Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-04 Thread Martin Spott
Erik Hofman [EMAIL PROTECTED] wrote:

 If you got the latest CVS code it shoudl just work.

Got it - I took the YF-23 for a reconnaissance flight 
What will the sailboat do if it reaches the shoreline ? Will it turn
around ?

Martin.
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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-04 Thread Erik Hofman
Martin Spott wrote:
Erik Hofman [EMAIL PROTECTED] wrote:


If you got the latest CVS code it shoudl just work.


Got it - I took the YF-23 for a reconnaissance flight 
What will the sailboat do if it reaches the shoreline ? Will it turn
around ?
Not at this moment, no.
That would require intervention from a Nasal script (which isn't 
implemented yet).
Erik

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-04 Thread Andy Ross
Erik Hofman wrote:
 Not at this moment, no.  That would require intervention from a
 Nasal script (which isn't implemented yet).

Actually, if you guys used property ties to wrap your internal
variables, you could drive it with Nasal right now.  You can either
tie a pointer to the actual data, or hook callbacks to the get/set()
methods.  The stuff in JSBSim/FGPropertyManager does very similar
things; you can look there for examples.

Writing a full-on set of Nasal extension functions is pretty involved.
See the props.Node implementation.  For really fancy stuff or core
classes where you can't avoid the complexity, it's acceptable.  For
something like this, I think the property system is the appropriate
glue.

Andy



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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-04 Thread Erik Hofman
Andy Ross wrote:
Erik Hofman wrote:

Not at this moment, no.  That would require intervention from a
Nasal script (which isn't implemented yet).


Actually, if you guys used property ties to wrap your internal
variables, you could drive it with Nasal right now.  You can either
tie a pointer to the actual data, or hook callbacks to the get/set()
methods.  The stuff in JSBSim/FGPropertyManager does very similar
things; you can look there for examples.
Writing a full-on set of Nasal extension functions is pretty involved.
See the props.Node implementation.  For really fancy stuff or core
classes where you can't avoid the complexity, it's acceptable.  For
something like this, I think the property system is the appropriate
glue.
Even for (say) a dozen of simultaneously active dynamic models?
I'm not sure, but it would be a good thing to look into.
Erik

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-04 Thread Andy Ross
Erik Hofman wrote:
 Even for (say) a dozen of simultaneously active dynamic models?  I'm
 not sure, but it would be a good thing to look into.

Even for hundreds.  The overhead for a property tie is pretty close to
zero.  You pay the cost only when the property is accessed -- to your
internal C++ code, it's still just a variable.  The only way to get
into performance difficulties is if you are setting the values
repeatedly (every frame, for instance) from a script.  Nasal isn't
terribly slow, but spinning in an interpreter like that is just a bad
idea. :)

There's a similar issue with the current bo105.nas script -- it hooks
a timer at 20Hz to do a rear door animation.  For just one of these,
it's obviously not a problem.  For dozens or hundreds of animated
objects, this is likely to be suboptimal.

For situations like this, I'm working on (actually almost done -- just
need to find time to test) a SGInterpolator subsystem which can be
used from either Nasal or C++.  The idea is that you pass it a
property node, and a list of target value/delta time pairs.  It
then smoothly interpolates the property value each frame, with no
input needed from user code.

This is basically as efficient (one 10-line function call per frame
per interpolant) as you can get without ditching the property system
entirely.  And it enables a lot of stuff that used to be difficult: I
know Lee has hooked the YASim gear up/down property to drive
animations, but this is limited.  Having an interpolator that you can
drive from a script means that you can do stuff like variable-speed
gear retraction (one wheel first, etc...), light pulsing (off for a
long time, interpolate to bright over .25sec, then off again...),
etc...  All of it with no dependency on frame rate. :)

Andy



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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-04 Thread Erik Hofman
Andy Ross wrote:
Erik Hofman wrote:

Even for (say) a dozen of simultaneously active dynamic models?  I'm
not sure, but it would be a good thing to look into.


Even for hundreds.  The overhead for a property tie is pretty close to
zero.  You pay the cost only when the property is accessed -- to your
internal C++ code, it's still just a variable.  The only way to get
into performance difficulties is if you are setting the values
repeatedly (every frame, for instance) from a script.  Nasal isn't
terribly slow, but spinning in an interpreter like that is just a bad
idea. :)
Thinking about it a bit further. When populating the world with hundreds 
or thousands of scenery bound dynamic objects (just like it could be 
done with the static scenery at the moment) this doesn't sound like a 
good solution.

I think a Nasal object (like the properties bindings) would bet a better 
solution without overloading the property tree with too much information.

Erik

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-03 Thread Erik Hofman
Martin Spott wrote:
Erik Hofman [EMAIL PROTECTED] wrote:


Here is another challenge. Put it on the deck of a moving sailboat:
http://www.a1.nl/~ehofman/fgfs/gallery/sailboat.jpg


I must admit that I didn't manage to spot the sailboat. From the
perspective it looks like the boat is cruising in the SF bay,
marginally east of KSFO (concluded from the hill behind the plane and
the bridge in the background). But as I already said: I dind't find the
boat. Did I miss any trick ?
If you got the latest CVS code it shoudl just work.
To get a better detectable moving ship you could replace sailboat.ac 
with container_carrier.ac in the ai section of 
FlightGear/data/preferences.xml

Erik

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-01 Thread Maik Justus


Maik Justus wrote:
 
 Thie is in the fdm (adv. in the bo105.xml file) (with the real angles
 for the bo)

- adv.
+ resp.

Maik

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-01 Thread Jim Wilson
Maik Justus [EMAIL PROTECTED] said:

  This makes the apparent
  torque effect lighter,  but the aircraft will still tend to crab at low
  speeds.  Is this feature incorporated into the fdm calculation for torque
effect?
 
 Sorry, I didnt find crab in my dictionary. But what is not simulated
 is the effect of the downwash onto the stabs, which have great effect on
 the flying behaviour. 

The term crab as defined in the webster dictionary is: 

the angular difference between an aircraft's course and the heading necessary
to make that course in the presence of a crosswind.

The way I used it refers to the action crab which is flying on that angle
(with the nose pointing in a slightly different direction than the one you are
traveling).  In the case of helicopters it is not only the crosswind effect,
but also the anti-torque thrust, correct?

 And the vertical stab is not of the original size and the horizontal
 stab is missing as well as the fuselage.

Oh... I hadn't thought about that.  How are you maintaining stability on that
axis?

You mentioned last week that you had ground effect done.  Is it worth
submitting a patch for that?  I am interested to see how it affects take off
and landing.  Currently it takes almost full collective to break the skids off
the ground for take off, and it is almost impossible to get a gentle landing.
Of course the landing is probably just my lack of skill,  but I suspect the
ground effect would do something to assist.

Thanks,

Jim


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-01 Thread Maik Justus
Hi Jim

Jim Wilson said:
 
 The term crab as defined in the webster dictionary is:
 
 the angular difference between an aircraft's course and the heading necessary
 to make that course in the presence of a crosswind.
 
 The way I used it refers to the action crab which is flying on that angle
 (with the nose pointing in a slightly different direction than the one you are
 traveling).  In the case of helicopters it is not only the crosswind effect,
 but also the anti-torque thrust, correct?

I think you are correct.


 
  And the vertical stab is not of the original size and the horizontal
  stab is missing as well as the fuselage.
 
 Oh... I hadn't thought about that.  How are you maintaining stability on that
 axis?

Very simply: ther is nothing which gives instability on that axis.


 
 You mentioned last week that you had ground effect done.  Is it worth
 submitting a patch for that?  I am interested to see how it affects take off
 and landing.  Currently it takes almost full collective to break the skids off
 the ground for take off, and it is almost impossible to get a gentle landing.
 Of course the landing is probably just my lack of skill,  but I suspect the
 ground effect would do something to assist.

I am sorry, but up to now I didn't find the time to test this. I wrote
this on my portable in a train, where I had no joystick to test it. 

 
 Thanks,
 
 Jim
 

Maik

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-30 Thread Jim Wilson
[EMAIL PROTECTED] [EMAIL PROTECTED] said:

 On Monday 24 November 2003 19:42, David Megginson wrote:
  Here's another fun landing:
 
  http://www.megginson.com/flightsim/water-tower.jpg
 
 
 Here's another one:
 http://www.8ung.at/mars/images/heli-touchdown.jpg
 

Oh, all right...

http://www.spiderbark.com/fgfs/h2otower.png

http://www.spiderbark.com/fgfs/penthouseview.png

Best,

Jim


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-30 Thread Erik Hofman
Jim Wilson wrote:
[EMAIL PROTECTED] [EMAIL PROTECTED] said:

On Monday 24 November 2003 19:42, David Megginson wrote:

Here's another fun landing:
http://www.megginson.com/flightsim/water-tower.jpg
Here's another one:
http://www.8ung.at/mars/images/heli-touchdown.jpg
Oh, all right...

http://www.spiderbark.com/fgfs/h2otower.png
http://www.spiderbark.com/fgfs/penthouseview.png
Here is another challenge. Put it on the deck of a moving sailboat:
http://www.a1.nl/~ehofman/fgfs/gallery/sailboat.jpg
Good luck!

Erik

:-D

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-30 Thread [EMAIL PROTECTED]
On Sunday 30 November 2003 19:45, Jim Wilson wrote:


 http://www.spiderbark.com/fgfs/penthouseview.png


Very nice landing. ;)


Best Regards,
 Oliver C.


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-30 Thread [EMAIL PROTECTED]
On Sunday 30 November 2003 19:45, Jim Wilson wrote:

 Oh, all right...

 http://www.spiderbark.com/fgfs/h2otower.png

 http://www.spiderbark.com/fgfs/penthouseview.png

 Best,

 Jim

Now try this:  :)

http://www.8ung.at/mars/images/heli-skyscraper1.jpg
http://www.8ung.at/mars/images/heli-skyscraper2.jpg  




Best Regards,
 Oliver C.



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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-30 Thread Jim Wilson
[EMAIL PROTECTED] [EMAIL PROTECTED] said:

 On Sunday 30 November 2003 19:45, Jim Wilson wrote:
 
 
  http://www.spiderbark.com/fgfs/penthouseview.png
 
 
 Very nice landing. ;)

Thanks.  It was a crash the first try.  First I got into a lot of circling
around trying to figure where to land and how to approach it.  This resulted
in quite a few near misses with the buildings.  Then once I decided the
approach, I came down too fast and went around to the east (big mistake) where
there were a bunch of buildings and flew right in to one.  I'm almost there as
far as getting it...hovering in slowly is a lot like balancing a pole or stick
vertically in the palm of your hand (or maybe even more like spinning a plate
on a stick which I've never tried).  It involves a constant flow of miniscule
adjustments... probably hundreds per minute.

Best,

Jim


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-30 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 Here is another challenge. Put it on the deck of a moving sailboat:
 http://www.a1.nl/~ehofman/fgfs/gallery/sailboat.jpg
 

Years ago when I lived very close to Bar Harbor (now about an hour away) there
was a premier of a Mel Gibson movie.  This is an extremely rare occurrence by
the way,  and not suprisingly, the movie was nothing spectacular.

What was spectacular in my opion was Elton John's Yacht (power) that was
moored down at the town pier.  It arrived in town a couple of days before the
premier.  
The day of the premier not one but two small helicopters flew in and landed on
top of the boat.  I didn't see the boat earlier,  just heard about it,  but I
assume the boat came in with the helos and they went up to Bangor
International to pickup up the host and guests the day of the event.  I
happened to see the birds flying over the harbor from a distance, went down to
investigate and found them strapped onto pads way up top of the boat (very
small pads in fact).

Hehe...so I guess that isn't so far fetched.  Might a be a little tight on
that sailboat though.  How well does that cub hover? :-)

Best,

Jim


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-30 Thread Jim Wilson
[EMAIL PROTECTED] [EMAIL PROTECTED] said:

 On Sunday 30 November 2003 19:45, Jim Wilson wrote:
 
  Oh, all right...
 
  http://www.spiderbark.com/fgfs/h2otower.png
 
  http://www.spiderbark.com/fgfs/penthouseview.png
 
  Best,
 
  Jim
 
 Now try this:  :)
 
 http://www.8ung.at/mars/images/heli-skyscraper1.jpg
 http://www.8ung.at/mars/images/heli-skyscraper2.jpg  
 

Can't beat that.  You aren't using the magic carpet fdm for that are you?  ;-)

Best,

Jim

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-30 Thread David Megginson
Jim Wilson wrote:

Thanks.  It was a crash the first try.  First I got into a lot of circling
around trying to figure where to land and how to approach it.  This resulted
in quite a few near misses with the buildings.
As someone with no helicopter experience, I'll guess that you want to 
approach directly into the wind if you can -- that way you don't have to 
worry about sideways drift.  When you get close to a hover, it's very easy 
to tell which direction the wind's coming from.

All the best,

David

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-30 Thread [EMAIL PROTECTED]
On Sunday 30 November 2003 20:50, Jim Wilson wrote:
 [EMAIL PROTECTED] [EMAIL PROTECTED] said:
  On Sunday 30 November 2003 19:45, Jim Wilson wrote:
   http://www.spiderbark.com/fgfs/penthouseview.png
 
  Very nice landing. ;)

 Thanks.  It was a crash the first try.  First I got into a lot of circling
 around trying to figure where to land and how to approach it.  This
 resulted in quite a few near misses with the buildings.  Then once I
 decided the approach, I came down too fast and went around to the east (big
 mistake) where there were a bunch of buildings and flew right in to one. 
 I'm almost there as far as getting it...hovering in slowly is a lot like
 balancing a pole or stick vertically in the palm of your hand (or maybe
 even more like spinning a plate on a stick which I've never tried).  It
 involves a constant flow of miniscule adjustments... probably hundreds per
 minute.

I agree, i just tried two minutes ago to land with the helicopter between the 
two pillars of this skyscraper you can see on this screenshot:

http://www.8ung.at/mars/images/pillars.jpg

But i allways crashed. :(
The helicopter gets quite unstable when trying to fly with less than 20 mph.


Best Regards,
 Oliver C.




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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-30 Thread Matevz Jekovec




[EMAIL PROTECTED] wrote:

  On Sunday 30 November 2003 20:50, Jim Wilson wrote:
  
  
"[EMAIL PROTECTED]" [EMAIL PROTECTED] said:


  On Sunday 30 November 2003 19:45, Jim Wilson wrote:
  
  
http://www.spiderbark.com/fgfs/penthouseview.png

  
  Very nice landing. ;)
  

Thanks.  It was a crash the first try.  First I got into a lot of circling
around trying to figure where to land and how to approach it.  This
resulted in quite a few near misses with the buildings.  Then once I
decided the approach, I came down too fast and went around to the east (big
mistake) where there were a bunch of buildings and flew right in to one. 
I'm almost there as far as getting it...hovering in slowly is a lot like
balancing a pole or stick vertically in the palm of your hand (or maybe
even more like spinning a plate on a stick which I've never tried).  It
involves a constant flow of miniscule adjustments... probably hundreds per
minute.


  
  I agree, i just tried two minutes ago to land with the helicopter between the 
two pillars of this skyscraper you can see on this screenshot:

http://www.8ung.at/mars/images/pillars.jpg

But i allways crashed. :(
The helicopter gets quite unstable when trying to fly with less than 20 mph.
  

How does FlightGear calculates hitboxes for objects anyway?


- Matevz


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-30 Thread Jim Wilson
[EMAIL PROTECTED] [EMAIL PROTECTED] said:

 I agree, i just tried two minutes ago to land with the helicopter between the 
 two pillars of this skyscraper you can see on this screenshot:
 
 http://www.8ung.at/mars/images/pillars.jpg
 
 But i allways crashed. :(
 The helicopter gets quite unstable when trying to fly with less than 20 mph.
 

http://www.spiderbark.com/fgfs/hitchhiker.png

Best,

Jim


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-29 Thread [EMAIL PROTECTED]
On Monday 24 November 2003 19:42, David Megginson wrote:
 Here's another fun landing:

 http://www.megginson.com/flightsim/water-tower.jpg


Here's another one:
http://www.8ung.at/mars/images/heli-touchdown.jpg

Best Regards,
 Oliver C.


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-28 Thread Rick Ansell
On Thu, 27 Nov 2003 16:26:45 +0100, Maik Justus
[EMAIL PROTECTED] wrote:

Hi,

the Westland Lynx has nearly the same rotor than the bo (they both were 
developed in the same project at boelkow).

Maik

Maybe originally but current versions use the BERP (British
Experimental Rotor Program) blade.

http://www.enae.umd.edu/AGRC/Aero/berp.html

http://halfdome.arc.nasa.gov/publications/abstracts/abs6.html
http://home.online.no/~dagrs/lynxmk.htm


The team you saw displaying were the Blue Eagles

http://www.deltaweb.co.uk/eagles/bluehome.htm

The Sharks flew only Gazelles


Rotorheads:

http://www.b-domke.de/AviationImages/Rotorhead.html

Rick
-- 

Help the Waterway Recovery Group to help restore the Uks canal network
Make a donation to the 'Right Tool' Appeal
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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-27 Thread Martin Spott
Andy Ross [EMAIL PROTECTED] wrote:
 Martin Spott wrote:
 No, because the BO105 - contrary to the 'usual' Bell's for example -
 has a rigid rotor. Please have a look here:

 http://www.b-domke.de/AviationImages/Rotorhead.html#Eurocopter

 Well, that explains my confusion...  I guess this just shows my
 helicopter ignorance.  My belief had always been that such a
 configuration was impossible due to the bending moments along the
 blade, [...]

Bending is far not such an issue with the rotor blade. Most of the
probable bending forces are compensated by huge centrifugal forces.
When you look at the rotor blades of a helicopter standing on the
ground then you'll realize that these blades are absolutely unqualified
to bear bending forces  :-)

http://www.b-domke.de/AviationImages/Halo/2052.html


 What is the rationale behind the decision to make them rigid on the
 BO105?  The only advantage I can see is that you save a few axles and
 bearings, which are moving parts that can wear out.  But you pay for
 it in extra stress cycles on the blade, [...]

The first is correct, the latter is not (see above). Pilots love this
helicopter because of his outstanding manouverability. It's even
capable of doing serious aerobatic - up to inverted flying (AFAIR with
a modified gear box lubrication),

Martin.
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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-27 Thread Matthew Law
On 07:50 Thu 27 Nov , Martin Spott wrote:
 The first is correct, the latter is not (see above). Pilots love this
 helicopter because of his outstanding manouverability. It's even
 capable of doing serious aerobatic - up to inverted flying (AFAIR with
 a modified gear box lubrication),

Check out the Westland Lynx.  I've seen these at a couple of airshows this year and 
the pilots did manage quite a bit of inverted flight during their routines.  These too 
have a rigid rotor head with elastomeric bearings and the blades are intentionally 
made more rigid to prevent tail strikes during high-G and sharp stop maneuvers.  
Impressive engineering in all modern helos I think you'll agree :-)

All the best,

Matt.

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-27 Thread Jon Stockill
On Thu, 27 Nov 2003, Matthew Law wrote:

 Check out the Westland Lynx.  I've seen these at a couple of airshows
 this year and the pilots did manage quite a bit of inverted flight
 during their routines.  These too have a rigid rotor head with
 elastomeric bearings and the blades are intentionally made more rigid to
 prevent tail strikes during high-G and sharp stop maneuvers.
 Impressive engineering in all modern helos I think you'll agree :-)

I remember seeing the army display team at RAF Waddington a couple of
years ago - 4 gazelle  1 lynx all lined up in the hover, then the lynx
pilot backflipped the aircraft out of the lineup. The first time you see
it you really can't believe what you've just seen.

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-27 Thread Maik Justus
Hi,

the Westland Lynx has nearly the same rotor than the bo (they both were 
developed in the same project at boelkow).

Maik

Matthew Law wrote:

On 07:50 Thu 27 Nov , Martin Spott wrote:
 

The first is correct, the latter is not (see above). Pilots love this
helicopter because of his outstanding manouverability. It's even
capable of doing serious aerobatic - up to inverted flying (AFAIR with
a modified gear box lubrication),
   

Check out the Westland Lynx.  I've seen these at a couple of airshows this year and the pilots did manage quite a bit of inverted flight during their routines.  These too have a rigid rotor head with elastomeric bearings and the blades are intentionally made more rigid to prevent tail strikes during high-G and sharp stop maneuvers.  Impressive engineering in all modern helos I think you'll agree :-)

All the best,

Matt.

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-27 Thread Matthew Law
On 14:48 Thu 27 Nov , Jon Stockill wrote:
 I remember seeing the army display team at RAF Waddington a couple of
 years ago - 4 gazelle  1 lynx all lined up in the hover, then the lynx
 pilot backflipped the aircraft out of the lineup. The first time you see
 it you really can't believe what you've just seen.

Yes, that was one of the airshows I saw this year.  I think they were called the 
Sharks.  IIRC at one point they had a Lynx barrel rolling (with a portion of inverted) 
around a line of other aircraft. They also did loops and other crazy stuff that 
helicopters clearly can now do.

Very cool.

Were it not for the ridiculous costs, I would've much rather learned to fly rotary 
wing than fixed. As one of my work mates puts it: 'Yeah, even when the engine stops 
they still fly, cos they're still ugly and the earth still repels them!'


All the best,

Matt.

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-26 Thread Maik Justus
Hi,

one think/thing added:

Maik Justus schrieb:
 
 Hi,
 I try to explain my confusion:
 
 Lets think the heli is in forward flying and the rotor is spinning
 counter clock wise (seen from top, like the bo 105). Relative to air the
 rotor blades at the left side are slower and on the right side are
 faster. So they produce more force at the right side and less on the
 left side. Because of the gyroscopic effect the result is 90° shifted,
 so the blade will be up in front and down in back (flapping). The heli
 will rise the nose if you don't correct the cyclic input. (Up to this
 point I think I understood it.)
 
 m is the mass of one pointlike blade
 r is the radius to this mass (which vary with flapping and teetering)
 r0 the radius without flapping and teetering
 w (omega) the rotational speed of the blade
 a flapping angle
 
 The angular momentum ( m r w) is conservated. If the blade flapps up, r
 will be changed (r=r0 cos a, if we assume the hinge in the rotor
 center), so w has to be increased (that is what we know as teetering).
 If we assume a positive cone angle of the rotor (and this is the normal
 case) than the rotorblade will be faster in front position than in back
 position. And will produce more force in front position than in back
 position.
 And with thy gyro we have a roll moment, but to the right and not to the
 left as our helicopter has in real.
 
 It is very easy to run into more confusion. Lets think of a rotor system
 like the Jet Ranger has. The rotor can flap free around the center, so
 the only force to the mast is the centripetal force. The centripetal
 force is m r w w. Without teetering this force is m r0 w w cos a. If the
 rotor is tilted to the front and has a positive cone angle the blade
 will produce higher centripetal force in front position than in back
 position. A effective force to the rotormast pointing forward results.
 The CG is lower than the rotor head, so this result in a forward roll
 moment. ok.
 But what is the result of the teetering? If m r w is constant, than w
 must be w0/(cos a) (remember: r=r0*cos a). And the centripetal force is
 then m r0 w0 w0/(cos a), which means, that a forward tiltet rotor will
 produce an effective force pointing backward, which is obviously
 nonsense. 

In this calculation I forgot to split the centripetal force into a
component along the blade (the only direction a force can attac) (which
is F *(cos a) ) and at the flapping hinge this force has to be splitted
into a component along the mast (the lift) and one perpendicular to it
(which makes a rotational moment). the one perpendicular has a (cos a)
factor, the parallel one a (sin a) factor. This results: r0 w0 w0 (cos
a) for the component perpendicular to the mast and r0 w0 w0 (sin a)
parallel to the mast. So teetering has no effect to the forces (in first
order). Somehow I lost one (cos a) term in my older calculations which
rides me into confusion, but now it seems to be clear to me.

But the translational roll moment has still the wrong sign...

Does someon know, if the Bell 206 (or the r 22) has this roll moment and
how large is it?

 My only idea to solve this: The teetering hinge at every real
 heli is not in the rotor center. It is out of center. Every teetering
 angle produces a force to the blade which wants to reduce the teetering
 angle, so the change of w will be smaller (the missing angular momentum
 goes to the rotor mast). But if you look in detail into this, you find,
 that this is a osscillator, which is nearly in resonance. One solution
 is to think of a big damping constant, but the teeter hinge at model
 helicopters needs no damping. Maybe the damping can be explained
 aerodynamically? I don't know.
 
 Or is there a big error in this calculations?
 Confused,
 Maik

a little bit eased,
Maik

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-26 Thread Martin Spott
Andy Ross [EMAIL PROTECTED] wrote:
 Maik Justus wrote:
 By the way: With this changes the heli is not anylonger parallel to
 ground (while hovering). It is tiltet to the left to compensate the
 tail rotor force.

 That sounds wrong to me.  The *rotor* should be tilted, but the
 airframe is experiencing no net force and should be hanging straight
 down from the shaft.

No, because the BO105 - contrary to the 'usual' Bell's for example -
has a rigid rotor. Please have a look here:

http://www.b-domke.de/AviationImages/Rotorhead.html#Eurocopter


Or did I misunderstand your objection ?

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-26 Thread Andy Ross
Martin Spott wrote:
 No, because the BO105 - contrary to the 'usual' Bell's for example -
 has a rigid rotor. Please have a look here:

 http://www.b-domke.de/AviationImages/Rotorhead.html#Eurocopter

Well, that explains my confusion...  I guess this just shows my
helicopter ignorance.  My belief had always been that such a
configuration was impossible due to the bending moments along the
blade, and that the articulated rotor was a necessary invention to
make the idea of a helicopter work.  Must have been propaganda. :)

But the physics behind that meme is sound: there *are* very high
bending moments on a rigid blade.  To first approximation you're
holding the whole aircraft up by the tips of the blades (the inner
parts of the blade produce some lift, but not much; the outer portions
are where all the force is felt).

What is the rationale behind the decision to make them rigid on the
BO105?  The only advantage I can see is that you save a few axles and
bearings, which are moving parts that can wear out.  But you pay for
it in extra stress cycles on the blade, so I can't see how this is a
win.  The articulation joints really aren't very complicated,
especially compared with the cyclic control system which you have to
have anyway...

Andy



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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-26 Thread Maik Justus
Hi Andy,

Andy Ross wrote:

What is the rationale behind the decision to make them rigid on the
BO105?  The only advantage I can see is that you save a few axles and
bearings, which are moving parts that can wear out.  But you pay for
it in extra stress cycles on the blade, so I can't see how this is a
win.  The articulation joints really aren't very complicated,
especially compared with the cyclic control system which you have to
have anyway...
Andy
 

It's the flight behavior. This rotor system works in a range from -5 to 
+5 g (maybe more on the positive side) (i.e. the bell jet ranger rotor 
works only at positive g ) and has a extremely fast reaction on control 
input. You can do acrobatics with the bo105 and it is much easier to fly 
than many other helicopters.

Maik



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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-25 Thread Maik Justus
Hi David

David Megginson wrote:
 Even as slow as 10 kt, the bo105 barely needs any input from the anti-torque
 pedals.  How realistic is this?  It certainly makes flying easy.
 
 All the best,
 
 David

It is very unrealistic. But you can change this very easiely. Just
remove the notorque=true tags in the bo105.xml file (or write
notorque=false). You should also change the min- and maxcollective of
the tail rotor to be unsymmetric (I don't have the original values, I
can just guess, maybe -10..+20?) 

Maik

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-25 Thread Maik Justus
Hello Jim

Jim Wilson wrote:
  One big gap right now is the lack of
  autorotation.
 
 The ground effect needs to be modeled to do that correctly, doesn't it? It's not 
 only the ground effect. The main thing is the power consumption of the rotor, which 
 is up to now very simplified. 

By the way: I had some time the last days to work on the model. I have
changed the calculation of the translational lift and added the ground
effect. I have to check this some time and will mail the changes soon.

 Also
 the rolling tendency in translational lift is missing.
That is a very complicate thing. Allways if I think about I run into
confusion.

 
 Best,
 
 Jim
 
Maik

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-25 Thread David Megginson
Maik Justus wrote:

Also the rolling tendency in translational lift is missing.
That is a very complicate thing. Allways if I think about I run into
confusion.
Is it just a gyroscopic effect?

All the best,

David

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-25 Thread David Megginson
Maik Justus wrote:

It is very unrealistic. But you can change this very easiely. Just
remove the notorque=true tags in the bo105.xml file (or write
notorque=false). You should also change the min- and maxcollective of
the tail rotor to be unsymmetric (I don't have the original values, I
can just guess, maybe -10..+20?) 
Yes, it is a bit more work flying with those changes.  Do you mind if I 
check them in?

All the best,

David

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-25 Thread Andy Ross
David Megginson wrote:
 Maik Justus wrote:
   Also the rolling tendency in translational lift is missing.
 
  That is a very complicate thing. Allways if I think about I run into
  confusion.

 Is it just a gyroscopic effect?

If I'm not misunderstanding the terminology, this is the rolling
moment due to airspeed along the plane of the rotor.  One side is
moving faster than the other, and produces more force.

But like everything with the rotor, it does involve gyro effects.
Outside of plain aerodynamic forces, none of the forces or moments on
a helicopter act on the rigid body of the airframe.  They all cause
the rotors to tilt or flap (or even bend, if you really are into
modelling this stuff), which *then* causes (and feels) a force/moment
on the body.

And since the rotor is spinning, it produces all sorts of
non-intuitive behavior like the 90° precession phase shift (try to
roll it left, it tilts forward, etc...).  It's ugly. :)

Andy



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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-25 Thread David Megginson
Andy Ross wrote:

And since the rotor is spinning, it produces all sorts of
non-intuitive behavior like the 90° precession phase shift (try to
roll it left, it tilts forward, etc...).  It's ugly. :)
This one happens with single-engine airplanes as well.  If you yank the nose 
up suddenly, you get a yaw to the left; if you push the nose down suddenly, 
you get a yaw to the right.  I can imagine, though, that the effect is much 
more dramatic with that big gyro spinning up top.

All the best,

David

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-25 Thread Andy Ross
David Megginson wrote:
 This one happens with single-engine airplanes as well.  If you yank
 the nose up suddenly, you get a yaw to the left; if you push the nose
 down suddenly, you get a yaw to the right.  I can imagine, though,
 that the effect is much more dramatic with that big gyro spinning up
 top.

Right, but there you can model the aircraft as a rigid body with some
extra torque applied by a single rotational inertia.  You just sum
them all together and things work out; this effect works fine in
YASim, for example.  But with a rotor, you don't have a rigid body to
work with as a base.  You're constantly playing mind games with the
rotational dynamics, because your intuitions about summing forces just
don't work.

Andy



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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-25 Thread Jim Wilson
Maik Justus [EMAIL PROTECTED] said:

 Hello Jim
 
 Jim Wilson wrote:
   One big gap right now is the lack of
   autorotation.
  
  The ground effect needs to be modeled to do that correctly, doesn't it? 
 It's not only the ground effect. The main thing is the power consumption of
 the rotor, which is up to now very simplified. 
 
 By the way: I had some time the last days to work on the model. I have
 changed the calculation of the translational lift and added the ground
 effect. I have to check this some time and will mail the changes soon.

Cool!  Let us know when you have patch for thatplease :-)

  Also
  the rolling tendency in translational lift is missing.
 That is a very complicate thing. Allways if I think about I run into
 confusion.
 

What are the complications?  I'm wondering if a simplistic estimation could be
found since it'd only really apply to a fast moving helo which would be going
forward (not sideways or backwards).  Is there a translational wing you
could split left and right (asi-rotor/asi+rotor) and apply as a weighted value
to the body?  Don't know

Best,

Jim


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-25 Thread Maik Justus
Hi David,

David Megginson wrote:
 
 
 Yes, it is a bit more work flying with those changes.  Do you mind if I
 check them in?
 
 All the best,
 
 David

For me it's ok, but remember, that you than need pedals (or another
analog controller for this axis) to fly helo.

By the way: With this changes the heli is not anylonger parallel to
ground (while hovering). It is tiltet to the left to compensate the tail
rotor force.

Maik

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-25 Thread Andy Ross
Maik Justus wrote:
 By the way: With this changes the heli is not anylonger parallel to
 ground (while hovering). It is tiltet to the left to compensate the
 tail rotor force.

That sounds wrong to me.  The *rotor* should be tilted, but the
airframe is experiencing no net force and should be hanging straight
down from the shaft.  I might believe, because the side force from the
tail acts a little lower than the opposing force from the rotor, that
the airframe would experience a small torque away from exactly
vertical.  But I'd be surprised if this was a large effect --
certainly real helicopters don't appear to be leaning while
hovering. :)

Maybe I've misunderstood?

Andy


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-25 Thread David Megginson
Maik Justus wrote:

Yes, it is a bit more work flying with those changes.  Do you mind if I
check them in?

For me it's ok, but remember, that you than need pedals (or another
analog controller for this axis) to fly helo.
The mouse does fine as an analog controller for the rudder -- I use it often 
for the taildraggers, when I don't feel like hooking up a joystick.  I just 
tried flying the bo105 (with torque) using the mouse, and while it was a bit 
fussier, I could still handle it OK.

By the way: With this changes the heli is not anylonger parallel to
ground (while hovering). It is tiltet to the left to compensate the tail
rotor force.
Interesting point -- thanks.

All the best,

David

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-25 Thread Maik Justus
Hi Andy,

Andy Ross schrieb:
 
 Maik Justus wrote:
  By the way: With this changes the heli is not anylonger parallel to
  ground (while hovering). It is tiltet to the left to compensate the
  tail rotor force.
 
 That sounds wrong to me.  The *rotor* should be tilted, but the
 airframe is experiencing no net force and should be hanging straight
 down from the shaft.  I might believe, because the side force from the
 tail acts a little lower than the opposing force from the rotor, that
 the airframe would experience a small torque away from exactly
 vertical.  But I'd be surprised if this was a large effect --
Yes, this effect is larger if the tail rotor is lower mounted (i.e. Jet
Ranger). But as far as I know this effect is stil large for a tail rotor
above cg. At the bo the tail rotor is nearly at the same height as the
rotor centre. But the forces of the (bo 105) rotor act not in the center
of the rotor, but at the position of the (virtual) flapping hinges,
which are far outside the center. If you sum they, you find, that they
produce a much higher moment to the mast which result in a tilted heli.

 certainly real helicopters don't appear to be leaning while
 hovering. :)

But you never have looked for this phenomena? Look at a calm day to a
hoovering helo and you can see it!

 
 Maybe I've misunderstood?
 
 Andy
 

Maik

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-25 Thread Maik Justus
Hi,
I try to explain my confusion:

Lets think the heli is in forward flying and the rotor is spinning
counter clock wise (seen from top, like the bo 105). Relative to air the
rotor blades at the left side are slower and on the right side are
faster. So they produce more force at the right side and less on the
left side. Because of the gyroscopic effect the result is 90° shifted,
so the blade will be up in front and down in back (flapping). The heli
will rise the nose if you don't correct the cyclic input. (Up to this
point I think I understood it.) 

m is the mass of one pointlike blade 
r is the radius to this mass (which vary with flapping and teetering)
r0 the radius without flapping and teetering
w (omega) the rotational speed of the blade
a flapping angle


The angular momentum ( m r w) is conservated. If the blade flapps up, r
will be changed (r=r0 cos a, if we assume the hinge in the rotor
center), so w has to be increased (that is what we know as teetering). 
If we assume a positive cone angle of the rotor (and this is the normal
case) than the rotorblade will be faster in front position than in back
position. And will produce more force in front position than in back
position. 
And with thy gyro we have a roll moment, but to the right and not to the
left as our helicopter has in real.

It is very easy to run into more confusion. Lets think of a rotor system
like the Jet Ranger has. The rotor can flap free around the center, so
the only force to the mast is the centripetal force. The centripetal
force is m r w w. Without teetering this force is m r0 w w cos a. If the
rotor is tilted to the front and has a positive cone angle the blade
will produce higher centripetal force in front position than in back
position. A effective force to the rotormast pointing forward results.
The CG is lower than the rotor head, so this result in a forward roll
moment. ok.
But what is the result of the teetering? If m r w is constant, than w
must be w0/(cos a) (remember: r=r0*cos a). And the centripetal force is
then m r0 w0 w0/(cos a), which means, that a forward tiltet rotor will
produce an effective force pointing backward, which is obviously
nonsense. My only idea to solve this: The teetering hinge at every real
heli is not in the rotor center. It is out of center. Every teetering
angle produces a force to the blade which wants to reduce the teetering
angle, so the change of w will be smaller (the missing angular momentum
goes to the rotor mast). But if you look in detail into this, you find,
that this is a osscillator, which is nearly in resonance. One solution
is to think of a big damping constant, but the teeter hinge at model
helicopters needs no damping. Maybe the damping can be explained
aerodynamically? I don't know. 

Or is there a big error in this calculations?
Confused,
Maik



Andy Ross wrote:
 
 David Megginson wrote:
  Maik Justus wrote:
Also the rolling tendency in translational lift is missing.
  
   That is a very complicate thing. Allways if I think about I run into
   confusion.
 
  Is it just a gyroscopic effect?
 
 If I'm not misunderstanding the terminology, this is the rolling
 moment due to airspeed along the plane of the rotor.  One side is
 moving faster than the other, and produces more force.
  
 But like everything with the rotor, it does involve gyro effects.
 Outside of plain aerodynamic forces, none of the forces or moments on
 a helicopter act on the rigid body of the airframe.  They all cause
 the rotors to tilt or flap (or even bend, if you really are into
 modelling this stuff), which *then* causes (and feels) a force/moment
 on the body.
 
 And since the rotor is spinning, it produces all sorts of
 non-intuitive behavior like the 90° precession phase shift (try to
 roll it left, it tilts forward, etc...).  It's ugly. :)
 
 Andy
 
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[Flightgear-devel] Latest stupid helicopter trick

2003-11-24 Thread David Megginson
Here's another fun landing:

http://www.megginson.com/flightsim/water-tower.jpg

The hard part, for me, is watching the ground close to the helicopter when 
I'm close to the hover.  In real life, when I'm flaring for a landing, I'm 
usually focussing on the far end of the runway, perhaps a mile or more away; 
in a helicopter, you seem to have to focus about 2 ft ahead or so.

I'm controlling the (simulated) bo105 helicopter much better by picking an 
airspeed (say, 10 kt when maneuvering for a landing) and holding it as 
closely as possible with the cyclic.  Once the airspeed is steady, I can use 
the horizon to hold it rather than having to watch the hud.  I then use the 
collective as my up-and-down control (very small movements).

Even as slow as 10 kt, the bo105 barely needs any input from the anti-torque 
pedals.  How realistic is this?  It certainly makes flying easy.

All the best,

David

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-24 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Here's another fun landing:
 
 http://www.megginson.com/flightsim/water-tower.jpg
 
 The hard part, for me, is watching the ground close to the helicopter when 
 I'm close to the hover.  In real life, when I'm flaring for a landing, I'm 
 usually focussing on the far end of the runway, perhaps a mile or more away; 
 in a helicopter, you seem to have to focus about 2 ft ahead or so.
 
 I'm controlling the (simulated) bo105 helicopter much better by picking an 
 airspeed (say, 10 kt when maneuvering for a landing) and holding it as 
 closely as possible with the cyclic.  Once the airspeed is steady, I can use 
 the horizon to hold it rather than having to watch the hud.  I then use the 
 collective as my up-and-down control (very small movements).
 
 Even as slow as 10 kt, the bo105 barely needs any input from the anti-torque 
 pedals.  How realistic is this?  It certainly makes flying easy.
 

Not very realistic I don't think.  It seems like there should be constant
input at given collective esp. at low speeds.  But as I mentioned earlier the
rudder control on my setup is a bit touchy so this probably makes it flyable
for me.  What I'm wondering is if the anti-torque on a real helo requires
constant pressure like a rudder, or if it stays where you put it.

The tail seems to do what it should as far as pushing toward the direction
opposite of movement and wind direction.  The torque on the airframe
should be about the same for a given collective setting with the only
difference in anti-torque required being this tendency.  That might change in
translation, but I would think the wind forces would overwhelm any main rotor
torque effect once translational lift was achieved anyway.  Another effect
that might need to be modeled is the tendency for the anti-torque to push the
aircraft off course.

Best,

Jim


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-24 Thread Andy Ross
David Megginson wrote:
 I'm controlling the (simulated) bo105 helicopter much better by
 picking an airspeed (say, 10 kt when maneuvering for a landing) and
 holding it as closely as possible with the cyclic.

Out of curiosity, how do pilots do this in real helicopters?  I
wouldn't think a traditional ASI would work very well at 10 kts...

 Even as slow as 10 kt, the bo105 barely needs any input from the
 anti-torque pedals.  How realistic is this?  It certainly makes flying
 easy.

Here's a candidate solution for that problem (I didn't test it).  It's
not that the aero force is too high, it's that the moment of inertia
of the helicopter is too low.  I see the following in the YASim
definition:

  airplane mass=2813
  ...
  ballast x=-3.0 y=-.0 z=1 mass=1820/

So 2/3 of the craft's weight is modeled as a point mass at a location
that, one presumes, is right under the rotor.  Point masses don't
oppose torques very well. :)

Really, what's needed here is a shell configuration, where several
point masses are placed on the edge of the fuselage where the weight
is concentrated.  YASim's built-in fuselage and wing declarations
models the airframe as strings of point masses.  This works OK for
long-aspect things like (heh) wings and fuselages.  It's not going to
produce good results for a spheroidal helicopter fuselage.

It wouldn't be too hard to write an ellipsoid declaration for
low-aspect fuselages, I guess.  But a quick hack would be to split out
that ballast point into, say, a square of masses of the right size and
centered on the c.g. (the c.g. is really easy to find on a helicopter,
BTW: by design, it has to lie very close to axis of the rotor).

Andy


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-24 Thread David Megginson
Andy Ross wrote:

Out of curiosity, how do pilots do this in real helicopters?  I
wouldn't think a traditional ASI would work very well at 10 kts...
You could probably build one that did -- after all, the aenemometers that 
weather stations use can register down to less than 5 kt.   Still, I'm 
guessing that a real helicopter pilot just watches the ground, since that's 
what matters in the slow-speed regime.

Really, what's needed here is a shell configuration, where several
point masses are placed on the edge of the fuselage where the weight
is concentrated.  YASim's built-in fuselage and wing declarations
models the airframe as strings of point masses.  This works OK for
long-aspect things like (heh) wings and fuselages.  It's not going to
produce good results for a spheroidal helicopter fuselage.
It looks like the YASim helicopter is pretty popular, so any work you could 
contribute would be much appreciated.  One big gap right now is the lack of 
autorotation.

All the best,

David

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-24 Thread Mally
  Out of curiosity, how do pilots do this in real helicopters?  I
  wouldn't think a traditional ASI would work very well at 10 kts...

 You could probably build one that did -- after all, the aenemometers that
 weather stations use can register down to less than 5 kt.   Still, I'm
 guessing that a real helicopter pilot just watches the ground, since that's
 what matters in the slow-speed regime.

In real life you don't need to watch the ground any more than you need to
watch the road surface to know you're crawling along at 5-10mph in a traffic
jam.  You're just aware of it through your normal sense of speed.  This is
something that is sorely lacking in a sim unless something is done to enhance
the situational awareness.  Lack of high res detail in the ground textures, lack
of real 3D perception and lack of motion cues make judgement of speed, height,
attitude (and changes in all of these) much more difficult in a sim than real
life.

Mally



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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-24 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Andy Ross wrote:
 
  Out of curiosity, how do pilots do this in real helicopters?  I
  wouldn't think a traditional ASI would work very well at 10 kts...
 
 You could probably build one that did -- after all, the aenemometers that 
 weather stations use can register down to less than 5 kt.   Still, I'm 
 guessing that a real helicopter pilot just watches the ground, since that's 
 what matters in the slow-speed regime.
 
  Really, what's needed here is a shell configuration, where several
  point masses are placed on the edge of the fuselage where the weight
  is concentrated.  YASim's built-in fuselage and wing declarations
  models the airframe as strings of point masses.  This works OK for
  long-aspect things like (heh) wings and fuselages.  It's not going to
  produce good results for a spheroidal helicopter fuselage.
 
 It looks like the YASim helicopter is pretty popular, so any work you could 
 contribute would be much appreciated.  One big gap right now is the lack of 
 autorotation.

The ground effect needs to be modeled to do that correctly, doesn't it?  Also
the rolling tendency in translational lift is missing.

Best,

Jim


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