Vivian Meazza wrote
Andy Ross wrote
Vivian Meazza wrote:
I think it should work, and it _looks_ as if it does:
certainly when
you browse internal properties it looks right, but I can't set the
second [1] tank to zero.
I'm still fuzzy. Do you mean that you can't set
Andy Ross
Vivian Meazza wrote:
I've just done some proof-of-principle work on drop tanks
with YASim.
I set up some weight elements for the pylons and for the
dry weight of
the tanks, and some fuel tanks to match. [...]
However, the bad news is that I can't set _one_ of the drop
Lee Elliott wrote
Just to help confuse things a little, j/k are for spoilers,
iirc, but as
speed-brakes aren't supported in YASim (yet;) I've used the
spoiler control.
Kludged that one by using an extra, low lift, high drag flap on the
horizontal stabiliser in the Hunter. CTRL B
Vivian Meazza wrote:
Yes, this problem was interesting. I set up 2 weights thus:
/yasim/weights/tank-100gal-lbs[0]
/yasim/weights/tank-100gal-lbs[1]
Are you sure you got the weight definition right in the YASim
configuration file? The property definitions look fine, but they're
only half the
Andy Ross
Vivian Meazza wrote:
Yes, this problem was interesting. I set up 2 weights thus:
/yasim/weights/tank-100gal-lbs[0] /yasim/weights/tank-100gal-lbs[1]
Are you sure you got the weight definition right in the
YASim configuration file? The property definitions look
fine,
Vivian Meazza wrote:
I think it should work, and it _looks_ as if it does: certainly when
you browse internal properties it looks right, but I can't set the
second [1] tank to zero.
I'm still fuzzy. Do you mean that you can't set the property to zero
at all, or that the property goes to zero
Andy Ross
Vivian Meazza wrote:
I think it should work, and it _looks_ as if it does:
certainly when
you browse internal properties it looks right, but I can't set the
second [1] tank to zero.
I'm still fuzzy. Do you mean that you can't set the property
to zero at all, or
Andy Ross wrote
Vivian Meazza wrote:
I think it should work, and it _looks_ as if it does:
certainly when
you browse internal properties it looks right, but I can't set the
second [1] tank to zero.
I'm still fuzzy. Do you mean that you can't set the property
to zero at all,
Vivian Meazza wrote:
I've just done some proof-of-principle work on drop tanks with
YASim. I set up some weight elements for the pylons and for the dry
weight of the tanks, and some fuel tanks to match.
[...]
However, the bad news is that I can't set _one_ of the drop tank
weights to zero
On Monday 16 February 2004 22:12, Martin Spott wrote:
Vivian Meazza [EMAIL PROTECTED] wrote:
However, the bad news is that I can't set _one_ of the drop tank weights
to zero (odd that), and none of the tank fuel contents. I was planning to
use keys j/J/CTRLJ for jettison inner/outer/all.
Andy Ross wrote:
Lee Elliott wrote:
I think drop tanks would be feasible but it would need some thinking
about:)
The fun bit will be counteracting the a/c manuevours after the tank
has dropped so it falls straight even though the a/c may be climbing
and banking.
This
kreuzritter wrote:
Upgrade:
And how to simplify it and integrate it nicly into flightgear so that it is
still fast enough.
I also gave up the idea of limiting the number of wing sections to only 4,
imho this should depend on the type of airplane, so i thought about
a dynamic range of wing
On Samstag, 14. Februar 2004 22:33, Jon Berndt wrote:
One feature in JSBSim that I began and have not yet finished (pending other
things) is a parent/child capability. You can (for instance) load a Mk82 on
an F-16 and the physical effects of the Mk82 will affect the F-16. The
position is based
On Friday 13 February 2004 22:27, Jon S Berndt wrote:
Any chance of modeling wingtip vortices (when CL is high enough above
some threshhold) and rocket engine exhaust?
:-)
Jon
I've thought about trying this but I think it could only be really effective
in level flight. As soon as you
Lee Elliott wrote
On Friday 13 February 2004 22:27, Jon S Berndt wrote:
Any chance of modeling wingtip vortices (when CL is high
enough above
some threshhold) and rocket engine exhaust?
:-)
Jon
I've thought about trying this but I think it could only be
really effective
On Saturday 14 February 2004 13:43, Vivian Meazza wrote:
Lee Elliott wrote
On Friday 13 February 2004 22:27, Jon S Berndt wrote:
Any chance of modeling wingtip vortices (when CL is high
enough above
some threshhold) and rocket engine exhaust?
:-)
Jon
I've thought
Lee Elliott writes:
On Friday 13 February 2004 22:27, Jon S Berndt wrote:
Any chance of modeling wingtip vortices (when CL is high enough above
some threshhold) and rocket engine exhaust?
Another possiblity would be some sort of particle object handling where
temporary objects could
On Saturday 14 February 2004 14:08, Norman Vine wrote:
Lee Elliott writes:
On Friday 13 February 2004 22:27, Jon S Berndt wrote:
Any chance of modeling wingtip vortices (when CL is high enough above
some threshhold) and rocket engine exhaust?
Another possiblity would be some sort of
Norman Vine says
Lee Elliott writes:
On Friday 13 February 2004 22:27, Jon S Berndt wrote:
Any chance of modeling wingtip vortices (when CL is high enough
above some threshhold) and rocket engine exhaust?
Another possiblity would be some sort of particle object handling
Lee Elliott wrote:
I think drop tanks would be feasible but it would need some thinking
about:)
The fun bit will be counteracting the a/c manuevours after the tank
has dropped so it falls straight even though the a/c may be climbing
and banking.
This is more of a code architecture issue.
Andy Ross
Lee Elliott wrote:
I think drop tanks would be feasible but it would need some thinking
about:)
The fun bit will be counteracting the a/c manuevours after the tank
has dropped so it falls straight even though the a/c may be
climbing
and banking.
This is more of a
This is more of a code architecture issue. Once something has left
the aircraft, it ought be be handed to a simple ballistics FDM or
somesuch. Making it disappear from the aircraft model is as simple
as adding a select animation and can be done right now. And you can
set the weight tag to
On Saturday 14 February 2004 17:48, Andy Ross wrote:
Lee Elliott wrote:
I think drop tanks would be feasible but it would need some thinking
about:)
The fun bit will be counteracting the a/c manuevours after the tank
has dropped so it falls straight even though the a/c may be climbing
On Saturday 14 February 2004 14:48, Jim Wilson wrote:
Lee Elliott [EMAIL PROTECTED] said:
On Friday 13 February 2004 22:27, Jon S Berndt wrote:
Any chance of modeling wingtip vortices (when CL is high enough above
some threshhold) and rocket engine exhaust?
:-)
Jon
If we
On Saturday 14 February 2004 18:35, Vivian Meazza wrote:
Andy Ross
Lee Elliott wrote:
I think drop tanks would be feasible but it would need some thinking
about:)
The fun bit will be counteracting the a/c manuevours after the tank
has dropped so it falls straight even though
One feature in JSBSim that I began and have not yet finished (pending other
things) is a parent/child capability. You can (for instance) load a Mk82 on
an F-16 and the physical effects of the Mk82 will affect the F-16. The
position is based on the position of the parent, and so is the orientation.
Jon Berndt wrote
One feature in JSBSim that I began and have not yet finished
(pending other
things) is a parent/child capability. You can (for instance)
load a Mk82 on an F-16 and the physical effects of the Mk82
will affect the F-16. The position is based on the position
of the
Lee Elliott wrote
On Saturday 14 February 2004 18:35, Vivian Meazza wrote:
Andy Ross
Lee Elliott wrote:
I think drop tanks would be feasible but it would need some
thinking
about:)
The fun bit will be counteracting the a/c manuevours after the
tank has
Actually, I was thinking of playing with wing flexing with the model
that I am working on now, but I figured that I already had too many
bells and whistles. I was going to divide each wing into about four
sections and put them into a tree-like structure with all the engines,
etc hanging off
Sounds VERY good. I'm sure you'll get round to it in due course.
Vivian
Did I say that? ;-)
I think I may have a few weeks this summer *alone*. That's got opportunity
written all over it.
Jon
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Jon Berndt
Sounds VERY good. I'm sure you'll get round to it in due course.
Vivian
Did I say that? ;-)
I think I may have a few weeks this summer *alone*. That's
got opportunity written all over it.
Excellent. But summer is for real flying.
Vivian
Andy Ross wrote:
Running it under a separate FDM handler is something that the C++
code just doesn't support yet, though. It's probably not hugely
difficult to make work, though.
Thinking about:
1. inherit the main FDM's moments and forces
2. transpose them to the appropriate location.
3. Use
Or just have a command that creates an object at a certain point with a
certain velocity vector and orientation.
Josh
Erik Hofman wrote:
Andy Ross wrote:
Running it under a separate FDM handler is something that the C++
code just doesn't support yet, though. It's probably not hugely
difficult
Lee Elliott wrote:
Agreed, a simple 'ballastics' FDM would be a far better solution, but then
someone's got to design code it.
Which reminds me, an FDM (Yasim, UIUC/LaRCsim or JSBSim) could spawn an
AIModel object which has (simple) ballistic trajectory support.
Erik
Josh Babcock wrote:
Or just have a command that creates an object at a certain point with a
certain velocity vector and orientation.
I think you still need the moments to get a decent traject match.
Erik
Josh
Erik Hofman wrote:
Andy Ross wrote:
Running it under a separate FDM handler is
Oh, yeah, that too.
Josh
Erik Hofman wrote:
Josh Babcock wrote:
Or just have a command that creates an object at a certain point with
a certain velocity vector and orientation.
I think you still need the moments to get a decent traject match.
snip
On Saturday 14 February 2004 22:10, Josh Babcock wrote:
Actually, I was thinking of playing with wing flexing with the model
that I am working on now, but I figured that I already had too many
bells and whistles. I was going to divide each wing into about four
sections and put them into a
On Sunday 15 February 2004 08:39, [EMAIL PROTECTED] wrote:
I am working on wing bending too but i am still on working
out how a physical model of this wing bending would look like in real life.
Upgrade:
And how to simplify it and integrate it nicly into flightgear so that it is
still fast
Any chance of modeling wingtip vortices (when CL is high enough above
some threshhold) and rocket engine exhaust?
:-)
Jon
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Actually, I'm pretty sure that with nasal and the animations we have we
can do exhaust cones right now. Just model a cone, assign it a
translucent, emmisive materiel and then use nasal to turn it on and
off. You can even make it get bigger and smaller with the animations.
Don't know how to
Josh Babcock wrote
Actually, I'm pretty sure that with nasal and the animations
we have we
can do exhaust cones right now. Just model a cone, assign it a
translucent, emmisive materiel and then use nasal to turn it on and
off. You can even make it get bigger and smaller with the
This would be nice:
http://www.dfrc.nasa.gov/Gallery/Photo/X-15/Small/EC68-1889.jpg
:-)
Jon
Josh Babcock [EMAIL PROTECTED] wrote:
Actually, I'm pretty sure that with nasal and the animations we have
we can do exhaust cones right now. Just model a cone, assign it a
translucent, emmisive
Now I want all the planes rendered with that !
stF
Norman Vine wrote:
If you have a machine to run this on :-)
http://www.daionet.gr.jp/~masa/rthdribl/index.html
Norman
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If you have a machine to run this on :-)
http://www.daionet.gr.jp/~masa/rthdribl/index.html
Norman
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