Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-08 Thread Jim Wilson
David Megginson said:

> Ampere K. Hardraade wrote:
> 
> > One explanation for the violent maneuvers that I thought of is this: as the 
> > distance between the plane and the waypoint decreases, the accuracy required 
> > in the course calculations increases.  Since it takes time for the autopilot 
> > to respond, and takes even more time for the plane itself to respond to the 
> > commands of the autopilot, the plane will never align itself perfectly with 
> > the waypoint.  Hence, the autopilot will keep trying to "catch" the waypoint 
> > until the very last moment, thus causing the violent maneuvers.
> 
> Yes, that happens with student pilots as well -- localizers, VORs, you name 
> it all become very sensitive as you get close.
> 
> > One solutions to the above problem is to pop the waypoint when the plane is 
> > still some distance away, thereby preventing the autopilot from making all 
> > those course adjustments.
> 
> Or simply increase the allowable error at close distance, or use some other 
> kind of filtering function.
> 

There is a look ahead filter in the current autopilot code.  It is being used
to anticipate ILS radial interception for the 747.  Maybe thrust control too.

Best,

Jim


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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-05 Thread Jorge Van Hemelryck
All these issues are a matter of adjusting the autopilot coefficients to
specific aircraft dynamic characteristics.

In order to avoid the "spiral into waypoint" problem, you should try and
implement something like this: compute a track to the waypoint from the
present position, memorize it, and subsequently correct the trajectory
so as to remain on that track (not heading). It's also better to correct
this by using a lateral error (distance to the memorized track, not only
angle), which makes these corrections independent from the distance to
the waypoint. The inputs are: aircraft track (not heading, or you have
to allow for a difference between held heading and desired track),
desired track, lateral error. The output is a rate of turn.

The "pop waypoint" condition is more efficient this way: aircraft beyond
a line orthogonal to the desired track to the waypoint, and located at a
distance 'd' from the waypoint (see diagram attached).

In real-life IFR, if you are flying a non-RNAV aircraft, you're actually
supposed to overfly the waypoints. I know, it sounded weird to me too.
Of course, no one will really scold you if you manage to nicely
anticipate the turn in order to find yourself just on track to the next
waypoint. RNAV aircraft are supposed to anticipate every turn so as not
to overshoot airways.

-- 
Jorge Van Hemelryck
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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread Durk Talsma
My observations are similar to this. However, I don't think that it's a 
problem with the accuracy of the calculations as such. The route manager code 
is relatively old and tries to set a straight course to it's next waypoint. 
It doesn't consider the wind blowing the aircraft off its lateral track. The 
autopilot tries to compensate by keeping the aircraft on a heading straight 
to the next waypoint. Now, as we get closer, this happens at an increasingly 
greater rate, until the rate of required course adjustment exceeds maximum 
turn-rate. I've seen a few occasions where the 747 couldn't reach the next 
waypoint because of this phenomenon and started flying around it in endless 
circles, until I manually popped it. 

Cheers,
Durk

On Saturday 05 June 2004 03:28, Ampere K. Hardraade wrote:
> The violent maneuvers I was describing occur when the plane is a few
> kilometers away from the waypoint.  Therefore, it should have little to do
> with the way that pid controller reacts to the jump in waypoints.
>
> One explanation for the violent maneuvers that I thought of is this: as the
> distance between the plane and the waypoint decreases, the accuracy
> required in the course calculations increases.  Since it takes time for the
> autopilot to respond, and takes even more time for the plane itself to
> respond to the commands of the autopilot, the plane will never align itself
> perfectly with the waypoint.  Hence, the autopilot will keep trying to
> "catch" the waypoint until the very last moment, thus causing the violent
> maneuvers.
>
> One solutions to the above problem is to pop the waypoint when the plane is
> still some distance away, thereby preventing the autopilot from making all
> those course adjustments.
>


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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread David Megginson
Ampere K. Hardraade wrote:
One explanation for the violent maneuvers that I thought of is this: as the 
distance between the plane and the waypoint decreases, the accuracy required 
in the course calculations increases.  Since it takes time for the autopilot 
to respond, and takes even more time for the plane itself to respond to the 
commands of the autopilot, the plane will never align itself perfectly with 
the waypoint.  Hence, the autopilot will keep trying to "catch" the waypoint 
until the very last moment, thus causing the violent maneuvers.
Yes, that happens with student pilots as well -- localizers, VORs, you name 
it all become very sensitive as you get close.

One solutions to the above problem is to pop the waypoint when the plane is 
still some distance away, thereby preventing the autopilot from making all 
those course adjustments.
Or simply increase the allowable error at close distance, or use some other 
kind of filtering function.

All the best,
David
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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread Ampere K. Hardraade
The violent maneuvers I was describing occur when the plane is a few 
kilometers away from the waypoint.  Therefore, it should have little to do 
with the way that pid controller reacts to the jump in waypoints.

One explanation for the violent maneuvers that I thought of is this: as the 
distance between the plane and the waypoint decreases, the accuracy required 
in the course calculations increases.  Since it takes time for the autopilot 
to respond, and takes even more time for the plane itself to respond to the 
commands of the autopilot, the plane will never align itself perfectly with 
the waypoint.  Hence, the autopilot will keep trying to "catch" the waypoint 
until the very last moment, thus causing the violent maneuvers.

One solutions to the above problem is to pop the waypoint when the plane is 
still some distance away, thereby preventing the autopilot from making all 
those course adjustments.

I should have explained this more throughoutly.  Sorry for the inconvience.

Regards,
Ampere

On June 4, 2004 06:19 pm, Lee Elliott wrote:
> If I understand the problem correctly, changing the distance at which the
> turn is initiated won't make any difference - it's the way that the pid
> controller reacts to the jump in input as the waypoint is popped that's
> causing the abrupt change.
>
> For example, if there are two waypoints, directly north and south of each
> other, when one waypoint is popped the pid controller is presented with an
> input change of 180 deg, regardless of how far away from the waypoint it
> is.
>
> LeeE

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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread Lee Elliott
On Friday 04 June 2004 23:30, David Megginson wrote:
> Lee Elliott wrote:
> > If I understand the problem correctly, changing the distance at which the
> > turn is initiated won't make any difference - it's the way that the pid
> > controller reacts to the jump in input as the waypoint is popped that's
> > causing the abrupt change.
> >
> > For example, if there are two waypoints, directly north and south of each
> > other, when one waypoint is popped the pid controller is presented with
> > an input change of 180 deg, regardless of how far away from the waypoint
> > it is.
>
> The 180-degree turn is a special problem no matter how you look at it --
> the key is to make sure that the autopilot will not overbank the plane.
>
> Otherwise, though, turn distance does matter -- if you switch to the next
> waypoint at the right moment, the plane will turn smoothly to its new track
> without overshooting the waypoint and possibly entering unprotected
> airspace.
>
>
> All the best,
>
>
> David

Ah - I don't think I understood the problem properly - I'll shut up.

LeeE

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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread David Megginson
Lee Elliott wrote:
If I understand the problem correctly, changing the distance at which the turn 
is initiated won't make any difference - it's the way that the pid controller 
reacts to the jump in input as the waypoint is popped that's causing the 
abrupt change.

For example, if there are two waypoints, directly north and south of each 
other, when one waypoint is popped the pid controller is presented with an 
input change of 180 deg, regardless of how far away from the waypoint it is.
The 180-degree turn is a special problem no matter how you look at it -- the 
key is to make sure that the autopilot will not overbank the plane.

Otherwise, though, turn distance does matter -- if you switch to the next 
waypoint at the right moment, the plane will turn smoothly to its new track 
without overshooting the waypoint and possibly entering unprotected airspace.

All the best,
David
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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread Lee Elliott
On Friday 04 June 2004 15:37, David Megginson wrote:
> Josh Babcock wrote:
> > How do real life FMS's do it?  Does this generally vary?  If so maybe it
> > would make sense to pick this number up from the autopilot XML with a
> > default defined in preferences.xml.
>
> At any given speed, the same bank angle will give you the same turn rate
> (for a coordinated turn), no matter how big or small the plane is.  I don't
> know the proper equation, but the rule of thumb for a rate one turn (3
> degrees per second) is knots/10+7, so at 120 kt you will need (roughly) a
> 19 degree bank for a rate-one turn; at 250 knots, you will need (roughly) a
> 32 degree bank.
>
> I don't think that fast passenger planes typically bank much more than 20
> degrees, though, so they will be doing a turn at considerably less than
> rate one.  Get the proper formulas, specify the maximum allowed bank angle,
> then crunch the numbers to see how far ahead the plane will have to start
> turning at its current airspeed to change course by a specified number of
> degrees.
>
>
> All the best,
>
>
> David

If I understand the problem correctly, changing the distance at which the turn 
is initiated won't make any difference - it's the way that the pid controller 
reacts to the jump in input as the waypoint is popped that's causing the 
abrupt change.

For example, if there are two waypoints, directly north and south of each 
other, when one waypoint is popped the pid controller is presented with an 
input change of 180 deg, regardless of how far away from the waypoint it is.

LeeE

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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread David Megginson
Josh Babcock wrote:
How do real life FMS's do it?  Does this generally vary?  If so maybe it 
would make sense to pick this number up from the autopilot XML with a 
default defined in preferences.xml.
At any given speed, the same bank angle will give you the same turn rate 
(for a coordinated turn), no matter how big or small the plane is.  I don't 
know the proper equation, but the rule of thumb for a rate one turn (3 
degrees per second) is knots/10+7, so at 120 kt you will need (roughly) a 19 
degree bank for a rate-one turn; at 250 knots, you will need (roughly) a 32 
degree bank.

I don't think that fast passenger planes typically bank much more than 20 
degrees, though, so they will be doing a turn at considerably less than rate 
one.  Get the proper formulas, specify the maximum allowed bank angle, then 
crunch the numbers to see how far ahead the plane will have to start turning 
at its current airspeed to change course by a specified number of degrees.

All the best,
David
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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread Josh Babcock
Ampere K. Hardraade wrote:
I think it will probably be a good idea to increase the distance that triggers 
the poping of waypoints.  Right now, the plane practically gets on top of the 
way point before switching to the next, which is causing some awfully violent 
maneuvers.

Regards,
Ampere
On June 3, 2004 11:23 am, Durk Talsma wrote:
This is hardcoded in src/Autopilot/route_mgr.cxx, line 112:
   if ( wp_distance < 200.0 ) {
   pop_waypoint();
distance is probably in meters, but I might be wrong here.
HTH,
Durk
On Wednesday 02 June 2004 21:57, Seamus Thomas Carroll wrote:
Hi,
Does anyone know where the variable is kept that holds the distance to
a waypoint that triggers moving the current waypoint to the next
waypoint?
Seamus

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How do real life FMS's do it?  Does this generally vary?  If so maybe it would 
make sense to pick this number up from the autopilot XML with a default defined 
in preferences.xml.

Josh
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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread David Megginson
Ampere K. Hardraade wrote:
I think it will probably be a good idea to increase the distance that triggers 
the poping of waypoints.  Right now, the plane practically gets on top of the 
way point before switching to the next, which is causing some awfully violent 
maneuvers.
The best way to do this is to vary the distance based on an aircraft's 
airspeed, to give a rate-one turn or a roll of 20 degrees, whichever results 
in a shallower bank.

All the best,
David
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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-03 Thread Ampere K. Hardraade
I think it will probably be a good idea to increase the distance that triggers 
the poping of waypoints.  Right now, the plane practically gets on top of the 
way point before switching to the next, which is causing some awfully violent 
maneuvers.

Regards,
Ampere

On June 3, 2004 11:23 am, Durk Talsma wrote:
> This is hardcoded in src/Autopilot/route_mgr.cxx, line 112:
>
> if ( wp_distance < 200.0 ) {
> pop_waypoint();
>
> distance is probably in meters, but I might be wrong here.
>
> HTH,
> Durk
>
> On Wednesday 02 June 2004 21:57, Seamus Thomas Carroll wrote:
> > Hi,
> >
> > Does anyone know where the variable is kept that holds the distance to
> > a waypoint that triggers moving the current waypoint to the next
> > waypoint?
> >
> > Seamus
> >
> >
> >
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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-03 Thread Durk Talsma
This is hardcoded in src/Autopilot/route_mgr.cxx, line 112:

if ( wp_distance < 200.0 ) {
pop_waypoint();

distance is probably in meters, but I might be wrong here.

HTH,
Durk

On Wednesday 02 June 2004 21:57, Seamus Thomas Carroll wrote:
> Hi,
>
> Does anyone know where the variable is kept that holds the distance to
> a waypoint that triggers moving the current waypoint to the next waypoint?
>
> Seamus
>
>
>
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[Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-02 Thread Seamus Thomas Carroll
Hi,

Does anyone know where the variable is kept that holds the distance to 
a waypoint that triggers moving the current waypoint to the next waypoint?

Seamus



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