* David Megginson -- Saturday 03 November 2007:
I think it's great that FlightGear added head lag to the sim -- it's a
good alternative when the pilot can't feel forces -- but I think we'd
do better to model it based on perceived forces, not on roll/yaw/pitch
damping.
Not sure if you are
On Fri, 2 Nov 2007 22:24:42 -0400
David Megginson [EMAIL PROTECTED] wrote:
I think it's great that FlightGear added head lag to the sim -- it's a
good alternative when the pilot can't feel forces -- but I think we'd
do better to model it based on perceived forces, not on roll/yaw/pitch
* Melchior FRANZ -- Saturday 03 November 2007:
they treat the head only as a mass on a spring,
and completely disregard the physiology of the
eye/equilibrium organ/brain system.
Maybe I should clarify: My idea was not that view changes
based on acceleration/inertia should be even more
* SydSandy -- Saturday 03 November 2007:
Looking at videos taken by passengers , you can certainly see
these forces ...
Umm, but the videos taken by them don't show what their
brain sees. Our brain is a *lot* better at stabilizing the
image than most of the camera stabilizers. Simulating
the
David
Sent: 03 November 2007 02:25
To: FlightGear developers discussions
Subject: [Flightgear-devel] Fixing head lag
I think it's great that FlightGear added head lag to the sim
-- it's a good alternative when the pilot can't feel forces
-- but I think we'd do better to model it based
On 03/11/2007, Melchior FRANZ [EMAIL PROTECTED] wrote:
Not sure if you are talking about dynamic view, but this *isn't*
supposed to change the view based on physical forces. The first
three lines in $FG_ROOT/Nasal/dynamic_view.nas are:
# Dynamic Cockpit View manager. Tries to simulate the
On 03/11/2007, SydSandy [EMAIL PROTECTED] wrote:
Looking at videos taken by passengers , you can certainly see these forces
... and as a passenger , I have definately sunk in my seat ( no head
springs involved ), so I still use it myself ...
Yes, that's much more realistic, and in
On 03/11/2007, Vivian Meazza [EMAIL PROTECTED] wrote:
As Melchior said, the head-shake mechanism does indeed regard the head as a
mass and a (damped) spring, but it's a bit more sophisticated than that -
the resistance of the neck muscles are modelled as well.
Which is enabled by default --
David Megginson writes:
I think it's great that FlightGear added head lag to the sim -- it's a
good alternative when the pilot can't feel forces -- but I think we'd
do better to model it based on perceived forces, not on roll/yaw/pitch
damping. For example, simply entering a coordinated bank
* David Megginson -- Saturday 03 November 2007:
Which is enabled by default -- head-shake or dynamic views -- and how
do we change the default?
head-shake is implemented by various aircraft and can usually
not be turned off interactively (and usually breaks view adjustment via
* David Megginson -- Saturday 03 November 2007:
I had been looking at dampEyeData in src/Main/viewer.cxx, assuming
that was causing the problem.
That's only for views, which set the damping values. At the moment
it's only used for Chase View.
I wasn't looking at any NASAL code. Is the
* David Megginson -- Saturday 03 November 2007:
I wasn't looking at any NASAL code. Is the NASAL code enabled
by default?
While you were away, we got support for automatically saving GUI
settings to an ~/.fgfs/autosave.xml file, and you might have
enabled dynamic view at some fgfs run, and
On 11/3/07, Melchior FRANZ wrote:
* David Megginson -- Saturday 03 November 2007:
I wasn't looking at any NASAL code. Is the NASAL code enabled
by default?
While you were away, we got support for automatically saving GUI
settings to an ~/.fgfs/autosave.xml file, and you might have
* Curtis Olson -- Saturday 03 November 2007:
I suspect there may be an aircraft in the fleet that turns this
setting on for you, [...]
No, I don't think so. I've checked the whole tree a few times
for that. And now I did again. There's only the bo105 (and
derivatives) which defines a key
* Melchior FRANZ -- Saturday 03 November 2007:
* David Megginson -- Saturday 03 November 2007:
I had been looking at dampEyeData in src/Main/viewer.cxx, assuming
that was causing the problem.
That's only for views, which set the damping values. At the moment
it's only used for Chase View.
On 03/11/2007, Melchior FRANZ [EMAIL PROTECTED] wrote:
* David Megginson -- Saturday 03 November 2007:
I wasn't looking at any NASAL code. Is the NASAL code enabled
by default?
While you were away, we got support for automatically saving GUI
settings to an ~/.fgfs/autosave.xml file, and
* David Megginson -- Saturday 03 November 2007:
it might be worth reconsidering the up/down movement. While
pulling back on the yoke/stick may make a jet fighter shoot upwards,
with a regular plane it's just as likely intended to slow the plane down.
Yes, this was targeted at fighter jets. In
David
Sent: 03 November 2007 15:58
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Fixing head lag
On 03/11/2007, Melchior FRANZ [EMAIL PROTECTED] wrote:
I should do something similar for planes. Of course, this is still
configurable per aircraft, too. Just
On 03/11/2007, Vivian Meazza [EMAIL PROTECTED] wrote:
As I said before, but perhaps you didn't notice, we already have a force
based system working on the input of pilot g. It moves the pilot's eye
position according to this input. And as Melchior pointed out, we probably
need to stabilise
David
Sent: 03 November 2007 19:19
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Fixing head lag
On 03/11/2007, Vivian Meazza [EMAIL PROTECTED] wrote:
As I said before, but perhaps you didn't notice, we already have a
force based system working on the input
I think it's great that FlightGear added head lag to the sim -- it's a
good alternative when the pilot can't feel forces -- but I think we'd
do better to model it based on perceived forces, not on roll/yaw/pitch
damping. For example, simply entering a coordinated bank gently
shouldn't cause any
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