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

2003-12-24 Thread Erik Hofman
Cameron Moore wrote:
Everyone in my office it tired of hearing about it, so I thought I'd
turn to you guys.  I had a chance to go fly in a B-1B flight simulator
as part of a tour at Dyess AFB today.  (See below for some links[1] to
Wow, a full size B-1 simulator. Now *that* must be impressive!

Anyway, it was a fun trip.  If any of you ever get a chance to climb
into a big sim like this, go for it.  Merry Christmas!
I second that. Every time I get a chance to step into one of those 
simulators I have a great time. It's definitely worth it.

Erik

[1] http://www.kgwings.com/fieldtrips/dyess/sim1.JPG
http://www.kgwings.com/fieldtrips/dyess/sim2.JPG
http://www.kgwings.com/fieldtrips/dyess/b1sim.JPG


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

2003-12-24 Thread David Culp

 After that I went to met up with
 a fuel tanker to try and refuel.  Trying to hook up with the tanker was
 the most challenging part of the experience.  I spent what felt like 10
 minutes trying to speedup, slowdown, noseup, nosedown, left, right until
 I gave up.

I've only refueled in 707's, but:

Everybody has trouble at first, but aileron and elevator response are almost 
instantaneous, and the control surfaces are sized and scheduled to give a 
certain amount of roll or pitch rate, so that's probably not where the delay 
comes from.

When it comes to roll control the main problem is the receiving airplane's 
interaction with the wingtip vortices from the tanker.  I don't know if their 
simulator models this effect.  If it does, it could be mistaken for lack of 
roll response.  

Elevator response is not a problem usually.  In fact, it's usually too touchy 
at first because the CG has moved aft as fuel was burned prior to refueling.  
As you take on fuel the CG moves forward and the pitch control becomes less 
sensitive.  I don't know if swing-wing airplanes do this, as they have their 
own bag of CG problems and solutions.

Speed response is pretty slow due to the airplane's inertia and the engines' 
spool-up time.  The problem gets worse as the receiving airplane gets 
heavier.  

The interaction of the above may cause one or more channels in your brain to 
drop out for a second, which could also be perceived as slow response.  This 
also happens when you first try to learn an instrument scan.

You can practice refueling to some extent in FlightGear using the AI tanker.  
There is an annoying problem though, in that as you get close to the tanker 
it appears to jump in 30-foot leaps (so you can't *really* practice 
refueling).  Also, we don't model downwash, wingtip vortices, weight change, 
and CG travel.



Dave
-- 

David Culp
davidculp2[at]comcast.net


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

2003-12-24 Thread Andy Ross
David Culp wrote:
 You can practice refueling to some extent in FlightGear using the AI
 tanker.  There is an annoying problem though, in that as you get close
 to the tanker it appears to jump in 30-foot leaps (so you can't
 *really* practice refueling).

That sounds like a bug.  My reading of the AI code indicates that
motion should be continuous, no?

 Also, we don't model downwash, wingtip vortices, weight change, and
 CG travel.

Actually, weight change and CG travel due to fuel load *are* modelled.
With YASim, at least, there is currently no way to get the new fuel
state into the FDM (it wants to own the fuel load instead of reading
it out of the property tree).  But that's a really easy thing to fix
if someone wants to work on this.

Andy


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

2003-12-24 Thread Gene Buckle
 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?

I think It has more to do with moving multiple tons of steel and aluminum
with a tiny little control surface.

g.



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

2003-12-24 Thread David Culp
  You can practice refueling to some extent in FlightGear using the AI
  tanker.  There is an annoying problem though, in that as you get close
  to the tanker it appears to jump in 30-foot leaps (so you can't
  *really* practice refueling).

 That sounds like a bug.  My reading of the AI code indicates that
 motion should be continuous, no?

I'm not sure where the problem is.  I know very little about the graphics side 
of things.  This would be a nice problem to solve, because formation flying 
is not possible yet.  The AI airplane does move in discreet steps (once per 
sim tic) as does the user's view point, I assume.  I guess they aren't drawn 
at the same tic?



  Also, we don't model downwash, wingtip vortices, weight change, and
  CG travel.

 Actually, weight change and CG travel due to fuel load *are* modelled.
 With YASim, at least, there is currently no way to get the new fuel
 state into the FDM (it wants to own the fuel load instead of reading
 it out of the property tree).  But that's a really easy thing to fix
 if someone wants to work on this.


That would be a good thing.I've been wondering how to let the receiver 
know that it is in position and can start downloading fuel.   In the real 
world, the tanker has a box behind it which contains all possible positions 
of the fuel nozzle.  If the position of the receiver's receptacle is within 
the box, then fueling can occur.


Dave
-- 

David Culp
davidculp2[at]comcast.net


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

2003-12-24 Thread Lee Elliott
On Wednesday 24 December 2003 16:53, David Culp wrote:
 
  After that I went to met up with
  a fuel tanker to try and refuel.  Trying to hook up with the tanker 
was
  the most challenging part of the experience.  I spent what felt like 
10
  minutes trying to speedup, slowdown, noseup, nosedown, left, right 
until
  I gave up.
 
 I've only refueled in 707's, but:
 
 Everybody has trouble at first, but aileron and elevator response are 
almost 
 instantaneous, and the control surfaces are sized and scheduled to give 
a 
 certain amount of roll or pitch rate, so that's probably not where the 
delay 
 comes from.
 
 When it comes to roll control the main problem is the receiving 
airplane's 
 interaction with the wingtip vortices from the tanker.  I don't know if 
their 
 simulator models this effect.  If it does, it could be mistaken for lack 
of 
 roll response.  
 
 Elevator response is not a problem usually.  In fact, it's usually too 
touchy 
 at first because the CG has moved aft as fuel was burned prior to 
refueling.  
 As you take on fuel the CG moves forward and the pitch control becomes 
less 
 sensitive.  I don't know if swing-wing airplanes do this, as they have 
their 
 own bag of CG problems and solutions.
 
 Speed response is pretty slow due to the airplane's inertia and the 
engines' 
 spool-up time.  The problem gets worse as the receiving airplane gets 
 heavier.  
 
 The interaction of the above may cause one or more channels in your 
brain to 
 drop out for a second, which could also be perceived as slow response.  
This 
 also happens when you first try to learn an instrument scan.
 
 You can practice refueling to some extent in FlightGear using the AI 
tanker.  
 There is an annoying problem though, in that as you get close to the 
tanker 
 it appears to jump in 30-foot leaps (so you can't *really* practice 
 refueling).  Also, we don't model downwash, wingtip vortices, weight 
change, 
 and CG travel.
 
 
 
 Dave
 -- 
 
 David Culp
 davidculp2[at]comcast.net
 

I've been wondering if that could be smoothed a bit by using a running 
average instead of using the raw data as it comes in.  This would 
introduce a degree of lag, of course, depending on the data rate and 
number of samples.  Considering that at close ranges it's pretty 
unusable, a half-second or less lag - say ten samples at a sample rate of 
30/sec - might be acceptable.

Just a thought, of course:)

Happy xmas all.

LeeE


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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 Dyess AFB

2003-12-24 Thread David Megginson
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.

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

2003-12-23 Thread Cameron Moore
Everyone in my office it tired of hearing about it, so I thought I'd
turn to you guys.  I had a chance to go fly in a B-1B flight simulator
as part of a tour at Dyess AFB today.  (See below for some links[1] to
images on someone else's website -- I forgot to take my camera.)  As you
can see from the pictures, it is a full-motion simulator (made by
Boeing).

The tour was given by a friend, Lt. Col. Baron, that is a B-1 Flight
Instructor.  He took myself and two other men for the morning in the sim
and a little tour of a stationary B-1B and the control tower.  My time
in the sim went something like this:  I started after another person had
landed; I was at the end of the runway facing the wrong way.  Added full
right rudder and about half throttle to turn around at the end of the
runway (it took a few seconds before it actually started moving).  The
aircraft didn't turn well at all although I was pushing the right rudder
all the way forward -- Baron said it was probably a glitch in the sim.
Anyway, I finally got turned around, went full afterburners, and took
off without incident.  Got to about 2000ft and did a couple barrel rolls
while breaking the sound barrier.  :-)  After that I went to met up with
a fuel tanker to try and refuel.  Trying to hook up with the tanker was
the most challenging part of the experience.  I spent what felt like 10
minutes trying to speedup, slowdown, noseup, nosedown, left, right until
I gave up.  Lt. Col. Baron said it's 90% anticipation.  I think with
more practice I could do it.  Part of my problem was that I would
overcorrect since there was a delay between my stick commands and the
actual movement of the B-1; by the time I had the aircraft going were I
thought I needed to be going and recentered the stick, I had already
held it too long.  I could feel it happening, but couldn't get the hang
of it.  I wanted to stay there until I nailed it, but due to time
constraints, I just gave up.  Anyway, after fighting with the tanker a
while, I went back for an ILS approach at Dyess.  Lt. Col.  Baron set me
up with a 200ft ceiling, so I was flying through nothing but clouds
until I went below 200ft.  I punched through the clouds right in front
of the runway and brought her down nicely.  (woohoo!)  I was flying
completely off the digital HUD displays.  The display had a little cross
target that you wanted to put your center on, and it would guide you
down for a perfect landing.  It was a lot easier than I anticipated --
the computer definately made it easier on me.  That concluded my flight,
but the next guy did a lot of the same stuff, only he did his landing at
night with a 200ft ceiling.  Very cool!

Now on to what you guys really want to know...

What was the sim like?  Well, it was extremely impressive.  The physical
hardware of the simulator was awesome.  The instruments and controls and
everything were very cool and realistic.  The flight stick was much
stiffer than I expected, and I had to use a lot more muscle than I would
have thought.  Lt. Col. Baron said that the flight stick in a real B-1
was a little easier to handle but also a little more sensitive.  Oh, I
finally figured out what I want for Christmas while I was there -- some
rudder pedals for my PC.  Having never flown in a real cockpit before,
it was my first experience with rudder pedals, and I loved them.
Anyway...

As for the software side of the sim, it looked and felt a lot like
FlightGear+JSBSim.  There were some bugs:  visual artifacts like faraway
tiles flashing yellow and the friction coefs on the gear were to high
according to Baron (while taxiing if you throttle back to idle, the
aircraft would stop rather quickly.  Baron said in a real B-1 it would
continue to roll a lot further).  The terrain around Dyess (which is
were we flew) is mostly flat, so I couldn't really tell how well the
terrain data was, but it's looked comparable to FGs.  They had random
trees scattered around pretty much like FG does based on land cover
data.  They had the major roads modeled like FG (or did we ever add that
to the base scenary?) -- it looked like it came from the same datasource
as ours but I'm not positive.  Their airbase and neighboring cities
definately looked better than FG's simply because they had actually
spent time adding models for various things (like hangars, control
towers, water towers, major buildings in nearby Abilene, cellular and
radios towers, etc).  I thought our textures were better though.  It's
been a while since I've actually ran FG so I don't know how the night
lighting compares to ours; I'll have to compile FG sometime and see.
One thing I thought was cool was that during the night approach in the
clouds, every second or so everything would flash white.  It was due to
the external lights flashing and bouncing off the clouds.  It was a nice
effect, but I'm not sure how accurate it was.

Overall, I thought FG stacked up very well against the software side of
this simulator.  We obviously can't touch 

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

2003-12-23 Thread Jon Berndt
 As for the software side of the sim, it looked and felt a lot like
 FlightGear+JSBSim.  There were some bugs:

Hmmm...

;-)

Jon


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

2003-12-23 Thread Ivo
On Wednesday 24 December 2003 01:17, Cameron Moore wrote:
 Everyone in my office it tired of hearing about it, so I thought I'd
 turn to you guys. 

Nice story. I always like reading about people on this mailinglist flying 
real aircraft or high-end sims and comparing (some of) the experience to 
FlightGear.

--Ivo


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

2003-12-23 Thread Cameron Moore
* [EMAIL PROTECTED] (Jon Berndt) [2003.12.23 19:02]:
  As for the software side of the sim, it looked and felt a lot like
  FlightGear+JSBSim.  There were some bugs:
 
 Hmmm...
 
 ;-)

Hehe.  I didn't mean to imply that JSBSim has bugs (though it does ;-).
I meant that the handling was about the same in both.

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?
-- 
Cameron Moore
[ Why is a carrot more orange than an orange? ]

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