RE: [Flightgear-devel] AI carrier

2004-11-05 Thread Jon Berndt
 I want to share a few impressions from my first landing on the nimitz.
 The carrier still does not move, but the wires are working with a demo 
 implementation in JSBSim.
 
 Pics from the replay:
 
 http://na.uni-tuebingen.de/~frohlich/carrier/
 
 :)

Nice pics.

Jon


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Re: [Flightgear-devel] AI carrier

2004-11-04 Thread Mathias Fröhlich

Hi all,

I want to share a few impressions from my first landing on the nimitz.
The carrier still does not move, but the wires are working with a demo 
implementation in JSBSim.

Pics from the replay:

http://na.uni-tuebingen.de/~frohlich/carrier/

:)

More will come soon!

   Greetings

Mathias

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Re: [Flightgear-devel] AI carrier

2004-10-30 Thread Mathias Fröhlich
On Donnerstag 28 Oktober 2004 22:08, Andy Ross wrote:
 Matthias Froelich wrote:
  This case kind of works for the arrester wires. The braking force is
  just hacked into the gear code. But this is just to be able to test.

 What would probably be a better idea (at least for YASim) would be to
 model the braking force as a *distance* over which the aircraft will
 be stopped.  In the real world, they have to calibrate the wires for
 the exact aircraft configuration that is going to be landing.

 You would figure out what constant acceleration would stop the
 aircraft in the distance available, and simply apply that force at
 the tailhook and towards the center of the arrestor wire.
I am talking with Vivian Meazza about that topic. He has more or less own 
experiences with those wires. He knows much about them and how they are 
built. I think we will get something well suited.

 The catshot is actually harder: in real life, the force is at the
 bottom of the nosegear.  But if you apply that to the dynamics model
 the aircraft will want to tilt backwards as it accelerates.  Real
 aircraft don't do this because the nosegear is artificially compressed
 and held that way during the shot.  Maybe the easiest way to simulate
 this would be to apply the force at the nose, or some other point
 forward of the c.g. and above the gear.
Yep this is problematic. I think one should apply the force like it is applied 
in a real aircraft. Take a fixed position of the nose gear strut about 30 cm 
above the ground level. Then apply the force at this position in direction of 
a point 50cm ahead of the nose gear on ground level.
When this force is applied the nose gear is compressed and the aircraft 
accelerates. When the aircraft tries to raise it's nose the force will pull 
it back downwards ...

 I'm honestly looking for something to get me back into FlightGear
 development.  I can do the YASim integration if you guys have an
 interface ready for the ground velocity and arrestor wire position
 values.
Ok, great. May be you will get preliminary patches soon ...

   Greetings

Mathias

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Re: [Flightgear-devel] AI carrier

2004-10-30 Thread Mathias Fröhlich

Hi,

Good progress so far. I managed to clean up that pure proof of concept to 
something more readable.

On Freitag 29 Oktober 2004 02:34, David Culp wrote:
 Thanks for your input.  Forward your code to Erik.
I will do so.
But not before tuedsay or wednesday, I have to leave now ...

Greetings

   Mathias

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[Flightgear-devel] ..AI carrier and video

2004-10-29 Thread Arnt Karlsen
On Thu, 28 Oct 2004 08:28:20 +0100, Vivian wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
   7)  Add pitching and rolling deck capability
  
  ..heave too.
  
 
 Someone like to write a Ship Dynamic Model? :-)

..some day.  First get new video cards in place so I can see properly
what happens when I play with flight recorder data, then put together a
new knoppix style live cd and dvd that works with other than Nvidia
cards, and then a live dvd with photo scenery for formation flight
training for arrival at Oshkosh-in-style, then learn to code c++, and
then I have a few wild gasification schemes to pay for the fun.  ;-)

..mind you, those wee WWII convoi escort carriers 
did heave quite a bit in rough sea states.  

..2 quick video questions; which is the smallest video card we
support?  Does any of you know of people who has run hi 
speed cards (2, 4, 6 or 8x AGP) card at 1x AGP?  

..the Idea is use a few old 200-500 MHz boxes with newer 
ATI 9250 class pci and agp video cards, around 64 to 128MB 
vram, anything smaller is no cheaper over here.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] AI carrier

2004-10-29 Thread Arnt Karlsen
On Thu, 28 Oct 2004 20:56:45 -0400, Ampere wrote in message 
[EMAIL PROTECTED]:

 b) I don't have FlightGear installed, as I am still trying to get
 direct rendering to work on my ATI 9200 in Linux. ;-)

..' lspci -vvv |grep -A 10 vga ' says?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza


Arnt Karlsen wrote:

  7)  Add pitching and rolling deck capability
 
 ..heave too.
 

Someone like to write a Ship Dynamic Model? :-)

Regards

Vivian



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RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza


Mathias Froelich has also got some work underway, so we can add to the
schedule

 project schedule:
 
 1)  Derive a new AICarrier class (me, just did it)
 2)  Refine the carrier visually  (Vivian, doing it now)
 3)  Make the decks solid.
 4)  Improve FDM gear reactions to accomodate moving ground (Mathias)
 5)  Improve FDM to include external forces (catapult, wire)  (Mathias)
 6)  Improve carrier to include meatball (aka Projector Landing Sight)
 7)  Add pitching and rolling deck capability
 8)  Add wind and turbulence effects
 9)  Make island solid
 10) Enhance carrier appearance.

Regards

Vivian





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RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza
  project schedule:
 
  1)  Derive a new AICarrier class (me, just did it)
  2)  Refine the carrier visually  (done, set to Erik for upload to cvs)
  3)  Make the decks solid.
  4)  Improve FDM gear reactions to accomodate moving ground (Mathias)
  5)  Improve FDM to include external forces (catapult, wire)  (Mathias)
  6)  Improve carrier to include meatball (aka Projector Landing Sight)
  7)  Add pitching and rolling deck capability
  8)  Add wind and turbulence effects
  9)  Make island solid
  10) Enhance carrier appearance.
 

I've completed a first cut at resurrecting USS Nimitz:

http://myweb.tiscali.co.uk/vmeazza/FlightGear/USS_Nimitz.jpg

I think it will do for the development of arrester wires. There are some
things which need doing e.g. re-alignment of catapult tracks, but I thought
could wait awhile.

Regards,

Vivian



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Re: [Flightgear-devel] AI carrier

2004-10-28 Thread David Culp

  3)  Make the decks solid.
  9)  Make island solid

Here's how I think we can solidify the decks and island.  First we need to 
define some rectangles (2? 3? a variable list?).

http://home.comcast.net/~davidculp2/decks.jpg


Each rectangle is defined in the carrier config file, in carrier body 
coordinates.

  x-offset
  y-offset
  angle
  length
  width
  height

When the aircraft gets close (say 1 mile, 300 feet) the carrier will start 
checking to see if the aircraft position is within any of the reactangles.  
This will require a lot of coordinate transformation, and it would be good to 
get the fastest algorithm possible.

***- Any ideas here? -***

After all rectangles are processed the highest height value is kept, and this 
is then used to override the scenery height using 
globals-get_scenerey()-set_cur_elev(height).

I think if we make the island's rectangle about 5 feet above deck height, then 
we'll get a crash if you fly into it.  Come to think of it, we need a better 
crash response from the the sim.  Maybe a crash dialog would suffice.


Note that this is just the first phase in completing the deck.  Once we have 
it solid then we can do catapult and wire placement, which will require even 
more coordinate transformations.



Dave
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RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza

David Culp wrote:
 
   3)  Make the decks solid.
   9)  Make island solid
 
 Here's how I think we can solidify the decks and island.  First we need to
 define some rectangles (2? 3? a variable list?).
 
 http://home.comcast.net/~davidculp2/decks.jpg

Mathias Froelich ahs done some work for areas on the ground, and if I
understand his code correctly (I'll send a copy to you) he uses triangles. I
would favour that solution anyway, because it is easy to divide the deck
into triangles which fit the area exactly, thus avoiding the situation of
the aircraft with at least one leg in mid air. 

http://myweb.tiscali.co.uk/vmeazza/FlightGear/deck.jpg

We can get the co-ords quite easily, I think, relative to the model origin
from the .ac file.

 
 Each rectangle is defined in the carrier config file, in carrier body
 coordinates.
 
   x-offset
   y-offset
   angle
   length
   width
   height

We could do it in X,Y,Z world co-ords. That's an easy conversion from the
co-ordinates of the carrier origin, and it deals with any vertical surfaces
we might need.

So:

X1,Y1,Z1,X2,Y2,Z2,X3,Y3,Z3
   .
   .
   .
as many times as you need

 When the aircraft gets close (say 1 mile, 300 feet) the carrier will
 start
 checking to see if the aircraft position is within any of the reactangles.
 This will require a lot of coordinate transformation, and it would be good
 to
 get the fastest algorithm possible.
 
 ***- Any ideas here? -***

How about doing it from the aircraft perspective? That's done already for
scenery.

 
 After all rectangles are processed the highest height value is kept, and
 this
 is then used to override the scenery height using
 globals-get_scenerey()-set_cur_elev(height).
 
 I think if we make the island's rectangle about 5 feet above deck height,
 then
 we'll get a crash if you fly into it.  Come to think of it, we need a
 better
 crash response from the the sim.  Maybe a crash dialog would suffice.

If we do triangles this might be implicit
 
 Note that this is just the first phase in completing the deck.  Once we
 have
 it solid then we can do catapult and wire placement, which will require
 even
 more coordinate transformations.
 

Mathias is already well down the road for arrester wires on the ground. The
algorithm is roughly:

Is there is a wire in the triangle?

If yes, then test for the hook catching it (using one of plib's functions:

 sgIsectLinesegPlane),

Which checks if a line (the wire) defined as (X1,Y1,Z1), (X2,Y2,Z2)
intersects with a plane. In this case the plane is defined by the co-ords of
the hook on the last and this iteration.  

If caught, then tell the FDM






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Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Mittwoch 27 Oktober 2004 23:01, David Culp wrote:
  Yep. I guess this means that the ground position and velocity
  vectors will need to be passed in to the FDMs. I'd also recommend
  against passing in orientation and rotational velocity vectors at the
  moment - first do the steady level case.

 Yes, I'm a believer in getting something simple working first.  In this
 case, for a non-pitching, non-rolling carrier, we only need to send two
 additional numbers (ground height is already sent from FG, so the FDM won't
 know whether it's getting ground height and deck height, and won't care). 
 The numbers are something like deck_velocity_east and deck_velocity_north.

 The FDM can build a deck velocity vector from this, constraining
 deck_velocity_down to 0.0 for now.
I am currently working on that stuff together with Vivian Meazza.

There is a proof of concept code available at the moment.
I sent this privatly to him because of the mail size limit on this list.

This case kind of works for the arrester wires. The braking force is just 
hacked into the gear code. But this is just to be able to test.

At first I think we sould build up the environment in flightgear to make that 
work. Later implement the physics in more detail.

   Greetings

   Mathias

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Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Mittwoch 27 Oktober 2004 22:18, David Culp wrote:
 The current AI objects are not solid, so landing on the carrier is
 impossible until we solidify the deck.  One way to do this will be to
 define the deck(s) as a set of rectangles; I think two should do it, but
 maybe more.  When the user aircraft gets close to the deck (using radar
 range and altitude) the AICarrier will start checking to see if the
 aircraft is within the area bounded by any of the rectangles.  If so the
 current elevation will be overridden with a call to
 globals-get_scenery()-set_cur_elev(deck_height). I haven't done this yet,
 but I think it would be better than trying to manipulate the hit list.
I guess that this is not sufficient.
We need to know at least the speed of that patch.

But even then, our current state where the physics depend on the framerate is 
not really a good thing.
Let me elaborate: The physics of our FDM depend on the ground level below the 
aircraft. But the ground level is only computed every frame. So The ground 
level is more accurate with different frame rates. The bad effect of this 
could be seen if you try to start on a runway with a slope. You will see the 
aircraft moving below several ten centimeters below ground depending on the 
framerate, speed of the aircraft and slope of the runway. Just because the 
FDM takes the runway level at the location we had some time ago. If this is 
significat lower you will move below ground.
That effect will be even worse if your deck will move. May be it will move at 
some day with rought sea. The FDM will see then groundlevels varying with 
more or less big steps. The smaller the framerate the bigger the steps.

I am all more for physics which is invariant with respect to changes of the 
framerate.
If we put the decks and wires into the scenegraph together with some 
information how they move with respect to the earth, we can compute the 
location of the deck at any time.
To make the intersection teste less computional intensive I build up a small 
cache of the environment around the aircraft. The benefit is that we can 
request ground level and speed of the triangle below the hook/gear at any 
location. Carrier operation will be possible. Starting on a runway with a 
slope will work (The swiss glacier pilots might be thankfull :) ...
We can even model the influence of different ground types (A B52 will not well 
taxi on grass...).
We can make the beaver model work, since we know when we move on water.

Greetings

   Mathias

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Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Donnerstag 28 Oktober 2004 00:59, Ampere K. Hardraade wrote:
 On October 27, 2004 04:18 pm, David Culp wrote:
  One way to do this will be to define the deck(s)
  as a set of rectangles; I think two should do it, but maybe more.  
  user aircraft gets close to the deck (using radar range and altitude) the
  AICarrier will start checking to see if the aircraft is within the area
  bounded by any of the rectangles.

 A seperate class should be made for the deck, call SolidObject.  It should
 be activiate by using XML.  For example:
 soliddeck/solid
 This way, other portions on the aircraft carrier can be definied as solid
 if one desires.

 It should also be the aircraft's responsibility to check whether this
 SolidObject is within the aircraft's boundary.

 The aim is not to limit the use of this code on the carrier only.  It is
 best to be able to reuse the code on other areas.

Defining extra surfaces for carrier decks might be a good idea.
But I think that these geometry should be put inside the scenegraph. The can 
be marked invisible either with using the ssgInvisible branch or by putting 
them into a seperate branch whitch is not used for renendering at all.

On every update the carrier class needs to update their positions and their 
speed.

The benefit of putting those surfaces into the scenegraph is that we can use 
intersection test routines we already need for ground reactions too.

No need to implement things twice.

Greetings

  Mathias

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Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Donnerstag 28 Oktober 2004 15:36, David Culp wrote:
 When the aircraft gets close (say 1 mile, 300 feet) the carrier will start
 checking to see if the aircraft position is within any of the reactangles.
 This will require a lot of coordinate transformation, and it would be good
 to get the fastest algorithm possible.

 ***- Any ideas here? -***
Yes, the cache algorythm I described.

Put those rectangles into the scenegraph, attache ssgUserData with 
longitudinal and rotational velocity to that leafs. Use a refinde ground 
model I hope to publish soon. And you are done.

   Greetings

   Mathias

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Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Donnerstag 28 Oktober 2004 18:36, Vivian Meazza wrote:
 Mathias Froelich ahs done some work for areas on the ground, and if I
 understand his code correctly (I'll send a copy to you) he uses triangles.
 I would favour that solution anyway, because it is easy to divide the deck
 into triangles which fit the area exactly, thus avoiding the situation of
 the aircraft with at least one leg in mid air.
That code I wrote is very hackish at the moment nothing more than a proof of 
concept.
Also that stuff is not limited to triangles or rectangles. What it does is 
using leafs of the scenegraph to describe the deck/wires and most likely the 
cat too.

In our current scenegraph library all rectangles are more or less triangulated 
by default. So what you can see in that code is some processing of triangles.

   Greetings

 Mathias

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Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Andy Ross
Matthias Froelich wrote:
 This case kind of works for the arrester wires. The braking force is
 just hacked into the gear code. But this is just to be able to test.

What would probably be a better idea (at least for YASim) would be to
model the braking force as a *distance* over which the aircraft will
be stopped.  In the real world, they have to calibrate the wires for
the exact aircraft configuration that is going to be landing.

You would figure out what constant acceleration would stop the
aircraft in the distance available, and simply apply that force at
the tailhook and towards the center of the arrestor wire.

The catshot is actually harder: in real life, the force is at the
bottom of the nosegear.  But if you apply that to the dynamics model
the aircraft will want to tilt backwards as it accelerates.  Real
aircraft don't do this because the nosegear is artificially compressed
and held that way during the shot.  Maybe the easiest way to simulate
this would be to apply the force at the nose, or some other point
forward of the c.g. and above the gear.

I'm honestly looking for something to get me back into FlightGear
development.  I can do the YASim integration if you guys have an
interface ready for the ground velocity and arrestor wire position
values.

Andy

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RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza

Andy Ross wrote:

 Matthias Froelich wrote:
  This case kind of works for the arrester wires. The braking force is
  just hacked into the gear code. But this is just to be able to test.
 
 What would probably be a better idea (at least for YASim) would be to
 model the braking force as a *distance* over which the aircraft will
 be stopped.  In the real world, they have to calibrate the wires for
 the exact aircraft configuration that is going to be landing.

That would seem to fit the bill nicely

 You would figure out what constant acceleration would stop the
 aircraft in the distance available, and simply apply that force at
 the tailhook and towards the center of the arrestor wire.

Near enough for me.

 The catshot is actually harder: in real life, the force is at the
 bottom of the nosegear.  But if you apply that to the dynamics model
 the aircraft will want to tilt backwards as it accelerates.  Real
 aircraft don't do this because the nosegear is artificially compressed
 and held that way during the shot.  Maybe the easiest way to simulate
 this would be to apply the force at the nose, or some other point
 forward of the c.g. and above the gear.

I don't think that's quite right. The catapult tow arm is fitted about half
way up the nosewheel leg, so the force is forward and down. We should be
able to model that. UK carriers used strops attached to hooks on the
fuselage.

 I'm honestly looking for something to get me back into FlightGear
 development.  I can do the YASim integration if you guys have an
 interface ready for the ground velocity and arrestor wire position
 values.
 

Welcome back ... propellers? Had you forgotten?


Regards

Vivian



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Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Ampere K. Hardraade
Using that method, it is going to be a pain modelling deck with more complex 
geometry.  I can't imagine how much work it will take to create a ski jump.

It will be easier in the long run to define an object in a model file as the 
solid deck.

Ampere

On October 28, 2004 09:36 am, David Culp wrote:
 http://home.comcast.net/~davidculp2/decks.jpg

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Re: [Flightgear-devel] AI carrier

2004-10-28 Thread David Culp
On Thursday 28 October 2004 07:17 pm, Ampere K. Hardraade wrote:
 Using that method, it is going to be a pain modelling deck with more
 complex geometry.  I can't imagine how much work it will take to create a
 ski jump.

 It will be easier in the long run to define an object in a model file as
 the solid deck.


Thanks for your input.  Forward your code to Erik.


Dave
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Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Ampere K. Hardraade
Can't. 

a) I'm not a programmer, so I will break things.
b) I don't have FlightGear installed, as I am still trying to get direct 
rendering to work on my ATI 9200 in Linux. ;-)

Ampere

On October 28, 2004 08:34 pm, David Culp wrote:
 Thanks for your input.  Forward your code to Erik.


 Dave

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[Flightgear-devel] AI carrier

2004-10-27 Thread David Culp
Some notes on making an AI carrier.

First, I think it would be best to derive a new AICarrier class from AIShip, 
since I expect the carrier to get pretty hairy.

The current AI objects are not solid, so landing on the carrier is impossible 
until we solidify the deck.  One way to do this will be to define the deck(s) 
as a set of rectangles; I think two should do it, but maybe more.  When the 
user aircraft gets close to the deck (using radar range and altitude) the 
AICarrier will start checking to see if the aircraft is within the area 
bounded by any of the rectangles.  If so the current elevation will be 
overridden with a call to globals-get_scenery()-set_cur_elev(deck_height).  
I haven't done this yet, but I think it would be better than trying to 
manipulate the hit list.

The FDM will have to be changed to allow the aircraft to sit on a deck without 
the deck sailing away from under it.  The difference between the aircraft's 
and carrier's velocity vectors will be applied to the ground reactions to 
accelerate the aircraft.

That's the first two steps anyway, AFAICT.

Dave
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David Culp
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Re: [Flightgear-devel] AI carrier

2004-10-27 Thread Jon S Berndt
On Wed, 27 Oct 2004 15:18:46 -0500
 David Culp [EMAIL PROTECTED] wrote:
Some notes on making an AI carrier.

The FDM will have to be changed to allow the aircraft to sit on a 
deck without 
the deck sailing away from under it.  The difference between the 
aircraft's 
and carrier's velocity vectors will be applied to the ground 
reactions to 
accelerate the aircraft.

That's the first two steps anyway, AFAICT.
Yep. I guess this means that the ground position and velocity 
vectors will need to be passed in to the FDMs. I'd also recommend 
against passing in orientation and rotational velocity vectors at the 
moment - first do the steady level case.

Or ... I remember at one time that there was a suggestion to allow the 
Flightgear side to query for gear location, so the specific ground 
state could be given back to the FDM per-gear. Is that a correct 
recollection?

Jon
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Re: [Flightgear-devel] AI carrier

2004-10-27 Thread David Culp
 Yep. I guess this means that the ground position and velocity
 vectors will need to be passed in to the FDMs. I'd also recommend
 against passing in orientation and rotational velocity vectors at the
 moment - first do the steady level case.


Yes, I'm a believer in getting something simple working first.  In this case, 
for a non-pitching, non-rolling carrier, we only need to send two additional 
numbers (ground height is already sent from FG, so the FDM won't know whether 
it's getting ground height and deck height, and won't care).  The numbers are 
something like deck_velocity_east and deck_velocity_north.

The FDM can build a deck velocity vector from this, constraining 
deck_velocity_down to 0.0 for now.


Dave
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Re: [Flightgear-devel] AI carrier

2004-10-27 Thread Ampere K. Hardraade
On October 27, 2004 04:18 pm, David Culp wrote:
 One way to do this will be to define the deck(s)
 as a set of rectangles; I think two should do it, but maybe more.  
 user aircraft gets close to the deck (using radar range and altitude) the
 AICarrier will start checking to see if the aircraft is within the area
 bounded by any of the rectangles.
A seperate class should be made for the deck, call SolidObject.  It should be 
activiate by using XML.  For example:
soliddeck/solid
This way, other portions on the aircraft carrier can be definied as solid if 
one desires.

It should also be the aircraft's responsibility to check whether this 
SolidObject is within the aircraft's boundary.

The aim is not to limit the use of this code on the carrier only.  It is best 
to be able to reuse the code on other areas.

Ampere

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Re: [Flightgear-devel] AI carrier

2004-10-27 Thread Ampere K. Hardraade
I am thinking of something more generic than Carrier.

Ampere

On October 27, 2004 07:13 pm, David Culp wrote:
 I don't think we're on the same page here.  The deck is owned by the
 carrier.   Unless the carrier exists the decks won't exist either.  Unless
 you want to put decks elsewhere?  Like in the movie Sky Captain, with
 airborne carriers?  You can give the AICarrier that shape and put it in the
 sky if you like.  It won't know the difference.

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RE: [Flightgear-devel] AI carrier

2004-10-27 Thread Norman Vine
David Culp writes:
 
 I don't see the point of having the FDM's know anything about carriers.  The 
 FDM already knows where the ground is.  All we have to do is let the carrier 
 override this value.  The airplane thinks it's on the ground.

Don't forget apparent wind speed and direction discontinuites
between on deck and in air !

Norman

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Re: [Flightgear-devel] AI carrier

2004-10-27 Thread David Culp
 Don't forget apparent wind speed and direction discontinuites
 between on deck and in air !


Actually I *do* plan on forgetting that, for now ;) That's the kind of thing 
that can be added in later phases.  Here's what I think would be a good 
project schedule:

1)  Derive a new AICarrier class (me, just did it)
2)  Refine the carrier visually  (Vivian, doing it now)
3)  Make the decks solid.
4)  Improve FDM gear reactions to accomodate moving ground
5)  Improve FDM to include external forces (catapult, wire)
6)  Improve carrier to include meatball
7)  Add pitching and rolling deck capability
8)  Add wind and turbulence effects
9)  ?



Dave
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Re: [Flightgear-devel] AI carrier

2004-10-27 Thread Ampere K. Hardraade
Making the entire carrier solid?

Regarding the CAT-aircraft attachment: I am hoping that the attachment point 
on the aircraft will also allow tugs to tow aircrafts around.

Ampere

On October 27, 2004 07:56 pm, David Culp wrote:
 9)  ?

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Re: [Flightgear-devel] AI carrier

2004-10-27 Thread Arnt Karlsen
On Wed, 27 Oct 2004 18:56:52 -0500, David wrote in message 
[EMAIL PROTECTED]:

 7)  Add pitching and rolling deck capability

..heave too.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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