   2
 40   2
OUTPUT  fcs/flap-pos-deg
  /COMPONENT
 
 What is the second column ? I guess the first is the flap defection.

It's the time required to transition between detents.

 
 -Fred
 
 
 
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Re: [Flightgear-devel] Flap position

2003-07-24 Thread Tony Peden

--- David Culp [EMAIL PROTECTED] wrote:
COMPONENT NAME=Flaps Control TYPE=KINEMAT
  INPUTfcs/flap-cmd-norm
  DETENTS  9
   00
   14
   24
   53
   10   3
   15   3
   25   3
   30   2
   40   2
  OUTPUT  fcs/flap-pos-deg
/COMPONENT
 
 Tony, since the input is flap-cmd-norm, should I have the left column
 go from 
 0.0 to 1.0?  

Up to you.
 Or is the left column the output as well?

Yes, it does.  If you want to define all your aero coeffs to vary with
flaps from 0 to 1, you can do that.

 
 Dave
 
 
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 David Culp
 [EMAIL PROTECTED]
 
 
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Re: [Flightgear-devel] Flap position

2003-07-24 Thread Tony Peden
On Thu, 2003-07-24 at 05:19, Frederic Bouvier wrote:
 Tony Peden wrote:
  On Thu, 2003-07-24 at 04:17, Frederic Bouvier wrote:
   Could you explain the syntax of the part in the jsbsim config file :
   
COMPONENT NAME=Flaps Control TYPE=KINEMAT
  INPUTfcs/flap-cmd-norm
  DETENTS  9
   00
   14
   24
   53
   10   3
   15   3
   25   3
   30   2
   40   2
  OUTPUT  fcs/flap-pos-deg
/COMPONENT
   
   What is the second column ? I guess the first is the flap defection.
  
  It's the time required to transition between detents.
 
 So, is it normal to see the same value for different detents ?

It's entirely dependent upon the aircraft's flap system.

 
 -Fred
 
 
 
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Re: [Flightgear-devel] Incoming!!!!!!!!!!!!

2003-07-24 Thread Tony Peden
On Thu, 2003-07-24 at 10:14, Michael Selig wrote:
 At 7/24/03, Oliver C. wrote:
 Am Donnerstag, 24. Juli 2003 10:19 schrieb Jon Stockill:
   Heads down guys - we just got another mention on slashdot :-)
  
   http://games.slashdot.org/article.pl?sid=03/07/23/1837201
 
 In the article i read the following:
 In fact, flight characteristics are calculated in real time from aircraft
 design data, not static tables like MS Flight Simulator.
 
 This statement in the context of the full article suggests that static 
 tables (table lookup data) are the determining factor insofar as realism 
 goes.  I wish things were that black and white.
 
 The Devil is in the Details.

Yes, indeed.  

 
 Regards,
 Michael
 
 
 
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Re: [Flightgear-devel] Incoming!!!!!!!!!!!!

2003-07-24 Thread Tony Peden
On Thu, 2003-07-24 at 18:31, David Megginson wrote:
 Lee Elliott writes:
 
   So the b-52, with anhedral, should fly better upside down?
 
 So it would seem.  I'd hate to see an engine flame out, though, and
 the flight crew end up having to make an approach and landing with
 only seven engines.

Landing in a twin with one engine out is not terribly challenging, so
I'd expect that on 7/8 it's not a big deal at all.

 
 
 All the best,
 
 
 David
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Re: [Flightgear-devel] forwarded message from Andrei Barbu

2003-07-24 Thread Tony Peden
On Thu, 2003-07-24 at 19:09, Curtis L. Olson wrote:
 Hi,
 
 Andrei has kindly offered to do a bit of web page redesign for the
 FlightGear project.  The included message has a link to his proposed
 changes for the front page.  What do people think?  The sample is up
 at geocities so ignore the advertising; that of course is not part of
 the redesign. :-)


Nice work.  I vote to accept.

 
 
 __
 From: Andrei Barbu [EMAIL PROTECTED]
 To: Curtis L. Olson [EMAIL PROTECTED]
 Subject: Website updated
 Date: 24 Jul 2003 19:03:12 -0700
 
 Hey,
 
 I upgraded the website so I've you've seen it until
 now look at it again. 
 I upgraded the menu system and made headings, should
 make everything look much nicer and leaner. I also
 explained what's going on with the site, and added a
 copyright at the bottom.
 
 http://www.geocities.com/a_barbu2/index.htm
 
 Andrei
 
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Re: [Flightgear-devel] weird reset

2003-07-19 Thread Tony Peden
On Sat, 2003-07-19 at 14:04, Curtis L. Olson wrote:
 [EMAIL PROTECTED] writes:
  Am Samstag, 19. Juli 2003 22:21 schrieb Christopher S Horler:
   This sometimes happens when I reset - I can't reproduce it everytime,
   I'm looking into things that may make it happen - it seems almost like
   some values are being initialized incorrectly i.e. the plane starts the
   right way up then goes through a 180 degree half loop.
  
   http://www.zen11419.zen.co.uk/snapshot10.png
  
  
  
  I agree.
  I have the same problem.
 
 This is something that I've noticed recently too.  It appears to only
 be a problem with JSBSim aircraft, and at least for me happens on 100%
 of the resets or on-the-ground repositions.  Something in the JSBSim
 ground trim code seems to have changed

I did make some changes, but they don't appear to be the problem.  It's
wanting to do an in-air trim following the reset even though it's on the
ground.

 
 Regards,
 
 Curt.
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Re: [Flightgear-devel] weird reset

2003-07-19 Thread Tony Peden
On Sat, 2003-07-19 at 14:12, Tony Peden wrote:
 On Sat, 2003-07-19 at 14:04, Curtis L. Olson wrote:
  [EMAIL PROTECTED] writes:
   Am Samstag, 19. Juli 2003 22:21 schrieb Christopher S Horler:
This sometimes happens when I reset - I can't reproduce it everytime,
I'm looking into things that may make it happen - it seems almost like
some values are being initialized incorrectly i.e. the plane starts the
right way up then goes through a 180 degree half loop.
   
http://www.zen11419.zen.co.uk/snapshot10.png
   
   
   
   I agree.
   I have the same problem.
  
  This is something that I've noticed recently too.  It appears to only
  be a problem with JSBSim aircraft, and at least for me happens on 100%
  of the resets or on-the-ground repositions.  Something in the JSBSim
  ground trim code seems to have changed
 
 I did make some changes, but they don't appear to be the problem.  It's
 wanting to do an in-air trim following the reset even though it's on the
 ground.

/sim/presets/onground is false.  I'm not sure why.

  
  Regards,
  
  Curt.
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re: [Flightgear-devel] offset-distance broken?

2003-07-02 Thread Tony Peden

--- David Megginson [EMAIL PROTECTED] wrote:
 Wendell Turner writes:
 
   I use fgfs to practice instrument approaches, starting with
   the aircraft positioned just outside the IAF.  However, in
   0.9.2, the --offset-distance doesn't seem to work.
 
 Curt has offset-distance set up right now to work only when you're
 lined up on an airport runway.  The presets stuff needs a lot of
 work.

I remember putting in an offset-azimuth at the time that I did the
offset-distance.  Does that not work anymore?

 
 
 All the best,
 
 
 David
 
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Re: [Flightgear-devel] offset-distance broken?

2003-07-02 Thread Tony Peden
On Wed, 2003-07-02 at 12:28, Matt Fienberg wrote:
 Would there be a way to specify inbound 8 miles northwest of [ICAO]
 much like the way winds are specified?  Much like [EMAIL PROTECTED] for
 northwest winds at 8 knots, how about [EMAIL PROTECTED] along
 with maybe --inbound-target=KSJC or the approach fix or VOR
 designation?  I'm still working on VFR, forgive me if my fix
 terminology isn't correct...  ;)
 
 I often want to start up FG such that I'm 8 miles northwest of KORH,
 inbound implying a 135 heading.

When I first wrote that --offset code, you could do this, though not
with that notation. --offset-distance=8 and --offset-azimuth=315 would,
I believe, get you what you want.  

 
 Thanks,
 Matt
 
 Tony Peden wrote:
 
  --- David Megginson [EMAIL PROTECTED] wrote:
   Wendell Turner writes:
  
 I use fgfs to practice instrument approaches, starting with
 the aircraft positioned just outside the IAF.  However, in
 0.9.2, the --offset-distance doesn't seem to work.
  
   Curt has offset-distance set up right now to work only when you're
   lined up on an airport runway.  The presets stuff needs a lot of
   work.
 
  I remember putting in an offset-azimuth at the time that I did the
  offset-distance.  Does that not work anymore?
 
  
  
   All the best,
  
  
   David
  
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Re: [Flightgear-devel] offset-distance broken?

2003-07-02 Thread Tony Peden
On Wed, 2003-07-02 at 18:37, Wendell Turner wrote:
 Tony Penden writes:
  On Wed, 2003-07-02 at 10:28, Tony Peden wrote:
   --- David Megginson [EMAIL PROTECTED] wrote:
Wendell Turner writes:
   
  I use fgfs to practice instrument approaches, starting with
  the aircraft positioned just outside the IAF.  However, in
  0.9.2, the --offset-distance doesn't seem to work.
   
Curt has offset-distance set up right now to work only when you're
lined up on an airport runway.  The presets stuff needs a lot of
work.
  
   I remember putting in an offset-azimuth at the time that I did the
   offset-distance.  Does that not work anymore?
  
  This does work from the command line.  You need to specify the heading
  to the runway as the offset-azimuth value.
 
 The only heading that works is if --runway=x is specified, in
 which case the heading is towards the airport.  It doesn't seem
 possible now (it was in earlier versions) to specify any other
 headings (outbound for procedure turn, along dme arc, etc.)

--offset-azimuth works.  It doesn't affect the aircraft heading,
however, only its position.  

Try: fgfs --offset-distance=3 --offset-azimuth=300 --vc=100
--altitude=1500

And you should find that you end up south of KSFO and that the heading
to the threshold is 300.

 
 Wendell
 
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RE: [Flightgear-devel] [PATCH]Autopilot/newauto.cxx:resetelevator_trim on alt unlock

2003-06-08 Thread Tony Peden
On Sun, 2003-06-08 at 08:34, Norman Vine wrote:
 David Megginson writes:
 
  Norman Vine writes:
 
What the correct behaviour is I don't know and I would not be surprised
if different APs did it differently but my guess is that just changing
our AP elevator control to use the main control and not the 'trim'
control would make a 'better' system
 
  It will depend on what plane you're modelling, but again, I'm fairly
  certain that we have things right for most small plane (and many large
  plane?) autopilots.
 
 I agree we probably have it right for most 'light planes' but I suspect that
 heavier planes and military aircraft have a much more sophisticated
 system
 
 We really could use some input here from those who have flown with
 more sophisticated aircraft control systems then what you find on the
 typical LWP !
 
 As for myself I would be very nervous using any altitude control system
 that didn't return elevator trim to 'neutral'(1) on disengagment because
 as you say it is a potential killer

Whose to say that neutral trim is better?  And aside from that, there
really is no such thing as neutral trim for aircraft that trim with
the entire stabilizer.

Also there is one real practical problem with resetting the trim: 
trim systems tend to be fairly low rate devices, so returning them to
some safe position could actually take some time, say 10-20 seconds.
 
 
 (1) the neutral state being the 'preset' elevator position normally used
  for level flight
 
 Cheers
 
 Norman
 
 
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RE: [Flightgear-devel][PATCH]Autopilot/newauto.cxx:resetelevator_trim on alt unlock

2003-06-08 Thread Tony Peden
On Sun, 2003-06-08 at 09:26, Norman Vine wrote:
 Tony Peden writes:
 
  Also there is one real practical problem with resetting the trim:
  trim systems tend to be fairly low rate devices, so returning them to
  some safe position could actually take some time, say 10-20 seconds.
 
 That these are typically 'low rate' systems is a good point,  but then again
 I am guessing that the main  vs. the trim  controls don't have a much
 faster rate but I really don't know :-)

The elevator rate is typically either pilot limited (how fast can he
pull) or, for fully powered systems, are capable of high enough rates
that in many cases the pilot again becomes the limiting factor.

 
 Cheers
 
 Norman
 
 
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RE:alt unlock

2003-06-08 Thread Tony Peden
On Sun, 2003-06-08 at 11:36, Norman Vine wrote:
 Jon Berndt writes:
 
As for myself I would be very nervous using any altitude
  control system
that didn't return elevator trim to 'neutral'(1) on
  disengagment because
as you say it is a potential killer
 
  Tony wrote:
 
   Whose to say that neutral trim is better?  And aside from that, there
   really is no such thing as neutral trim for aircraft that trim with
   the entire stabilizer.
  
   Also there is one real practical problem with resetting the trim:
   trim systems tend to be fairly low rate devices, so returning them to
   some safe position could actually take some time, say 10-20 seconds.
 
 
  Tony is exactly right.  In the F-16, to the best of my recollection, the
  autopilot and trim commands are summed.  This means that when the
  autopilot
  is on, if there has been some trim already put in, the autopilot adds to
  that setting.  If the trim is activated during autopiloted flight, the
  autopilot will correct for that in holding altitude (for instance), so the
  net effect is zero.  If the autopilot is turned off, the trim is NOT
  returned to any neutral setting - it remains the same.  However, there are
  sumps (washouts) in the FCS to temper any transients that might be seen.
 
 I don't doubt that you guys are right,  I just am trying to make sure that
 we
 are talking about the same 'oranges'
 
 In the FGFS AP model we have an elevator control (EC) and an
 elevator_trim (ETC) control.  The elevator_trim control is what is
 adjusted by the AP in FGFS but I am guessing that there is either
 (1) a coupling between the ETC and  EC  or
 (2) that the AP on heavy planes controls the directly EC and not the ETC.

Depends on the aircraft.  If you can get the rate from the trim, why not
use it?

 
 But as I have said I could easily be all 'wet'
 
 Cheers
 
 Norman
 
 
 
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RE: [Flightgear-devel][PATCH]Autopilot/newauto.cxx:resetelevator_trim on alt unlock

2003-06-08 Thread Tony Peden
On Sun, 2003-06-08 at 11:36, Norman Vine wrote:
 David Megginson writes:
  
  The only problem comes when the AP is trying to handle turbulence --
  it might be trimmed all the way up or down handling a temporary spike
  when it disengages.  Apparently newer AP's are better at detecting and
  handling that as a special case, but the old ones made for some pretty
  interesting moments, so a lot of pilots insist(ed) on hand-flying
  through rough air.
 
 Try flying with the HUD not the Panel and engage the AP when 
 at cruising altitude then use the arrow keys to increase the desired
 altitude under AP control by 1000 ft or so and note the elevator_trim 
 and elevator control positions on the HUD
 
 This should highlite the what the initial 'complaint' was about

It doesn't really matter ... you are still going to run into the same
problems when the autopilot disconnects.  
 
 Cheers
 
 Norman
 
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RE: [Flightgear-devel][PATCH]Autopilot/newauto.cxx:resetelevator_trim on alt unlock

2003-06-08 Thread Tony Peden
On Sun, 2003-06-08 at 16:50, David Megginson wrote:
 Norman Vine writes:
 
   Try flying with the HUD not the Panel and engage the AP when 
   at cruising altitude then use the arrow keys to increase the desired
   altitude under AP control by 1000 ft or so and note the elevator_trim 
   and elevator control positions on the HUD
   
   This should highlite the what the initial 'complaint' was about
 
 It's not all that obvious to me, except that (as far as I can tell)
 the AP moves the trim.
 
 In real life, changing the trim actually causes the elevator or
 stabilator to move -- our summing up of the two is simply a kludge.

The implementation of the c172 in JSBSim is such that the elevator
*does* move.  It just doesn't feedback into the elevator command that's
displayed on the panel.

 
 
 All the best,
 
 
 David
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Re: [Flightgear-devel] RE: alt unlock

2003-06-08 Thread Tony Peden
On Sun, 2003-06-08 at 18:32, Norman Vine wrote:
 Tony Peden writes:
  On Sun, 2003-06-08 at 17:43, Norman Vine wrote:
   Tony Peden writes:
 
The implementation of the c172 in JSBSim is such that the elevator
*does* move.  It just doesn't feedback into the elevator
command that's displayed on the panel.
  
   Exactly !
  
   OK - This is what I am trying to feret out
  
   How should this feedback be modeled ??
  
   Or asked another way given the lack of feedback should the AP be
   operating on the Elevator Control directly rather then the elevator trim
   And the trim left as a mechanism that allows setting the offset from the
   'neutral' position of the Elevator with respect to the standard
  positioning
 
  In the case of JSBSim, just look at elevator-pos rather than what's fed
  into elevator-cmd.
 
 Sounds simple and AFAIK we are already reading the elevator-pos from
 all of the FDMs for instrument positioning but ...

I think FG reads the elevator command before it even goes to the FDM.
It is *definitely* not reading the actual surface position from JSBSim.


 
 The problem is that it is the elevator_trim that is being adjusted by the
 autopilot ...
 
  There may be some details to work out, but once that's done the trim
  indicator should show the neutral (or hands-off) position of the
  elevator.
 
 So my guess is that my 'turnbuckle' analogy below is what is wanted
 but this is a rather major, albeit relatively simple to implement, change
 in the logic and am trying to make sure that this is what is wanted.

My suggestion will, I believe, give the desired result.
 
  Also, this would be model specific so that the indicators would once
  again be independent if the trim doesn't drive the elevator.
 
 :-))
 
   i.e. if this were a mechanical linkage the 'trim' would be a
   turnbuckle that could adjust the lenght of a piece of the linkage.
 
 Cheers
 
 Norman
 
 
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Re: [Flightgear-devel] FlightGear in a cave ?

2003-06-02 Thread Tony Peden
On Sun, 2003-06-01 at 13:51, David Megginson wrote:
 Jim Wilson writes:
 
I don't speak Netherlandic
   
   How about dutch? ;-)
 
 I'm pretty sure that the language is called Neanderthal, actually.

Trouble. ;-)

 
 
 All the best,
 
 
 David
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Re: [Flightgear-devel] Help request

2003-05-31 Thread Tony Peden
On Fri, 2003-05-30 at 07:25, David Megginson wrote:
 Jim Wilson writes:
 
   Luca Masera [EMAIL PROTECTED] said:
   
 
The 2nd step doesn't work. After 1157 feet the altimeter shows
1000 and the things go worst after 5000 feets. The problem is in
the rotations, I tink, but I haven't an interpolation of the
formula that calculate the pressure.
 
 The altimeter does *not* indicate your altitude: it indicates
 calibrated barometric pressure.  A lot of the time, the difference
 does not matter, as long as all aircraft are seeing the same error:
 for example, I was cruising at 6500 ft on Wednesday, using the proper
 altimeter setting, and showing up on Toronto Centre's radar at 6500

Hmm, do you have a mode C transponder?  If that's the case, you and
ATC should always agree since ATC is getting the altitude from your
aircraft.


 (also adjusted for the altimeter setting), but my GPS consistently
 showed me just over 6150 feet for two hours.
 
 There are special rules for flying in cold temperatures over the
 mountains, especially in Canada -- we have to leave a very big safety
 factor.
 
 
 All the best,
 
 
 Daivd
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Re: [Flightgear-devel] Rearranged /controls/ properties

2003-04-01 Thread Tony Peden
On Tue, 2003-04-01 at 08:21, Erik Hofman wrote:
 David Megginson wrote:
  Now that we're rearranging the /controls/ subtree, it might be a good
  time to clean up the naming.
 
 I am all for (property naming) consistency and I am for selecting the 
 tree layout now, and stick with it from now on.
 
 There are a few property names I wouldn't have chosen, but I think it 
 would be of the greatest importance to pick one, and get over it ;-)
 
  1. Consistency
  --
  
  Most of the property names use lower case and hyphens ('-') as word
  separators.  I suggest that we fix the following to be consistent:
  
/controls/flight/BLC
/controls/engines/engine[%d]/WEP
/controls/fuel/tank[%d]/fuel_selector
/controls/fuel/tank[%d]/to_engine
/controls/fuel/tank[%d]/to_tank
/controls/electric/APU-generator
/controls/pneumatic/APU-bleed
 
 Sound good to me.
 
  
  2. Units
  
  
  In flightgear, we use suffixes for most property names to indicate the
  units (such as /position/altitude-ft or /environment/wind-speed-kt).
  Many of the control properties, however, are either normalized values
  (0:1 or -1:1) or boolean flags.
  
  Would it make sense to add suffixes to these as well?
  
/controls/flight/aileron-norm
/controls/gear/gear-down-flag
  
  (or something similar)?
 
 Maybe we shouldn't even make a distinction between flags and normalized 
 values and call every boolean -*-norm also.

I'd prefer the -norm be left to values that continuously vary rather
than discretes.

 
  3. Switches
  ---
  
  Note that Curt's electrical system has a /controls/switches subtree,
  while the recent rewrite has a /controls/lighting subtree.  We need to
  choose one or the other.
 
 Stick with switches, I expect more switches will be available that are 
 non lighting related.
 
 Erik
 
 
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Re: [Flightgear-devel] [OT] The End of Python

2003-04-01 Thread Tony Peden
On Tue, 2003-04-01 at 07:29, Curtis L. Olson wrote:
 David Megginson writes:
  It looks like Python's days are numbered; I just read on Slashdot
  about a programming language that uses *only* whitespace:
  
http://compsoc.dur.ac.uk/whitespace/
  
  I expect that most current Python programmers will have switched over
  by the end of the year.  
  
  Any die-hard fanatics left over will no doubt write a Punctuation
  programming language, using only the characters [EMAIL PROTECTED]*() (above 0-9
  on the U.S. keyboard), as a pure act of spite to try to split the Perl
  community.
 
 One real advantage of this langauge is that it's source files compress
 really well.  This can save a lot of disk space, especially with a
 project the size of Flight/Sim/TerraGear.  As soon as the wsfront
 utility is finished, we could seriously consider porting the entire
 project over.  Compile times can really benefit too.  WS doesn't use
 tokens as part of it's syntax, and a large portion of a typical
 compiler is devoted to parsing tokens, hashing them, and ultimately
 just translating them into a number anyway.  WS skips this entire
 level of indirection which can be a huge performance boost and can
 drastically reduce the compiler's memory foot print.  This also
 enables the programmer to write much more direct and straightforward
 code.
 
 The only issue I can see up front is on windows ... typically windows
 will misinterpret certain combinations of white space characters.
 This could be one slightly sticky problem, at least until MS fixes
 this bug. Speaking of which, WS sneakily avoids another major bug in
 windows.  Because it doesn't directly use characters, it avoids
 windows problems with lack of case sensitivety, and isn't affected by
 it's tendency to change certain capitalizations.
 
 Best of all WS is intuitive and not encumbered by huge unwieldy
 standards bodies who drag their heels on every good idea or who try to
 lock you into proprietary solutions.
 
 Some groups are complaining that the name of this language isn't
 culturally neutral.  They are suggesting perhaps BackSpace would be
 a better name since this is often the most frequently used character
 in the WhiteSpace language.
 
 We'll have to keep on eye on the development of this language.  If
 nothing else we could use it as our default embedded scripting
 language.

If this isn't incentive enough to keep FG cvs working I don't know what
is.  It's clear you've had entirely too much time on your hands today.

;-)

 
 Regards,
 
 Curt.
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re: [Flightgear-devel] squared tag in joystick files

2003-03-30 Thread Tony Peden
On Sun, 2003-03-30 at 20:05, Michael Selig wrote:
 At 3/30/03, you wrote:
 Michael Selig writes:
 
I noticed the 'squared' effect when I started flying w/ my R/C
joysticks.  Using the actual joysticks exactly models what an R/C
pilot feels, so no exponent fudging is desired in that case.  Also,
exponential rates and mixing if used are done onboard the R/C
transmitter, so again nothing needs to be done on the fgfs side.
 
 Great.  Under our current system, the 'power' property is not applied
 by default -- it has to be specified separately for each axis in each
 joystick-specific config file, so there should be no problem leaving
 it out for your R/C joysticks.
 
 That's what I've done.  That R/C joystick file is committed.
 
 
In special cases (e.g. some airplanes in the current fgfs hanger),
suppose one wanted to change a property that is set in the specific
base package joystick file (or any other xml file).  Can the
related tags be added to the -set.xml file with the effect of
over-riding the previous values?  There have been instances where I
have wanted to do this, but I don't think it worked.
 
 It's doable, but complicated.  Let me know what you're thinking of.
 
 Things that I would like to over-ride and post to the fgfs cvs for flying 
 the uiuc airplanes (and new ones coming):
 
 [1] I'd like to add keyboard customization that would work w/ the ASW-20. 
 Spoilers working w/ j/k keys:
 
 key n=106
namej/name
descDecrease spoilers./desc
binding
 commandproperty-adjust/command
 property/controls/spoilers/property
 min0/min
 step type=double-0.25/step
/binding
   /key
 
   key n=107
namek/name
descIncrease spoilers./desc
binding
 commandproperty-adjust/command
 property/controls/spoilers/property
 max1/max
 step type=double0.25/step
/binding
   /key
 
 [2] In preferences.xml, I have changed 'eye-heading-deg-path' per below.
 The LaRCsim/UIUC code computes this value.  The advantage is that in the 
 second view, the view direction is in the direction of the airplane 
 (Gamma horizontal in effect).  The result is that when rudder is applied, 
 the airplane will yaw, but the view direction will not.  It is a much more 
 natural way to see the airplane and tendency for vertigo is greatly reduced 
 when things are unsteady.  With the ASW-20 landing w/ sideslip 
 (cross-controls), the 2nd view is down the runway w/ the airplane in a big 
 sideslip.
 
!-- view 2 --
view
  nameChase View/name
  typelookat/type
  config
from-model type=boolfalse/from-model
from-model-idx type=int0/from-model-idx
eye-lat-deg-path/position/latitude-deg/eye-lat-deg-path
eye-lon-deg-path/position/longitude-deg/eye-lon-deg-path
eye-alt-ft-path/position/altitude-ft/eye-alt-ft-path
eye-heading-deg-path/orientation/Gamma_horiz_deg/eye-heading-deg-path
 
 Frankly, I think this should be applied w/ all FDMs, but JSBSim and YASim 
 will need to compute Gamma_horiz_deg first.

Flight path angle is computed by JSBSim.  It's probably not passed to
FG, however.

 
 [3] The final one is obviously the joysticks.xml file.  When I do fly w/ my 
 regular MS joysticks, I'd like to be working one-to-one.  I'm working on 
 some fighter planes now and I'd like to remove the squared effect for those 
 -set.xml files.
 
 So effectively, I am thinking of customizations of all three: 
 joysticks.xml, preferences.xml, and keyboard.xml.  To me it would seem 
 logical for these extensions/over-rides to reside in add-on files that 
 are called from the *-set.xml file.
 
 Any light you can shed on this would be appreciated.
 
 Regards,
 Michael
 
 
 
 
 All the best,
 
 
 David
 
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   306 Talbot Laboratory
   104 South Wright Street
   Urbana, IL 61801-2935
   (217) 244-5757 (o), (509) 691-1373 (fax)
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re: [Flightgear-devel] squared tag in joystick files

2003-03-30 Thread Tony Peden
On Sun, 2003-03-30 at 21:16, Michael Selig wrote:
 At 3/30/03, you wrote:
 On Sun, 2003-03-30 at 20:05, Michael Selig wrote:
   At 3/30/03, you wrote:
   Michael Selig writes:
   
  I noticed the 'squared' effect when I started flying w/ my R/C
  joysticks.  Using the actual joysticks exactly models what an R/C
  pilot feels, so no exponent fudging is desired in that case.  Also,
  exponential rates and mixing if used are done onboard the R/C
  transmitter, so again nothing needs to be done on the fgfs side.
   
   Great.  Under our current system, the 'power' property is not applied
   by default -- it has to be specified separately for each axis in each
   joystick-specific config file, so there should be no problem leaving
   it out for your R/C joysticks.
  
   That's what I've done.  That R/C joystick file is committed.
  
  
  In special cases (e.g. some airplanes in the current fgfs hanger),
  suppose one wanted to change a property that is set in the specific
  base package joystick file (or any other xml file).  Can the
  related tags be added to the -set.xml file with the effect of
  over-riding the previous values?  There have been instances where I
  have wanted to do this, but I don't think it worked.
   
   It's doable, but complicated.  Let me know what you're thinking of.
  
   Things that I would like to over-ride and post to the fgfs cvs for flying
   the uiuc airplanes (and new ones coming):
  
   [1] I'd like to add keyboard customization that would work w/ the ASW-20.
   Spoilers working w/ j/k keys:
  
   key n=106
  namej/name
  descDecrease spoilers./desc
  binding
   commandproperty-adjust/command
   property/controls/spoilers/property
   min0/min
   step type=double-0.25/step
  /binding
 /key
  
 key n=107
  namek/name
  descIncrease spoilers./desc
  binding
   commandproperty-adjust/command
   property/controls/spoilers/property
   max1/max
   step type=double0.25/step
  /binding
 /key
  
   [2] In preferences.xml, I have changed 'eye-heading-deg-path' per below.
   The LaRCsim/UIUC code computes this value.  The advantage is that in the
   second view, the view direction is in the direction of the airplane
   (Gamma horizontal in effect).  The result is that when rudder is 
  applied,
   the airplane will yaw, but the view direction will not.  It is a much more
   natural way to see the airplane and tendency for vertigo is greatly 
  reduced
   when things are unsteady.  With the ASW-20 landing w/ sideslip
   (cross-controls), the 2nd view is down the runway w/ the airplane in a big
   sideslip.
  
  !-- view 2 --
  view
nameChase View/name
typelookat/type
config
  from-model type=boolfalse/from-model
  from-model-idx type=int0/from-model-idx
  eye-lat-deg-path/position/latitude-deg/eye-lat-deg-path
  eye-lon-deg-path/position/longitude-deg/eye-lon-deg-path
  eye-alt-ft-path/position/altitude-ft/eye-alt-ft-path
   
  eye-heading-deg-path/orientation/Gamma_horiz_deg/eye-heading-deg-path
  
   Frankly, I think this should be applied w/ all FDMs, but JSBSim and YASim
   will need to compute Gamma_horiz_deg first.
 
 Flight path angle is computed by JSBSim.  It's probably not passed to
 FG, however.
 
 I am referring to the flight path angle in the horizontal plane, not the 
 flight path angle proper (in the vertical plane).  I'm not sure if that was 
 clear.  Does JSBSim compute the flight path angle in the horizontal plane?

That would be drift angle, wouldn't it?  I think we compute ground track
heading and drift = heading - ground track.

 
 The file preferences.xml currently has:
 eye-heading-deg-path/orientation/heading-deg/eye-heading-deg-path.
 This causes the view to sway back and forth w/ yaw.
 
 Regards,
 Michael
 
 
 
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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Tony Peden

--- Major A [EMAIL PROTECTED] wrote:
 
   A pilot familiar with that plane is almost certainly going to
 find it
   very unstable in the pitch axis, and complain that the nose
 bounces up
   and down too much.  In the real plane, the dynamic pressure from
 the
   relative wind tends to hold the control surfaces in one spot, and
 it
   takes a bit of effort to move them from where they want to be (a
 *lot*
   of effort for a big deflection).  A home-computer joystick or
 yoke
   might have a little spring in it, but in general, it's going to
 be far
   too easy for the computer user to create an elevator deflection,
 and
   the plane's going to feel unstable.
 
 Just an idea -- if someone were to build proper force-feedback
 yoke/pedals/etc., would FlightGear be able to drive them
 realistically? I.e., is force on the controls part of the FDM?

The flight control system in JSBSim will allow for it as it stands, but
work would have to be done to get that info to FG.  Also, none of our
models currently calculate the forces. 



 
  Fly! allowed one to change the exponential effect. Possibly it
 is
  misnamed, x^n involves an exponent, perhaps it was 'n' that could
 be
  varied.  MSFS2K appears to have changed to some intrinsic
 non-linear
  mapping compared to FS98.
 
 I don't know about Fly!, but exponential traditionally is a
 misnomer. A lot of RC transmitters allow you to set it, but that
 usually means that the response is proportional until you reach a
 certain deflection, then makes a kink and the control starts reacting
 with more authority, but still linearly. No such thing as an
 exponential function, which is probably because exponentiation is
 rather difficult to implement in analogue electronics.
 
  Fly!, and MS FS/CFS allow one to change 'null zone' and
  'sensitivity' for the JS in the menu.  Lower sensitivity adds more
 low
 
 Is the null zone there in a real aircraft (backlash), or just a
 feature of the sim to allow the pilot to go and grab a cup of coffee?
 
 -1.0 = -1.00
 -0.5 = -0.25
  0.0 =  0.00
  0.5 =  0.25
  1.0 =  1.00
 
 This is a good response, but it also implies that at 0 deflection,
 the
 control is totally nonresponsive (gradient is zero). Shouldn't we
 simply add a linear term here? That would make the control linear
 around the centre and transition into a square response at higher
 deflections.

Umm, I think that he's trying to reduce the response around the center.

 
   Andras
 

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[Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-26 Thread Tony Peden
On Wed, 2003-03-26 at 15:16, David Megginson wrote:
 Erik Hofman writes:
 
   I wouldn't have a problem with that either if they respect the GPL,
   which in most cases they don't. Further more it take a considerable
   amount of time gathering all the data, and just taking the data for
   your own good is, so to say, not nice.
 
 Is our data GPL'd, or just the specific representation of it in the
 config files?  I know that Microsoft (for example) has not been able
 to enforce IP rights over their file formats.  Besides, if our data
 were GPL'd, we'd have to prove that we had the right to do that in the
 first place.

Probably true, but credit (if it's due) is not terribly much to ask for.

 
 
 All the best,
 
 
 David
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Re: [Flightgear-devel] Architectural questions

2003-03-20 Thread Tony Peden
On Thu, 2003-03-20 at 04:23, Gerhard Wesp wrote:
  http://flightgear.org/Projects/RayChair/raychair.html
  http://flightgear.org/Projects/
 
 Oops.  Should have looked more closely on your homepage.  Thanks!
 
  We are a bit behind on this part. There is a project called OpenGC that 
  has been working with FlightGear, but I don't know the current status.
 
 But your reply sounds as if there's interest. :-)
 
 Does jsbsim also take yaw angle into account 

Yes.

 (fuselage drag)?

It's up to the modeler.  The default c172 models drag due to sideslip.

   I.e., is
 it possible to perform a slip (haven't had a real chance to try yet due
 to lack of pedals).

Yes.  Use KP enter and zero for the rudder.  You'll see the nose slice
and find that you have to put in aileron to maintain heading.

   For yasim I take it it is possible.
 
 -Gerhard
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Re: [Flightgear-devel] Architectural questions

2003-03-20 Thread Tony Peden
On Thu, 2003-03-20 at 03:22, David Megginson wrote:
 Erik Hofman writes:
 
   We have three FDM's of which two of them use windtunnel/flight-test
   data and one is based on physical dimensions of the aircraft. The
   latter is a bit less accurate but is easier to design a working
   aircraft for.
 
 To be fair, YASim is not necessarily less accurate, though it does use
 a solver to fill in many of the blanks.

It depends entirely on how you want to define accurate.

The coefficient approach used in JSBSim and LaRCsim/UIUC makes it
possible to duplicate the unique characteristics of a particular 
aircraft throughout the normal flight envelope.  

It is, however, more difficult to get reasonably good behavior in spins,
stalls, and turbulence.

The YASim approach makes it easier get the latter behaviors about right.
In terms of unique characteristics, however, you can only match them
at a couple of places in the flight envelope.  Everywhere else, you
take what you get.
  

In fact, YASim is currently the only FDM that performs calculations
 for each lifting surface separately -- YASim figures out the angle of
 attack, lift, and drag for each surface then calculates moments from
 the differential lift and drag, while JSBSim uses a single angle of
 attack for the entire aircraft and simulates the differences in lift
 and drag using a long series of moment coefficients.  Both are fine in
 regular flight, but YASim's approach is likely to work better for
 stalls, spins, and other aerobatic maneuvers outside of the regular
 flight envelope.  Note that it's far from perfect so far, but at least
 the potential is there (likewise, it would be much easier to simulate
 something like a tailplane stall from icing in YASim).
 
 JSBSim could do the same thing by providing an option to specify
 separate coefficients and relative orientations for each lifting
 surface.  Then, if the right wing were producing more lift than the
 left, you would have a left roll; if the right wing were also
 producing more drag, you would have a right yaw; and so on.
 
 
 All the best,
 
 
 David
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RE: [Flightgear-devel] Architectural questions

2003-03-20 Thread Tony Peden
On Thu, 2003-03-20 at 04:35, David Megginson wrote:
 Jon Berndt writes:
 
   I can think of a couple of situations where YASim would have advantages -
   *at*present*:
   
   - Calculating any force or moment that is a result of rotational motion
   while the aircraft is at zero translational velocity.
   
   - Clearly, any condition that is not covered by full aerodynamic
   coefficients.
 
 Note that JSBSim would get all of this for free simply by allowing
 coefficients to be (optionally) specified for individual surfaces,
 each with its own orientation.  All JSBSim would have to do is sum up
 the moments and forces (mostly forces) for the collection of surfaces.

How would we specify the characteristics of each of those surfaces?

 
 
 All the best,
 
 
 David
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RE: [Flightgear-devel] Architectural questions

2003-03-20 Thread Tony Peden
On Thu, 2003-03-20 at 05:30, David Megginson wrote:
 Tony Peden writes:
 
   How would we specify the characteristics of each of those surfaces?
 
 Do you mean the position/orientation, the shape, or the aerodynamic
 behaviour?

The aero behavior.  Coefficients are generally apply only to the whole
and complete aircraft (with the exception of a tail-off model).  This
means its very hard to split them up arbitrarily.  

 
 
 All the best,
 
 
 David
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Re: [Flightgear-devel] Short-field landing

2003-03-15 Thread Tony Peden
On Sat, 2003-03-15 at 12:29, David Megginson wrote:
 Major A writes:
 
   I think it's reasonably gentle at less than 1m/s for each landing
   gear. No other part of the plane touched the runway. Remember this is
   with no flaps at all, and there is no stall involved.
 
 In a regular landing, you want the gear barely sinking at all at the
 point of contact -- maybe a few cm/sec.  For a short-field landing,
 you plant it harder, but I'm not sure of the exact vertical velocity.

12 fps is a lot.

 
 
 All the best,
 
 
 David
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Re: [Flightgear-devel] Shuttle

2003-03-14 Thread Tony Peden
On Fri, 2003-03-14 at 16:45, Jon Berndt wrote:
 I have much improved the JSBSim shuttle flight model. In a few minutes I
 will commit the modified shuttle.xml file to the JSBSim repository. This
 can be moved to the BASE PACKAGE immediately, or sooner. ;-)
 
 Use this command line:
 
 fgfs --aircraft=shuttle --offset-distance=8.0 --altitude=15000 --pitch=-20
 .0 --vc=300
 
 If someone knows the shuttle runway identifier I'd like to know what it
 is. Then we could land in the right place.

How about this one: http://www.airnav.com/airport/X68
It's in FG's airport database.

 
 Procedure:
 
 1) Establish an 18 degree downward pitch angle
 2) When you reach 10,000 ft. push over to 20 degrees below the horizon to
 pick up speed.
 3) At 2,500 ft AGL begin a slow flare and establish a 3 degree glideslope.
 4) Aim close and touch down on the runway at less than 3 ft/sec touchdown
 rate of descent. Airspeed at Main Gear WOW should be roughly 220 knots.
 5) Push the nose over later and brake like hell.
 
 Your rollout will likely be about 8,000-10,000 feet. I'll try and add a
 drag chute later. :-)
 
 Jon
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Re: [Flightgear-devel] Call it a day.

2003-03-13 Thread Tony Peden

--- Erik Hofman [EMAIL PROTECTED] wrote:
 Major A wrote:
 Ignore the previous replay. 100 kt is about right. It definately 
 shouldn't be much higher. But the lack of flaps makes it a bit
 difficult 
 at this time.
 
  Really? Are you saying the F-16 can really approach that slowly?
 I'm
  not a pilot, but with FGFS, an 100kt approach in a 747 or A4 or
 TSR.2
  is pretty much impossible, in my experience. I would be very
 surprised
  if the F-16 allowed a much slower approach than all other jets.
 
 I just got conformation the F-16 landingspeed is minimum 115 kt.
 I think the reason for this is the fact that the fan of the engine 
 conbtributes the most to the drag! I presume an idling fan has a
 lowwer 
 drag coefficient.

Fighters, especially those that are supersonic, have relatively small
wings.   That's the biggest reason.
  

 
 Erik
 
 
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