On 12/3/07, Curtis Olson <[EMAIL PROTECTED]> wrote:
> On Dec 3, 2007 6:23 AM, STenyaK (Bruno Gonzalez) <> wrote:
>
> > I'm not sure what "FDM" means, couldnt' find a good explanation.
>
> FDM is the acronym we use for "flight dynamics model". Conceptually, a
> "physics engine" engine covers much o
On 12/03/2007 08:32 AM, Curtis Olson wrote:
> An FDM that uses Motorsport physics could be easily created, but the
> interaction between several FDMs is another issue...
Consider the PBY Catalina or other amphibian:
-- When it's in the air, it's an aircraft.
-- When it's on the water, it's a
On Dec 3, 2007 6:23 AM, STenyaK (Bruno Gonzalez) <> wrote:
> I'm not sure what "FDM" means, couldnt' find a good explanation.
FDM is the acronym we use for "flight dynamics model". Conceptually, a
"physics engine" engine covers much of the same ground. If I were to get
really nitpicky, perhaps
On 12/3/07, Detlef Faber <[EMAIL PROTECTED]> wrote:
> Am Montag, den 03.12.2007, 00:29 +0100 schrieb STenyaK (Bruno Gonzalez):
> > It looks like FG already uses several different physics engines
> > depending on the planes (am i right?), so it would be a matter of
> > adding another one for land ve
Am Montag, den 03.12.2007, 00:29 +0100 schrieb STenyaK (Bruno Gonzalez):
> Ok, thanks.
>
> I've thinked a bit more about this whole idea and, since i was
> planning to code Motorsport as a library instead of as a standalon
> executable, maybe Motorsport can be used from FlightGear, instead of
> be
Ok, thanks.
I've thinked a bit more about this whole idea and, since i was
planning to code Motorsport as a library instead of as a standalon
executable, maybe Motorsport can be used from FlightGear, instead of
being coded inside it.
It looks like FG already uses several different physics engines
Am Samstag, den 01.12.2007, 18:39 +0100 schrieb STenyaK (Bruno
Gonzalez):
> I'm unable to find the Jeep or any other car that were mentioned..
> haven't searched much though.
>
Try this:
http://sol2500.net/flightgear/jeep.zip
It should work with 0.9.10, but you will not have different ground
pro
I'm unable to find the Jeep or any other car that were mentioned..
haven't searched much though.
Quick question: by "ground reactions" you mean collision detection and
response? Are there no plane-to-plane collisions currently, only basic
plane-to-ground? And is the ground a generic trimesh or a h
> GWMobile wrote:
>
> Just to help you. X-plane simulates springs and tires and has an open
> interface. People have built cars for x-plane. The roads suck though.
>
> I think it would be great if fgear did this too.
Ground reactions have been a hot topic for a while. It sounds like Andy has
go
Sounds like fg is ready to be a road sim then!
On Fri, 30 Nov 2007 9:18 pm, Jon S. Berndt wrote:
> I think it's worth pointing out that in FlightGear cvs we have models
> of a jeep and of a snowplow (truck). The dynamics are based on YAsim
> and the wheel/suspension modeling seems to work reall
Am Freitag, den 30.11.2007, 23:04 -0600 schrieb Curtis Olson:
> On Nov 30, 2007 10:11 PM, Jon S. Berndt <> wrote:
> Some of the engineering sims I use at work (space shuttle)
> have very
>
> detailed models of landing gear and tire spinup, etc. Of
> course,
It was fine when I checked. Had screenshots of the sim.
Looked pretty good!
On Fri, 30 Nov 2007 6:28 pm, STenyaK (Bruno Gonzalez) wrote:
> On 12/1/07, Arnt Karlsen <[EMAIL PROTECTED]> wrote:
>> ..check your site, Bruno. On your Wiki page, I get refs to
>> Britney sex, old man sex, free mature,
Ralf Gerlich wrote:
> It's probably a good idea to note here that Mathias Fröhlich's OpenFDM
> is based on such a multibody concept.
>
> http://openfdm.berlios.net/
Sorry, don't know how I got to that URL.
That's http://developer.berlios.de/projects/openfdm/ of course.
>
> Cheers,
> Ralf
>
STenyaK (Bruno Gonzalez) wrote:
> I'm not familiar with the suspension geometry of planes, but i *guess*
> it can be modelled as a series of "bodies", "joints", "springs" and
> "dampers", together with the tire model.
[SNIP]
> You simply simulate a couple of bodies linked together through joints,
Just to help you.
X-plane simulates springs and tires and has an open interface. People
have built cars for x-plane.
The roads suck though.
I think it would be great if fgear did this too.
On Fri, 30 Nov 2007 5:39 pm, STenyaK (Bruno Gonzalez) wrote:
> I'm not familiar with the suspension geometr
I think it's worth pointing out that in FlightGear cvs we
have models of a jeep and of a snowplow (truck). The dynamics are based on
YAsim and the wheel/suspension modeling seems to work really well. I was
actually very impressed at the sorts of things that YAsim does ... Andy
coo
On Nov 30, 2007 10:11 PM, Jon S. Berndt <> wrote:
> Some of the engineering sims I use at work (space shuttle) have very
> detailed models of landing gear and tire spinup, etc. Of course, we don't
> ever see power trains driving the wheels (at least we don't in JSBSim).
> There are some simplifica
> I'm not familiar with the suspension geometry of planes, but i *guess*
> it can be modelled as a series of "bodies", "joints", "springs" and
> "dampers", together with the tire model.
>
> Planes tires are pretty big, so they're an important part of the
> suspension process in landings too (and b
On 12/1/07, Arnt Karlsen <[EMAIL PROTECTED]> wrote:
> ..check your site, Bruno. On your Wiki page, I get refs to
> Britney sex, old man sex, free mature, cheerleaders nude etc,
> I'm the one using Links right now browsing your site.
I know, but thanks anyway. With the remake of Motorsport, I'm al
On Sat, 1 Dec 2007 00:45:05 +0100, STenyaK wrote in message
<[EMAIL PROTECTED]>:
> (please excuse me if this is not the correct place to ask this)
>
> Hi all,
>
> I'm the main developer of Motorsport ( www.motorsport-sim.org )
..check your site, Bruno. On your Wiki page, I get refs to
Britne
I'm not familiar with the suspension geometry of planes, but i *guess*
it can be modelled as a series of "bodies", "joints", "springs" and
"dampers", together with the tire model.
Planes tires are pretty big, so they're an important part of the
suspension process in landings too (and braking.. pla
> Hi all,
>
> I'm the main developer of Motorsport ( www.motorsport-sim.org ), a
> wheeled vehicles simulator (aimed at racing cars, but not necessarily
> exclusively focused on that). I'm rewriting the sim from scratch, and
> while i'm at it, i'm reconsidering my choices of third party libraries
(please excuse me if this is not the correct place to ask this)
Hi all,
I'm the main developer of Motorsport ( www.motorsport-sim.org ), a
wheeled vehicles simulator (aimed at racing cars, but not necessarily
exclusively focused on that). I'm rewriting the sim from scratch, and
while i'm at it, i
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