Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-21 Thread Lee Elliott
On Monday 20 September 2004 08:39, Vivian Meazza wrote:
{snip...]
 Lee,

 Here's some pics off the effects I obtained:

 http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_drag-full_g
ravity.jpg

 http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_gravity-acc
elerating.jpg

 http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_gravity-bom
bs_overtaking. jpg

 http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_gravity-bra
king.jpg

 I hope that you can achieve the same.

 Regards

 Vivian

Sadly, no.  Those pics are pretty much what I was hoping to see 
here but it's just not happening.  This is very odd.

I could post a pic showing the a/c after braking, with the string 
of bombs behind and the cluster around the nose (which would 
show that it had moved, while releasing bombs and was now 
stationary) but is there any point?

I'm a bit reluctant to do a full fresh cvs checkout because I'd 
have to also get a new base package too, wouldn't I?  Still on 
dial-up here so I'd like to avoid having to do that if possible.

If I delete the source code directories from my local cvs and 
then did an update, would it replace anything that was missing?

I guess I could try getting FG installed on one of my other 
workstations and see if I get the same results.

I did try setting a more verbose log-level but didn't see 
anything there either.

This is such a strange problem.  Because there are no apparent 
run-time errors it's difficult not to conclude that there's a 
logic error in the code but the fact it works elsewhere rules 
that out.

Feeling pretty stumped here:-/

LeeE

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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-20 Thread Vivian Meazza


Lee Elliott wrote:

 Sent: Sunday, September 19, 2004 12:48 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Sunday 19 September 2004 10:42, Vivian Meazza wrote:
  Lee Elliott wrote:
   Sent: Saturday, September 18, 2004 11:28 PM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
  ...snip ..
 
   Hmm... (part 2)
  
   Just tried firing the Spitfire cannon via the property 
 browser and 
   while I could hear the cannon firing I couldn't see 
 anything leaving 
   the a/c.
  
   Could a library version mismatch cause this?
  
   There must be a problem at this end because it works for 
 you on your 
   system but I'm at a bit of a loss to explain it - the 
 compilations 
   of SimGear  FlightGear seem to go fine.  I haven't 
 updated plib for 
   a while - could the problem lie there?
  
   LeeE
 
  PLIB is not involved. I've just rechecked the cvs version - works 
  here. The tracer is visible in the upper sector of the gun 
 sight, but 
  you might have to zoom into the gunfight a little to see 
 it. If your 
  eyes are very good, it is also visible from behind the 
 aircraft, but 
  you have to know where to look. The tracer is only visible from 
  behind. You could also try at night, the tracer are more visible. 
  That's at 800 x 600; if you have a 21 screen, its no 
 problem at all.
 
  Do you have the tracer files in ..data/models/geometry?
 
  Any luck with the other tests?
 
  V.
 
 Not had a chance today to try them yet - hopefully later this 
 P.M.  I'm using a 19 screen at 1600x1200 and run FG in a 
 maximised window i.e. with title bar and edges.
 

Lee,

Here's some pics off the effects I obtained:

http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_drag-full_gravity.jpg

http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_gravity-accelerating.jpg

http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_gravity-bombs_overtaking.
jpg

http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_gravity-braking.jpg

I hope that you can achieve the same.

Regards

Vivian










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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Horst J. Wobig
Lee Elliott wrote:
---snip
If it wasn't for the fact that the same model works for you
I'd suspect I'd got something wrong in the set-up.
How do I fire the cannon in the Spitfire?  I can't see a
key-mapping anywhere.  I suppose I could fire it via the
property browser but that just makes me feel even more
strongly that there's something wrong my end.
LeeE
 

Hmm... (part 2)
Just tried firing the Spitfire cannon via the property browser
and while I could hear the cannon firing I couldn't see
anything leaving the a/c.
Could a library version mismatch cause this?
There must be a problem at this end because it works for you
on your system but I'm at a bit of a loss to explain it - the
compilations of SimGear  FlightGear seem to go fine.  I
haven't updated plib for a while - could the problem lie
there?
LeeE
   

Just a thought - can anyone else confirm either behaviour?
 

Well, I upgraded to cvs (simgear/flightgear about 23:00 UTC 2004-09-18).
I'm not exactly sure what behaviour is expected, but when I trigger via
property browser
- I can hear the cannon firing
- I can see (very)little red dots from within the cockpit seeming to 
leave the cannon
- I can see (very)little red dots from outside seeming to leave the cannon
- I stops after - hmm... 20-30secs? - maybe out-of-submodels :-)))

(using plib-1.8.3)
Horst

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Frederic Bouvier
 Hmm... (part 2)
 
 Just tried firing the Spitfire cannon via the property browser 
 and while I could hear the cannon firing I couldn't see anything 
 leaving the a/c.
 
 Could a library version mismatch cause this?
 
 There must be a problem at this end because it works for you on 
 your system but I'm at a bit of a loss to explain it - the 
 compilations of SimGear  FlightGear seem to go fine.  I haven't 
 updated plib for a while - could the problem lie there?

Do you tried with --enable-ai-models ? I was caught by this recently.

-Fred



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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Vivian Meazza
Lee Elliott wrote:

 Sent: Saturday, September 18, 2004 11:28 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
...snip ..
 
 Hmm... (part 2)
 
 Just tried firing the Spitfire cannon via the property browser
 and while I could hear the cannon firing I couldn't see anything 
 leaving the a/c.
 
 Could a library version mismatch cause this?
 
 There must be a problem at this end because it works for you on
 your system but I'm at a bit of a loss to explain it - the 
 compilations of SimGear  FlightGear seem to go fine.  I haven't 
 updated plib for a while - could the problem lie there?
 
 LeeE

PLIB is not involved. I've just rechecked the cvs version - works here. The
tracer is visible in the upper sector of the gun sight, but you might have
to zoom into the gunfight a little to see it. If your eyes are very good, it
is also visible from behind the aircraft, but you have to know where to
look. The tracer is only visible from behind. You could also try at night,
the tracer are more visible. That's at 800 x 600; if you have a 21 screen,
its no problem at all.

Do you have the tracer files in ..data/models/geometry? 

Any luck with the other tests?

V.



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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Vivian Meazza


Arnt Karlsen

 Sent: Saturday, September 18, 2004 11:41 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Sat, 18 Sep 2004 13:21:13 +0100, Vivian wrote in message 
 [EMAIL PROTECTED]:
  
  ... snip ... 
  
  I can do all of that, providing I can get at the location 
 of the CofG 
  to relate the offsets.
   
   but no accelerations except gravity, to get it right.
  
  Not strictly true. We also need to apply aerodynamic 
 forces. Drag is 
  already applied, and wind can be applied, but no other. 
 Wind is that 
  experienced by the parent, not the submodel. This 
 approximation is OK 
  for tracer, less so for bombs.
 
 ..eh, accellerations, no, forces, yes.  

Same thing: a body changes velocity (i.e. accelerates) as the result of an
applied force. Newton's 2nd Law.

 Both bomber and 
 bomb sees the same wind etc until release of child.  In a 
 bomb bay or in a gun, the wind exposure happens as these 
 objects emerge outta these shielded hideouts.  

Not quite true. The parent is experiencing wind, so it is a good enough
approximation to apply wind to the child from instantiation. Turbulent
airflow around the bomb-bay doors etc. is quite another thing. Although I
suspect that the tumbling that you see on films is more or less rotation of
the bomb about its CofG. Any that is not can be modelled by applying a bit
of randomness to the trajectory. 

 
 ..If either (plane or bomb etc) object passes thru say wind 
 shear, wing tip vortices, then the wind forces are 
 _different_, even if they can be approximated as the same 
 as the bomb drops thru that vortice in 
 a millisecond.  
 
 ..and don't forget gun recoil forces. 

Yes, and charge temperature, barrel temperature and wear, Coriolis effect,
parturition effect ... . Don't think I'll bother for guns fired from an
aircraft with an effective range of 400 yds.

Gun childs also 
 experience wind drift.  ;-)

We already apply wind drift, but the wind is that experienced by the parent,
not the child. This approximation is OK for guns, but makes no allowance for
the various winds experienced by bombs during their descent.

 
   ..also, when we get that far in the modelling; some
   dive bombers had release rigging that threw some, say 
   centerline bombs, clear of the propeller, adding to the fun 
   we dream up here. 
  
  We can already do that - just apply an appropriate initial 
 velocity, 
  and instantiate at the right offsets.
   
   ..also keep in mind most bombs are hung by more than one
   points, so the hardpoint mechanism and the flight conditions, 
   attitude, rates etc, act together deciding which points 
   release first, second etc on each bomb.  
  
  We can probably ignore that.
 
 ..true, but see below.
 
   ..this too, has a major impact on the initial ballistics,
   think bobbing bombs dropping from B-52's or B-17's, on 
   dropping out of the bomb 
   bay, some of this is sudden exposure to the airstream, some is 
   un-even release, asymmetric or whatever.
  
  We could probably add some randomness to account for this, if you 
  think it's a significant factor, given all the other 
 approximations, 
  chief amongst which could be that the submodel has no 
 inertia, and so 
  aligns instantly with its trajectory. Again, OK for tracer, but for 
  bombs?
 
 ..this is a design philosophy decision; how close to reality 
 _do_ we wanna go?  My point is do as you like, but don't 
 cut off future development by hardcoding stuff, leave open 
 hooks as bait for future developers to go berserk on. ;-)  


I'm afraid that it's all pretty hard stuff in C++, but if anyone wants to
have a go at some of the math or coding, I'd welcome any help.

As realistic as the input data will allow. I'm sure Lee wont let up on me
'till his BB bomb is right. 

Regards

V.



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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Lee Elliott
On Sunday 19 September 2004 10:42, Vivian Meazza wrote:
 Lee Elliott wrote:
  Sent: Saturday, September 18, 2004 11:28 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic
  sub-model

 ...snip ..

  Hmm... (part 2)
 
  Just tried firing the Spitfire cannon via the property
  browser and while I could hear the cannon firing I couldn't
  see anything leaving the a/c.
 
  Could a library version mismatch cause this?
 
  There must be a problem at this end because it works for you
  on your system but I'm at a bit of a loss to explain it -
  the compilations of SimGear  FlightGear seem to go fine.  I
  haven't updated plib for a while - could the problem lie
  there?
 
  LeeE

 PLIB is not involved. I've just rechecked the cvs version -
 works here. The tracer is visible in the upper sector of the
 gun sight, but you might have to zoom into the gunfight a
 little to see it. If your eyes are very good, it is also
 visible from behind the aircraft, but you have to know where
 to look. The tracer is only visible from behind. You could
 also try at night, the tracer are more visible. That's at 800
 x 600; if you have a 21 screen, its no problem at all.

 Do you have the tracer files in ..data/models/geometry?

 Any luck with the other tests?

 V.

Not had a chance today to try them yet - hopefully later this 
P.M.  I'm using a 19 screen at 1600x1200 and run FG in a 
maximised window i.e. with title bar and edges.

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Arnt Karlsen
On Sun, 19 Sep 2004 11:23:35 +0200, Horst wrote in message 
[EMAIL PROTECTED]:

 I can hear the cannon firing
 I can see (very)little red dots from within the cockpit seeming to
 leave the cannon
 I can see (very)little red dots from outside seeming
 to leave the cannon
 I stops after - hmm... 20-30secs? - maybe out-of-submodels:-)))

..1/3 to 1/2 a minute sounds about right to be out of ammo.

-- 
..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] Problem with ballistic sub-model

2004-09-19 Thread Arnt Karlsen
On Sun, 19 Sep 2004 11:17:22 +0100, Vivian wrote in message 
[EMAIL PROTECTED]:

 
 
 Arnt Karlsen
 
  Sent: Saturday, September 18, 2004 11:41 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
  
  
  On Sat, 18 Sep 2004 13:21:13 +0100, Vivian wrote in message 
  [EMAIL PROTECTED]:
   
   ... snip ... 
   
   I can do all of that, providing I can get at the location 
  of the CofG 
   to relate the offsets.

but no accelerations except gravity, to get it right.
   
   Not strictly true. We also need to apply aerodynamic 
  forces. Drag is 
   already applied, and wind can be applied, but no other. 
  Wind is that 
   experienced by the parent, not the submodel. This 
  approximation is OK 
   for tracer, less so for bombs.
  
  ..eh, accellerations, no, forces, yes.  
 
 Same thing: a body changes velocity (i.e. accelerates) as the result
 of an applied force. Newton's 2nd Law.

..ah, precisely what I meant.  ;-)

  Both bomber and 
  bomb sees the same wind etc until release of child.  In a 
  bomb bay or in a gun, the wind exposure happens as these 
  objects emerge outta these shielded hideouts.  
 
 Not quite true. The parent is experiencing wind, so it is a good
 enough approximation to apply wind to the child from instantiation.

..I guess we'll leave that as bait for the berserk coders for now.  ,-)

 Turbulent airflow around the bomb-bay doors etc. is quite another
 thing. Although I suspect that the tumbling that you see on films is
 more or less rotation of the bomb about its CofG. Any that is not can
 be modelled by applying a bit of randomness to the trajectory. 

..quite right, some of this is caused by the turbulence, some of it by
the bomb release mechanism letting go of the bomb.  Also, there are
those refreshingly wild stories of guys having to enter the bomb bay 
to kick out bombs riding that turbulent airflow.  ;-)

  
  ..If either (plane or bomb etc) object passes thru say wind 
  shear, wing tip vortices, then the wind forces are 
  _different_, even if they can be approximated as the same 
  as the bomb drops thru that vortice in 
  a millisecond.  
  
  ..and don't forget gun recoil forces. 
 
 Yes, and charge temperature, barrel temperature and wear, Coriolis
 effect, parturition effect ... . Don't think I'll bother for guns
 fired from an aircraft with an effective range of 400 yds.
  
  Gun childs also experience wind drift.  ;-)
 
 We already apply wind drift, but the wind is that experienced by the
 parent, not the child. This approximation is OK for guns, but makes no
 allowance for the various winds experienced by bombs during their
 descent.
 
  
..also, when we get that far in the modelling; some
dive bombers had release rigging that threw some, say 
centerline bombs, clear of the propeller, adding to the fun 
we dream up here. 
   
   We can already do that - just apply an appropriate initial
   velocity, and instantiate at the right offsets.

..also keep in mind most bombs are hung by more than one
points, so the hardpoint mechanism and the flight conditions, 
attitude, rates etc, act together deciding which points 
release first, second etc on each bomb.  
   
   We can probably ignore that.
  
  ..true, but see below.
  
..this too, has a major impact on the initial ballistics,
think bobbing bombs dropping from B-52's or B-17's, on 
dropping out of the bomb 
bay, some of this is sudden exposure to the airstream, some is 
un-even release, asymmetric or whatever.
   
   We could probably add some randomness to account for this, if you 
   think it's a significant factor, given all the other
   approximations, chief amongst which could be that the submodel has
no inertia, and so aligns instantly with its trajectory. Again,
OK
   for tracer, but for bombs?
  
  ..this is a design philosophy decision; how close to reality 
  _do_ we wanna go?  My point is do as you like, but don't 
  cut off future development by hardcoding stuff, leave open 
  hooks as bait for future developers to go berserk on. ;-)  
 
 
 I'm afraid that it's all pretty hard stuff in C++, but if anyone wants
 to have a go at some of the math or coding, I'd welcome any help.

 As realistic as the input data will allow. I'm sure Lee wont let up
 on me'till his BB bomb is right. 

.. ;-)

-- 
..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] Problem with ballistic sub-model

2004-09-19 Thread Lee Elliott
On Saturday 18 September 2004 23:59, Vivian Meazza wrote:
 Lee Elliott wrote:
  Sent: Saturday, September 18, 2004 11:06 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic
  sub-model
 
  On Saturday 18 September 2004 19:05, Vivian Meazza wrote:
   I wrote
  
Sent: Saturday, September 18, 2004 3:44 PM
To: 'FlightGear developers discussions'
Subject: RE: [Flightgear-devel] Problem with ballistic
sub-model
   
   
... Snip ...
 
  Hmm...  Just re-updated from cvs - no significant changes.
  Copied over all the latest data, did a make clean in both
  SimGear and FlightGear before re-compiling but still get no
  change.
 
  This is odd.
 
  If it wasn't for the fact that the same model works for you
  I'd suspect I'd got something wrong in the set-up.
 
  How do I fire the cannon in the Spitfire?  I can't see a
  key-mapping anywhere.  I suppose I could fire it via the
  property browser but that just makes me feel even more
  strongly that there's something wrong my end.
 
  LeeE

 The Spitfire uses a trigger on your joystick - something like:

 button n=1
   descTrigger/desc
   binding
commandproperty-assign/command
property/systems/submodels/trigger/property
value type=booltrue/value
   /binding
   mod-up
binding
 commandproperty-assign/command
 property/systems/submodels/trigger/property
 value type=boolfalse/value
/binding
   /mod-up
  /button

 I would suggest that you use the property browser to test the
 Spitfire m/gs. If the cvs download was OK it is unlikely that
 there is something wrong with your system. Similarly, if the
 submodel aligns with the parent when taxi-ing at a reasonable
 speed, then, basically, it's working since it calculates the
 angles from speed N/E/D. Try these submodel settings:

   submodel
 nameredbeard/name
 modelAircraft/EE-Canberra/Models/RedBeard.xml/model
 trigger/controls/armament/red-beard-released/trigger
 speed0/speed
 repeattrue/repeat
 delay1.0/delay
 count-1/count
 x-offset0.0/x-offset
 y-offset-0.0/y-offset
 z-offset0.0/z-offset
 yaw-offset0/yaw-offset
 pitch-offset0.0/pitch-offset
 eda1.2/eda
 windfalse/wind
 buoyancy0/buoyancy
   /submodel

 And these:

 submodel
 nameredbeard/name
 modelAircraft/EE-Canberra/Models/RedBeard.xml/model
 trigger/controls/armament/red-beard-released/trigger
 speed0/speed
 repeattrue/repeat
 delay1.0/delay
 count-1/count
 x-offset0.0/x-offset
 y-offset-0.0/y-offset
 z-offset0.0/z-offset
 yaw-offset0/yaw-offset
 pitch-offset0.0/pitch-offset
 eda0/eda
 windfalse/wind
 buoyancy32/buoyancy
   /submodel

 And let me know what you see so that I can compare.

 Regards

 V.

Hello Vivian,

I tried the two settings above for the Canberra and tried the 
Spitfire again at dusk but I'm still getting the same results:(

I get identical behaviour with the Canberra: I'm accelerating to 
about 10kt, cutting the throttle so I'm rolling down the runway, 
and then hitting the release.  In both cases I leave a trail of 
stationary bombs floating behind me and when I hit the brakes I 
get a cluster of bombs at different pitches oriented around the 
origin (still the nose of the a/c atm)

In the Spitfire I can still hear the guns firing until the ammo 
is out but I can't see any tracer at all, in either cockpit or 
external views.  Once the ammo's all out I can re-set the count 
and the guns start firing again but still no visible tracer.

This is really odd:-/

LeeE

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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Giles Robertson
 ..quite right, some of this is caused by the turbulence, some of it by
 the bomb release mechanism letting go of the bomb.  Also, there are
 those refreshingly wild stories of guys having to enter the bomb bay 
 to kick out bombs riding that turbulent airflow.  ;-)

Can we model the Dr. Strangelove effect?

Giles



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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Vivian Meazza


Giles Robertson

 Sent: Sunday, September 19, 2004 6:02 PM
 To: FlightGear developers discussions
 Subject: RE: [Flightgear-devel] Problem with ballistic sub-model
 
 
  ..quite right, some of this is caused by the turbulence, 
 some of it by 
  the bomb release mechanism letting go of the bomb.  Also, there are 
  those refreshingly wild stories of guys having to enter the 
 bomb bay 
  to kick out bombs riding that turbulent airflow.  ;-)
 
 Can we model the Dr. Strangelove effect?
 

Now let's see. What's the Cd of a human - 1.0 - 1.3? Area seated astride a
booomb - 4 sq ft? Make allowance for silly hat - 2 sq ft? Yup, we can do
that.

Regards

Vivian



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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Gene Buckle

 Now let's see. What's the Cd of a human - 1.0 - 1.3? Area seated astride a
 booomb - 4 sq ft? Make allowance for silly hat - 2 sq ft? Yup, we can do
 that.


I love it.  You can have a special parameter for it: slim_pickens=1. :)

G

-- 
I'm not crazy, I'm plausibly off-nominal!

Proud owner of 80-0007
http://www.f15sim.com - The only one of its kind.


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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Giles Robertson
The Stetson is being spun, so there's actually a twisting effect there
as well.

Giles Robertson

-Original Message-
From: Gene Buckle [mailto:[EMAIL PROTECTED] 
Sent: 19 September 2004 22:42
To: FlightGear developers discussions
Subject: RE: [Flightgear-devel] Problem with ballistic sub-model


 Now let's see. What's the Cd of a human - 1.0 - 1.3? Area seated
astride a
 booomb - 4 sq ft? Make allowance for silly hat - 2 sq ft? Yup, we can
do
 that.


I love it.  You can have a special parameter for it: slim_pickens=1. :)

G

-- 
I'm not crazy, I'm plausibly off-nominal!

Proud owner of 80-0007
http://www.f15sim.com - The only one of its kind.


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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Vivian Meazza


Lee Elliott wrote:

 Sent: Friday, September 17, 2004 9:57 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Friday 17 September 2004 16:09, Vivian Meazza wrote:
  Arnt Karlsen wrote:
   Sent: Friday, September 17, 2004 10:03 AM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
  
  
   On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message
  
   [EMAIL PROTECTED]:
Ampere K. Hardraade wrote
   
 Sent: Thursday, September 16, 2004 7:12 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with 
 ballistic sub-model

 On September 16, 2004 01:08 pm, Vivian Meazza wrote:
  There are some other basic shortcomings as well: 
 the submodel 
  doesn't inherit the parent accelerations, or the velocities 
  and accelerations due to roll, pitch and yaw. Only release
  
   droptanks
  
  when flying straight and level
  
   ..uh, in the real world, this is possible if not 
 permissible, with 
   fun consequences like one or more hard points releases jammed for
   at least a while etc.
  
 They shouldn't inherit accelerations.
   
Quite right - they shouldn't. I was getting over
  
   enthusiastic there,
  
and forgetting my Newtonian physics.
  
   ..don't worry, there is also Murphy law physics.  ;-)
 
  Right, back to Newton :-). I think I've solved the problem. Mixing 
  elevation up = positive with  speed down = positive  nearly made my 
  brain blow a fuse
 
  I had to reverse a number of signs to get it right. I took the 
  opportunity to add roll to the submodel so that droptanks will come 
  off with the right orientation. I not yet added either the parent 
  rotational speed to the submodel, or yaw, so if you release 
 droptanks 
  with significant roll rate or yaw angle on the aircraft the 
 submodel 
  will not be quite right. Straight and level, or nearly so, is fine.
 
  I've asked Erik to upload the modified files to CVS. It looks OK on 
  the Hunter, but perhaps Lee could give the revised submodel a good 
  test.
 
  Regards
 
  Vivian
 
 Hello Vivian,
 
 I just updated from cvs, including updates to the sub-model 
 stuff and while 
 the pitch of the sub-model seems fixed ok, I'm still not able 
 to get the 
 speed right.  I tried reducing the eda setting to a very low value 
 (0.001) and then 0 but the velocity of the sub-model 
 always seems to be 
 zero.
 
 As an experiment I tried setting some +ve speed values i.e. 
 10  1000 but 
 still got a zero sub-model speed - I tested this by 
 'releasing' the bomb 
 (bearing in mind I have repeat and unlimited models set for 
 de-bugging 
 purposes) while sitting on the runway.  Instead of a stream 
 of sub-models 
 moving forward away from the stationary a/c they remain at 
 the origin.  If I 
 then accelerate the a/c I leave a trail of sub-models behind me.
 
 There's an archive of the a/c at
 
 http://www.overthetop.freeserve.co.uk/EE-Canberra-20040916.tar.gz
 
 ...if you want to have a look.  The release keyboard mapping has been 
 commented out in the ~set.xml file.
 

Like the model: up to your usual standard. (Well, all except the pilot's
bone dome - wrong pattern :-))

It works. The operative word is 'accelerate'. As you accelerate you leave
bombs behind: they are instantiated with the velocity at the time of
release, but since the aircraft is accelerating it will be left behind. Try
the following using your original values in submodel:

Release a bomb while stationary: it turns and aligns with the
velocity - note although the aircraft is stationary, there are still some
small N/E/D velocities. I'm not sure why. 

Accelerate down the runway: the bombs gradually align with the
aircraft as forward motion is added, but they are left behind.

Brake: the bombs shoot ahead of the aircraft, with their proper
velocity. All those left behind now go past. Great fun - like big fish
swimming by.

I've convinced myself, anyway - Newton's Laws of Motion at work (see Arnt's
comments). 

Regards

Vivian




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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Arnt Karlsen
On Fri, 17 Sep 2004 16:09:12 +0100, Vivian wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
  Sent: Friday, September 17, 2004 10:03 AM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
  
  On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message 
  [EMAIL PROTECTED]:
  
   Ampere K. Hardraade wrote
   
Sent: Thursday, September 16, 2004 7:12 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Problem with ballistic sub-model

On September 16, 2004 01:08 pm, Vivian Meazza wrote:
 
 There are some other basic shortcomings as well: the submodel 
 doesn't inherit the parent accelerations, or the velocities
 and accelerations due to roll, pitch and yaw. Only release
 droptanks when flying straight and level
  
  ..uh, in the real world, this is possible if not permissible, with
  fun consequenses like one or more hard points releases jammed for 
  at least a while etc.
  

They shouldn't inherit accelerations.
   
   Quite right - they shouldn't. I was getting over enthusiastic
   there, and forgetting my Newtonian physics.
  
  ..don't worry, there is also Murphy law physics.  ;-)
  
 
 Right, back to Newton :-). I think I've solved the problem. Mixing
 elevation up = positive with  speed down = positive  nearly made my
 brain blow a fuse 

..  ;-)

 I had to reverse a number of signs to get it right. I took the
 opportunity to add roll to the submodel so that droptanks will come
 off with the right orientation. I not yet added either the parent
 rotational speed to the submodel, or yaw, so if you release droptanks
 with significant roll rate or yaw angle on the aircraft the submodel
 will not be quite right. Straight and level, or nearly so, is fine. 

..precisely, we will need roll rate, yaw, yaw rate, pitch rate etc, 
but no accellerations except gravity, to get it right.

..also, when we get that far in the modelling; some divebombers had
release rigging that threw some, say centerline bombs, clear of the
propeller, adding to the fun we dream up here.  

..also keep in mind most bombs are hung by more than one points, so the
hardpoint mechanism and the flight conditions, attitude, rates etc, act
together deciding which points release first, second etc on each bomb.  

..this too, has a major impact on the initial ballistics, think bobbing
bombs dropping from B-52's or B-17's, on dropping out of the bomb 
bay, some of this is sudden exposure to the airstream, some is 
un-even release, asymetric or whatever.


 I've asked Erik to upload the modified files to CVS. It looks OK on
 the Hunter, but perhaps Lee could give the revised submodel a good
 test.


-- 
..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] Problem with ballistic sub-model

2004-09-18 Thread Vivian Meazza


Arnt Karlsen wrote:

 Sent: Friday, September 17, 2004 9:47 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Fri, 17 Sep 2004 16:09:12 +0100, Vivian wrote in message 
 [EMAIL PROTECTED]:
 
  Arnt Karlsen wrote:
  
   Sent: Friday, September 17, 2004 10:03 AM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
   
   On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message
   [EMAIL PROTECTED]:
   
Ampere K. Hardraade wrote

 Sent: Thursday, September 16, 2004 7:12 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with 
 ballistic sub-model
 
 On September 16, 2004 01:08 pm, Vivian Meazza wrote:
  
  There are some other basic shortcomings as well: 
 the submodel
  doesn't inherit the parent accelerations, or the velocities
  and accelerations due to roll, pitch and yaw. Only release
  droptanks when flying straight and level
   
   ..uh, in the real world, this is possible if not 
 permissible, with 
   fun consequences like one or more hard points releases 
 jammed for at 
   least a while etc.
   
 
 They shouldn't inherit accelerations.

Quite right - they shouldn't. I was getting over enthusiastic 
there, and forgetting my Newtonian physics.
   
   ..don't worry, there is also Murphy law physics.  ;-)
   
  
  Right, back to Newton :-). I think I've solved the problem. Mixing 
  elevation up = positive with  speed down = positive  nearly made my 
  brain blow a fuse
 
 ..  ;-)
 
  I had to reverse a number of signs to get it right. I took the 
  opportunity to add roll to the submodel so that droptanks will come 
  off with the right orientation. I not yet added either the parent 
  rotational speed to the submodel, or yaw, so if you release 
 droptanks 
  with significant roll rate or yaw angle on the aircraft the 
 submodel 
  will not be quite right. Straight and level, or nearly so, is fine.
 
 ..precisely, we will need roll rate, yaw, yaw rate, pitch rate etc, 

I can do all of that, providing I can get at the location of the CofG to
relate the offsets.
 
 but no accelerations except gravity, to get it right.

Not strictly true. We also need to apply aerodynamic forces. Drag is already
applied, and wind can be applied, but no other. Wind is that experienced by
the parent, not the submodel. This approximation is OK for tracer, less so
for bombs.

 
 ..also, when we get that far in the modelling; some 
 dive bombers had release rigging that threw some, say 
 centerline bombs, clear of the propeller, adding to the fun 
 we dream up here. 

We can already do that - just apply an appropriate initial velocity, and
instantiate at the right offsets.

 
 ..also keep in mind most bombs are hung by more than one 
 points, so the hardpoint mechanism and the flight conditions, 
 attitude, rates etc, act together deciding which points 
 release first, second etc on each bomb.  

We can probably ignore that.
 
 ..this too, has a major impact on the initial ballistics, 
 think bobbing bombs dropping from B-52's or B-17's, on 
 dropping out of the bomb 
 bay, some of this is sudden exposure to the airstream, some is 
 un-even release, asymmetric or whatever.

We could probably add some randomness to account for this, if you think it's
a significant factor, given all the other approximations, chief amongst
which could be that the submodel has no inertia, and so aligns instantly
with its trajectory. Again, OK for tracer, but for bombs? 

Regards

Vivian




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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 10:14, Vivian Meazza wrote:
 Lee Elliott wrote:
  Sent: Friday, September 17, 2004 9:57 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
  On Friday 17 September 2004 16:09, Vivian Meazza wrote:
   Arnt Karlsen wrote:
Sent: Friday, September 17, 2004 10:03 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
   
   
On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message
   
[EMAIL PROTECTED]:
 Ampere K. Hardraade wrote

  Sent: Thursday, September 16, 2004 7:12 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with
 
  ballistic sub-model
 
  On September 16, 2004 01:08 pm, Vivian Meazza wrote:
   There are some other basic shortcomings as well:
 
  the submodel
 
   doesn't inherit the parent accelerations, or the velocities
   and accelerations due to roll, pitch and yaw. Only release
   
droptanks
   
   when flying straight and level
   
..uh, in the real world, this is possible if not
 
  permissible, with
 
fun consequences like one or more hard points releases jammed for
at least a while etc.
   
  They shouldn't inherit accelerations.

 Quite right - they shouldn't. I was getting over
   
enthusiastic there,
   
 and forgetting my Newtonian physics.
   
..don't worry, there is also Murphy law physics.  ;-)
  
   Right, back to Newton :-). I think I've solved the problem. Mixing
   elevation up = positive with  speed down = positive  nearly made my
   brain blow a fuse
  
   I had to reverse a number of signs to get it right. I took the
   opportunity to add roll to the submodel so that droptanks will come
   off with the right orientation. I not yet added either the parent
   rotational speed to the submodel, or yaw, so if you release
 
  droptanks
 
   with significant roll rate or yaw angle on the aircraft the
 
  submodel
 
   will not be quite right. Straight and level, or nearly so, is fine.
  
   I've asked Erik to upload the modified files to CVS. It looks OK on
   the Hunter, but perhaps Lee could give the revised submodel a good
   test.
  
   Regards
  
   Vivian
 
  Hello Vivian,
 
  I just updated from cvs, including updates to the sub-model
  stuff and while
  the pitch of the sub-model seems fixed ok, I'm still not able
  to get the
  speed right.  I tried reducing the eda setting to a very low value
  (0.001) and then 0 but the velocity of the sub-model
  always seems to be
  zero.
 
  As an experiment I tried setting some +ve speed values i.e.
  10  1000 but
  still got a zero sub-model speed - I tested this by
  'releasing' the bomb
  (bearing in mind I have repeat and unlimited models set for
  de-bugging
  purposes) while sitting on the runway.  Instead of a stream
  of sub-models
  moving forward away from the stationary a/c they remain at
  the origin.  If I
  then accelerate the a/c I leave a trail of sub-models behind me.
 
  There's an archive of the a/c at
 
  http://www.overthetop.freeserve.co.uk/EE-Canberra-20040916.tar.gz
 
  ...if you want to have a look.  The release keyboard mapping has been
  commented out in the ~set.xml file.

 Like the model: up to your usual standard. (Well, all except the pilot's
 bone dome - wrong pattern :-))

 It works. The operative word is 'accelerate'. As you accelerate you leave
 bombs behind: they are instantiated with the velocity at the time of
 release, but since the aircraft is accelerating it will be left behind. Try
 the following using your original values in submodel:

  Release a bomb while stationary: it turns and aligns with the
 velocity - note although the aircraft is stationary, there are still some
 small N/E/D velocities. I'm not sure why.

  Accelerate down the runway: the bombs gradually align with the
 aircraft as forward motion is added, but they are left behind.

  Brake: the bombs shoot ahead of the aircraft, with their proper
 velocity. All those left behind now go past. Great fun - like big fish
 swimming by.

 I've convinced myself, anyway - Newton's Laws of Motion at work (see Arnt's
 comments).

 Regards

 Vivian

Hello Vivian,

I guess I'd better try to find some helmet 3-views;)

I tried your suggestion of accelerating a little before releasing and then 
braking but the bombs are definitely staying in the same place after release.  
The buoyancy setting doesn't seem to be working either.  I was originally 
using a buoyancy setting of 31 so that the bombs would fall slowly, 
allowing me to judge the eda value I needed but even when I set buoyancy 
to 34, so that they should rise, they still stayed in the same place, neither 
moving backwards or forwards, or up or down.  When I set the speed to 100 I 
noticed that the bombs were all aligned correctly but when I tried re-setting 
it back to 0 I could see the alignment changing

RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Vivian Meazza


Lee Elliott


 Sent: Saturday, September 18, 2004 3:03 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Saturday 18 September 2004 10:14, Vivian Meazza wrote:
  Lee Elliott wrote:
   Sent: Friday, September 17, 2004 9:57 PM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
  
   On Friday 17 September 2004 16:09, Vivian Meazza wrote:
Arnt Karlsen wrote:
 Sent: Friday, September 17, 2004 10:03 AM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with 
 ballistic sub-model


 On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message

 [EMAIL PROTECTED]:
  Ampere K. Hardraade wrote
 
   Sent: Thursday, September 16, 2004 7:12 PM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with
  
   ballistic sub-model
  
   On September 16, 2004 01:08 pm, Vivian Meazza wrote:
There are some other basic shortcomings as well:
  
   the submodel
  
doesn't inherit the parent accelerations, or the 
velocities and accelerations due to roll, pitch 
 and yaw. 
Only release

 droptanks

when flying straight and level

 ..uh, in the real world, this is possible if not
  
   permissible, with
  
 fun consequences like one or more hard points releases jammed 
 for at least a while etc.

   They shouldn't inherit accelerations.
 
  Quite right - they shouldn't. I was getting over

 enthusiastic there,

  and forgetting my Newtonian physics.

 ..don't worry, there is also Murphy law physics.  ;-)
   
Right, back to Newton :-). I think I've solved the 
 problem. Mixing 
elevation up = positive with  speed down = positive  
 nearly made 
my brain blow a fuse
   
I had to reverse a number of signs to get it right. I took the 
opportunity to add roll to the submodel so that droptanks will 
come off with the right orientation. I not yet added either the 
parent rotational speed to the submodel, or yaw, so if 
 you release
  
   droptanks
  
with significant roll rate or yaw angle on the aircraft the
  
   submodel
  
will not be quite right. Straight and level, or nearly so, is 
fine.
   
I've asked Erik to upload the modified files to CVS. It 
 looks OK 
on the Hunter, but perhaps Lee could give the revised 
 submodel a 
good test.
   
Regards
   
Vivian
  
   Hello Vivian,
  
   I just updated from cvs, including updates to the sub-model stuff 
   and while the pitch of the sub-model seems fixed ok, I'm 
 still not 
   able to get the
   speed right.  I tried reducing the eda setting to a 
 very low value
   (0.001) and then 0 but the velocity of the sub-model
   always seems to be
   zero.
  
   As an experiment I tried setting some +ve speed values 
 i.e. 10  
   1000 but still got a zero sub-model speed - I tested this by
   'releasing' the bomb
   (bearing in mind I have repeat and unlimited models set for
   de-bugging
   purposes) while sitting on the runway.  Instead of a stream
   of sub-models
   moving forward away from the stationary a/c they remain at
   the origin.  If I
   then accelerate the a/c I leave a trail of sub-models behind me.
  
   There's an archive of the a/c at
  
   http://www.overthetop.freeserve.co.uk/EE-Canberra-20040916.tar.gz
  
   ...if you want to have a look.  The release keyboard mapping has 
   been commented out in the ~set.xml file.
 
  Like the model: up to your usual standard. (Well, all except the 
  pilot's bone dome - wrong pattern :-))
 
  It works. The operative word is 'accelerate'. As you accelerate you 
  leave bombs behind: they are instantiated with the velocity at the 
  time of release, but since the aircraft is accelerating it will be 
  left behind. Try the following using your original values 
 in submodel:
 
   Release a bomb while stationary: it turns and aligns with the 
  velocity - note although the aircraft is stationary, there 
 are still 
  some small N/E/D velocities. I'm not sure why.
 
   Accelerate down the runway: the bombs gradually align with the 
  aircraft as forward motion is added, but they are left behind.
 
   Brake: the bombs shoot ahead of the aircraft, with their proper 
  velocity. All those left behind now go past. Great fun - 
 like big fish 
  swimming by.
 
  I've convinced myself, anyway - Newton's Laws of Motion at 
 work (see 
  Arnt's comments).
 
  Regards
 
  Vivian
 
 Hello Vivian,
 
 I guess I'd better try to find some helmet 3-views;)
 
 I tried your suggestion of accelerating a little before 
 releasing and then 
 braking but the bombs are definitely staying in the same 
 place after release.  
 The buoyancy setting doesn't seem to be working either.  I 
 was originally 
 using a buoyancy setting of 31 so that the bombs

Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 15:44, Vivian Meazza wrote:
[snip...]

 It's just occurred to me that I'm using my local version, so it's possible
 that I haven't asked Erik to upload one of the multitude of files it
 requires to alter one parameter, or there's something wrong with the files
 I sent in. It's definitely OK here with your model. I'll check. There's
 nothing in the base package.

 BTW negative velocities don't work, otherwise drag would cause things to
 run backwards. If you want submodels to move to the rear apply a +ve speed
 with 180 yaw offset.

 Bone dome is easy - there's a Mk1A in the Hunter models. Feel free to use
 it. There's no under-helmet right now - on my todo list. You'll need the
 visor as well.

 Regards

 Vivian

Thanks for looking into this - strange one though.  Good to hear that it works 
properly on your system but that now means I have to find what's wrong with 
mine:)

I'll take up your offer of a more accurate Bone dome too and use the one from 
the Hunter - Ta.

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Erik Hofman
Vivian Meazza wrote:
It's just occurred to me that I'm using my local version, so it's possible
that I haven't asked Erik to upload one of the multitude of files it
requires to alter one parameter, or there's something wrong with the files I
sent in. It's definitely OK here with your model. I'll check. There's
nothing in the base package.
You could try this:
cd FlightGear/src
cvs login
cvs -z3 up -Pd
cvs diff -puRN  /tmp/diff
cvs logout
cat /tmp/diff
Erik
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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Vivian Meazza
I wrote

 Sent: Saturday, September 18, 2004 3:44 PM
 To: 'FlightGear developers discussions'
 Subject: RE: [Flightgear-devel] Problem with ballistic sub-model
 
 
 ... Snip ...
 
  Hmm... It's just occurred to me that although my cvs is up to
  date, I haven't 
  copied over the base package data for a couple of days - is 
  there anything in 
  there that could be causing this problem?  I've got to go out 
  now but I'll 
  try copying over the latest data too, when I get back.
  
  LeeE
  
 
 It's just occurred to me that I'm using my local version, so 
 it's possible that I haven't asked Erik to upload one of the 
 multitude of files it requires to alter one parameter, or 
 there's something wrong with the files I sent in. It's 
 definitely OK here with your model. I'll check. There's 
 nothing in the base package.
 
 BTW negative velocities don't work, otherwise drag would 
 cause things to run backwards. If you want submodels to move 
 to the rear apply a +ve speed with 180 yaw offset.
 
 Bone dome is easy - there's a Mk1A in the Hunter models. Feel 
 free to use it. There's no under-helmet right now - on my 
 to-do list. You'll need the visor as well.
 

Lee

Blown that theory. I've just downloaded and recompiled. The Red Beard does
what it should. I've made it go up, down, forward, back

Buoyancy (sp ?) etc. all work. Try Buoyancy = 32 and eda = 0 (eda = 1 is the
non-op), and you'll see that the parent velocities are transferred to the
submodel.

I can't think of anything else to suggest.

Regards

Vivian



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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 19:05, Vivian Meazza wrote:
 I wrote

  Sent: Saturday, September 18, 2004 3:44 PM
  To: 'FlightGear developers discussions'
  Subject: RE: [Flightgear-devel] Problem with ballistic
  sub-model
 
 
  ... Snip ...
 
   Hmm... It's just occurred to me that although my cvs is up
   to date, I haven't
   copied over the base package data for a couple of days -
   is there anything in
   there that could be causing this problem?  I've got to go
   out now but I'll
   try copying over the latest data too, when I get back.
  
   LeeE
 
  It's just occurred to me that I'm using my local version, so
  it's possible that I haven't asked Erik to upload one of the
  multitude of files it requires to alter one parameter, or
  there's something wrong with the files I sent in. It's
  definitely OK here with your model. I'll check. There's
  nothing in the base package.
 
  BTW negative velocities don't work, otherwise drag would
  cause things to run backwards. If you want submodels to move
  to the rear apply a +ve speed with 180 yaw offset.
 
  Bone dome is easy - there's a Mk1A in the Hunter models.
  Feel free to use it. There's no under-helmet right now - on
  my to-do list. You'll need the visor as well.

 Lee

 Blown that theory. I've just downloaded and recompiled. The
 Red Beard does what it should. I've made it go up, down,
 forward, back

 Buoyancy (sp ?) etc. all work. Try Buoyancy = 32 and eda = 0
 (eda = 1 is the non-op), and you'll see that the parent
 velocities are transferred to the submodel.

 I can't think of anything else to suggest.

 Regards

 Vivian

Hmm...  I'll look further into this...  update cvs  etc.

Thanks for checking.

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 19:05, Vivian Meazza wrote:
 I wrote

  Sent: Saturday, September 18, 2004 3:44 PM
  To: 'FlightGear developers discussions'
  Subject: RE: [Flightgear-devel] Problem with ballistic
  sub-model
 
 
  ... Snip ...
 
   Hmm... It's just occurred to me that although my cvs is up
   to date, I haven't
   copied over the base package data for a couple of days -
   is there anything in
   there that could be causing this problem?  I've got to go
   out now but I'll
   try copying over the latest data too, when I get back.
  
   LeeE
 
  It's just occurred to me that I'm using my local version, so
  it's possible that I haven't asked Erik to upload one of the
  multitude of files it requires to alter one parameter, or
  there's something wrong with the files I sent in. It's
  definitely OK here with your model. I'll check. There's
  nothing in the base package.
 
  BTW negative velocities don't work, otherwise drag would
  cause things to run backwards. If you want submodels to move
  to the rear apply a +ve speed with 180 yaw offset.
 
  Bone dome is easy - there's a Mk1A in the Hunter models.
  Feel free to use it. There's no under-helmet right now - on
  my to-do list. You'll need the visor as well.

 Lee

 Blown that theory. I've just downloaded and recompiled. The
 Red Beard does what it should. I've made it go up, down,
 forward, back

 Buoyancy (sp ?) etc. all work. Try Buoyancy = 32 and eda = 0
 (eda = 1 is the non-op), and you'll see that the parent
 velocities are transferred to the submodel.

 I can't think of anything else to suggest.

 Regards

 Vivian

Hmm...  Just re-updated from cvs - no significant changes.  
Copied over all the latest data, did a make clean in both 
SimGear and FlightGear before re-compiling but still get no 
change.

This is odd.

If it wasn't for the fact that the same model works for you I'd 
suspect I'd got something wrong in the set-up.

How do I fire the cannon in the Spitfire?  I can't see a 
key-mapping anywhere.  I suppose I could fire it via the 
property browser but that just makes me feel even more strongly 
that there's something wrong my end.

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 23:06, Lee Elliott wrote:
 On Saturday 18 September 2004 19:05, Vivian Meazza wrote:
  I wrote
 
   Sent: Saturday, September 18, 2004 3:44 PM
   To: 'FlightGear developers discussions'
   Subject: RE: [Flightgear-devel] Problem with ballistic
   sub-model
  
  
   ... Snip ...
  
Hmm... It's just occurred to me that although my cvs is
up to date, I haven't
copied over the base package data for a couple of days -
is there anything in
there that could be causing this problem?  I've got to
go out now but I'll
try copying over the latest data too, when I get back.
   
LeeE
  
   It's just occurred to me that I'm using my local version,
   so it's possible that I haven't asked Erik to upload one
   of the multitude of files it requires to alter one
   parameter, or there's something wrong with the files I
   sent in. It's definitely OK here with your model. I'll
   check. There's nothing in the base package.
  
   BTW negative velocities don't work, otherwise drag would
   cause things to run backwards. If you want submodels to
   move to the rear apply a +ve speed with 180 yaw offset.
  
   Bone dome is easy - there's a Mk1A in the Hunter models.
   Feel free to use it. There's no under-helmet right now -
   on my to-do list. You'll need the visor as well.
 
  Lee
 
  Blown that theory. I've just downloaded and recompiled. The
  Red Beard does what it should. I've made it go up, down,
  forward, back
 
  Buoyancy (sp ?) etc. all work. Try Buoyancy = 32 and eda = 0
  (eda = 1 is the non-op), and you'll see that the parent
  velocities are transferred to the submodel.
 
  I can't think of anything else to suggest.
 
  Regards
 
  Vivian

 Hmm...  Just re-updated from cvs - no significant changes.
 Copied over all the latest data, did a make clean in both
 SimGear and FlightGear before re-compiling but still get no
 change.

 This is odd.

 If it wasn't for the fact that the same model works for you
 I'd suspect I'd got something wrong in the set-up.

 How do I fire the cannon in the Spitfire?  I can't see a
 key-mapping anywhere.  I suppose I could fire it via the
 property browser but that just makes me feel even more
 strongly that there's something wrong my end.

 LeeE

Hmm... (part 2)

Just tried firing the Spitfire cannon via the property browser 
and while I could hear the cannon firing I couldn't see anything 
leaving the a/c.

Could a library version mismatch cause this?

There must be a problem at this end because it works for you on 
your system but I'm at a bit of a loss to explain it - the 
compilations of SimGear  FlightGear seem to go fine.  I haven't 
updated plib for a while - could the problem lie there?

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 23:28, Lee Elliott wrote:
 On Saturday 18 September 2004 23:06, Lee Elliott wrote:
  On Saturday 18 September 2004 19:05, Vivian Meazza wrote:
   I wrote
  
Sent: Saturday, September 18, 2004 3:44 PM
To: 'FlightGear developers discussions'
Subject: RE: [Flightgear-devel] Problem with ballistic
sub-model
   
   
... Snip ...
   
 Hmm... It's just occurred to me that although my cvs
 is up to date, I haven't
 copied over the base package data for a couple of days
 - is there anything in
 there that could be causing this problem?  I've got to
 go out now but I'll
 try copying over the latest data too, when I get back.

 LeeE
   
It's just occurred to me that I'm using my local
version, so it's possible that I haven't asked Erik to
upload one of the multitude of files it requires to
alter one parameter, or there's something wrong with the
files I sent in. It's definitely OK here with your
model. I'll check. There's nothing in the base package.
   
BTW negative velocities don't work, otherwise drag would
cause things to run backwards. If you want submodels to
move to the rear apply a +ve speed with 180 yaw offset.
   
Bone dome is easy - there's a Mk1A in the Hunter models.
Feel free to use it. There's no under-helmet right now -
on my to-do list. You'll need the visor as well.
  
   Lee
  
   Blown that theory. I've just downloaded and recompiled.
   The Red Beard does what it should. I've made it go up,
   down, forward, back
  
   Buoyancy (sp ?) etc. all work. Try Buoyancy = 32 and eda =
   0 (eda = 1 is the non-op), and you'll see that the parent
   velocities are transferred to the submodel.
  
   I can't think of anything else to suggest.
  
   Regards
  
   Vivian
 
  Hmm...  Just re-updated from cvs - no significant changes.
  Copied over all the latest data, did a make clean in both
  SimGear and FlightGear before re-compiling but still get no
  change.
 
  This is odd.
 
  If it wasn't for the fact that the same model works for you
  I'd suspect I'd got something wrong in the set-up.
 
  How do I fire the cannon in the Spitfire?  I can't see a
  key-mapping anywhere.  I suppose I could fire it via the
  property browser but that just makes me feel even more
  strongly that there's something wrong my end.
 
  LeeE

 Hmm... (part 2)

 Just tried firing the Spitfire cannon via the property browser
 and while I could hear the cannon firing I couldn't see
 anything leaving the a/c.

 Could a library version mismatch cause this?

 There must be a problem at this end because it works for you
 on your system but I'm at a bit of a loss to explain it - the
 compilations of SimGear  FlightGear seem to go fine.  I
 haven't updated plib for a while - could the problem lie
 there?

 LeeE

Just a thought - can anyone else confirm either behaviour?

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 23:40, Arnt Karlsen wrote:
 On Sat, 18 Sep 2004 13:21:13 +0100, Vivian wrote in message

 [EMAIL PROTECTED]:
  Arnt Karlsen wrote:
   Sent: Friday, September 17, 2004 9:47 PM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with ballistic
   sub-model
  
  
   On Fri, 17 Sep 2004 16:09:12 +0100, Vivian wrote in
   message
  
   [EMAIL PROTECTED]:
Arnt Karlsen wrote:
 Sent: Friday, September 17, 2004 10:03 AM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic
 sub-model

 On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in
 message

 [EMAIL PROTECTED]:
  Ampere K. Hardraade wrote
 
   Sent: Thursday, September 16, 2004 7:12 PM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with
   ballistic sub-model
  
   On September 16, 2004 01:08 pm, Vivian Meazza 
wrote:
There are some other basic shortcomings as well:
the submodel doesn't inherit the parent
accelerations, or the velocities and
accelerations due to roll, pitch and yaw. Only
release droptanks when flying straight and level

 ..uh, in the real world, this is possible if not
 permissible, with fun consequences like one or more
 hard points releases jammed for at least a while etc.

   They shouldn't inherit accelerations.
 
  Quite right - they shouldn't. I was getting over
  enthusiastic there, and forgetting my Newtonian
  physics.

 ..don't worry, there is also Murphy law physics.  ;-)
   
Right, back to Newton :-). I think I've solved the
problem. Mixing elevation up = positive with  speed down
= positive  nearly made my brain blow a fuse..  ;-)
   
I had to reverse a number of signs to get it right. I
took the opportunity to add roll to the submodel so that
droptanks will come off with the right orientation. I
not yet added either the parent rotational speed to the
submodel, or yaw, so if you release droptanks with
significant roll rate or yaw angle on the aircraft the
submodel will not be quite right. Straight and level, or
nearly so, is fine.
  
   ..precisely, we will need roll rate, yaw, yaw rate, pitch
   rate etc,
 
  I can do all of that, providing I can get at the location of
  the CofG to relate the offsets.
 
   but no accelerations except gravity, to get it right.
 
  Not strictly true. We also need to apply aerodynamic forces.
  Drag is already applied, and wind can be applied, but no
  other. Wind is that experienced by the parent, not the
  submodel. This approximation is OK for tracer, less so for
  bombs.

 ..eh, accellerations, no, forces, yes.  Both bomber and
 bomb sees the same wind etc until release of child.  In a
 bomb bay or in a gun, the wind exposure happens as these
 objects emerge outta these shielded hideouts.

 ..If either (plane or bomb etc) object passes thru say wind
 shear, wing tip vortices, then the wind forces are
 _different_, even if they can be approximated as the same as
 the bomb drops thru that vortice in a millisecond.

 ..and don't forget gun recoil forces.  Gun childs also
 experience wind drift.  ;-)

   ..also, when we get that far in the modelling; some
   dive bombers had release rigging that threw some, say
   centerline bombs, clear of the propeller, adding to the
   fun we dream up here.
 
  We can already do that - just apply an appropriate initial
  velocity, and instantiate at the right offsets.
 
   ..also keep in mind most bombs are hung by more than one
   points, so the hardpoint mechanism and the flight
   conditions, attitude, rates etc, act together deciding
   which points release first, second etc on each bomb.
 
  We can probably ignore that.

 ..true, but see below.

   ..this too, has a major impact on the initial ballistics,
   think bobbing bombs dropping from B-52's or B-17's, on
   dropping out of the bomb
   bay, some of this is sudden exposure to the airstream,
   some is un-even release, asymmetric or whatever.
 
  We could probably add some randomness to account for this,
  if you think it's a significant factor, given all the other
  approximations, chief amongst which could be that the
  submodel has no inertia, and so aligns instantly with its
  trajectory. Again, OK for tracer, but for bombs?

 ..this is a design philosophy decision; how close to reality
 _do_ we wanna go?  My point is do as you like, but don't
 cut off future development by hardcoding stuff, leave open
 hooks as bait for future developers to go berserk on. ;-)

The development philosophy behind FG seems, to me, to be: get 
something working, then refine it:)

I'm still at the get-it-working stage:)

LeeE

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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Vivian Meazza


Lee Elliott wrote:

 Sent: Saturday, September 18, 2004 11:06 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Saturday 18 September 2004 19:05, Vivian Meazza wrote:
  I wrote
 
   Sent: Saturday, September 18, 2004 3:44 PM
   To: 'FlightGear developers discussions'
   Subject: RE: [Flightgear-devel] Problem with ballistic sub-model
  
  
   ... Snip ...
  
 
 Hmm...  Just re-updated from cvs - no significant changes.
 Copied over all the latest data, did a make clean in both 
 SimGear and FlightGear before re-compiling but still get no 
 change.
 
 This is odd.
 
 If it wasn't for the fact that the same model works for you I'd
 suspect I'd got something wrong in the set-up.
 
 How do I fire the cannon in the Spitfire?  I can't see a
 key-mapping anywhere.  I suppose I could fire it via the 
 property browser but that just makes me feel even more strongly 
 that there's something wrong my end.
 
 LeeE
 

The Spitfire uses a trigger on your joystick - something like:

button n=1
  descTrigger/desc
  binding
   commandproperty-assign/command
   property/systems/submodels/trigger/property
   value type=booltrue/value
  /binding
  mod-up
   binding
commandproperty-assign/command
property/systems/submodels/trigger/property
value type=boolfalse/value
   /binding
  /mod-up
 /button

I would suggest that you use the property browser to test the Spitfire m/gs.
If the cvs download was OK it is unlikely that there is something wrong with
your system. Similarly, if the submodel aligns with the parent when taxi-ing
at a reasonable speed, then, basically, it's working since it calculates the
angles from speed N/E/D. Try these submodel settings:

  submodel
nameredbeard/name
modelAircraft/EE-Canberra/Models/RedBeard.xml/model
trigger/controls/armament/red-beard-released/trigger
speed0/speed
repeattrue/repeat
delay1.0/delay
count-1/count
x-offset0.0/x-offset
y-offset-0.0/y-offset
z-offset0.0/z-offset
yaw-offset0/yaw-offset
pitch-offset0.0/pitch-offset
eda1.2/eda
windfalse/wind
buoyancy0/buoyancy
  /submodel

And these:

submodel
nameredbeard/name
modelAircraft/EE-Canberra/Models/RedBeard.xml/model
trigger/controls/armament/red-beard-released/trigger
speed0/speed
repeattrue/repeat
delay1.0/delay
count-1/count
x-offset0.0/x-offset
y-offset-0.0/y-offset
z-offset0.0/z-offset
yaw-offset0/yaw-offset
pitch-offset0.0/pitch-offset
eda0/eda
windfalse/wind
buoyancy32/buoyancy
  /submodel

And let me know what you see so that I can compare.

Regards

V.





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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-17 Thread Arnt Karlsen
On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message 
[EMAIL PROTECTED]:

 Ampere K. Hardraade wrote
 
  Sent: Thursday, September 16, 2004 7:12 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
  
  On September 16, 2004 01:08 pm, Vivian Meazza wrote:
   
   There are some other basic shortcomings as well: the submodel
   doesn't inherit the parent accelerations, or the velocities and
   accelerations due to roll, pitch and yaw. Only release droptanks
   when flying straight and level

..uh, in the real world, this is possible if not permissible, with fun 
consequenses like one or more hard points releases jammed for 
at least a while etc.

  
  They shouldn't inherit accelerations.
 
 Quite right - they shouldn't. I was getting over enthusiastic there,
 and forgetting my Newtonian physics.

..don't worry, there is also Murphy law physics.  ;-)

-- 
..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] Problem with ballistic sub-model

2004-09-17 Thread Vivian Meazza


Arnt Karlsen wrote:

 Sent: Friday, September 17, 2004 10:03 AM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message 
 [EMAIL PROTECTED]:
 
  Ampere K. Hardraade wrote
  
   Sent: Thursday, September 16, 2004 7:12 PM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
   
   On September 16, 2004 01:08 pm, Vivian Meazza wrote:

There are some other basic shortcomings as well: the submodel 
doesn't inherit the parent accelerations, or the velocities and 
accelerations due to roll, pitch and yaw. Only release 
 droptanks 
when flying straight and level
 
 ..uh, in the real world, this is possible if not permissible, 
 with fun 
 consequenses like one or more hard points releases jammed for 
 at least a while etc.
 
   
   They shouldn't inherit accelerations.
  
  Quite right - they shouldn't. I was getting over 
 enthusiastic there, 
  and forgetting my Newtonian physics.
 
 ..don't worry, there is also Murphy law physics.  ;-)
 

Right, back to Newton :-). I think I've solved the problem. Mixing
elevation up = positive with  speed down = positive  nearly made my brain
blow a fuse 

I had to reverse a number of signs to get it right. I took the opportunity
to add roll to the submodel so that droptanks will come off with the right
orientation. I not yet added either the parent rotational speed to the
submodel, or yaw, so if you release droptanks with significant roll rate or
yaw angle on the aircraft the submodel will not be quite right. Straight and
level, or nearly so, is fine. 
 
I've asked Erik to upload the modified files to CVS. It looks OK on the
Hunter, but perhaps Lee could give the revised submodel a good test.

Regards

Vivian



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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-17 Thread Josh Babcock
Vivian Meazza wrote:
Ampere K. Hardraade wrote

Sent: Thursday, September 16, 2004 7:12 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
They shouldn't inherit accelerations.
Ampere
On September 16, 2004 01:08 pm, Vivian Meazza wrote:
There are some other basic shortcomings as well: the 
submodel doesn't 

inherit the parent accelerations, or the velocities and 
accelerations 

due to roll, pitch and yaw. Only release droptanks when flying 
straight and level

:-).
Regards
Vivian

Quite right - they shouldn't. I was getting over enthusiastic there, and
forgetting my Newtonian physics.
Regards
Vivian

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Of course, they shouldn't inherit the plane's velocity exactly either unless 
they are at the cg of the plane or the plane isn't rotating.  Theoretically, if 
you released a wing tip tank just at you gave a sharp roll input, you could toss 
it over the fuselage.  You'd probably also tear your wings off and break your 
neck too, but you get the point.

Josh
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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-17 Thread Vivian Meazza


Josh Babcock wrote:

 Sent: Friday, September 17, 2004 5:41 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 Vivian Meazza wrote:
  Ampere K. Hardraade wrote
  
  
 Sent: Thursday, September 16, 2004 7:12 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 They shouldn't inherit accelerations.
 
 Ampere
 
 On September 16, 2004 01:08 pm, Vivian Meazza wrote:
 
 There are some other basic shortcomings as well: the
 
 submodel doesn't
 
 inherit the parent accelerations, or the velocities and
 
 accelerations
 
 due to roll, pitch and yaw. Only release droptanks when flying
 straight and level
 
 :-).
 
 Regards
 
 Vivian
 
  
  Quite right - they shouldn't. I was getting over 
 enthusiastic there, 
  and forgetting my Newtonian physics.
  
  Regards
  
  Vivian
  
  
  
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 Of course, they shouldn't inherit the plane's velocity 
 exactly either unless 
 they are at the cg of the plane or the plane isn't rotating.  
 Theoretically, if 
 you released a wing tip tank just at you gave a sharp roll 
 input, you could toss 
 it over the fuselage.  You'd probably also tear your wings 
 off and break your 
 neck too, but you get the point.
 

I would like to add the parent rotational velocities to the submodel for
completeness. The math is a bit complex, but the main problem is that I
can't find where the CofG is. I need to relate the offsets to the CofG,
rather than the model origin. However, as a compromise, I might add roll
velocity assuming it to be around the x axis, and ignore the other 2 axes
... I'm not sure if that is better than ignoring the problem altogether.

Perhaps someone could tell me how to get at the CofG?

Regards

Vivian 



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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-17 Thread Lee Elliott
On Friday 17 September 2004 16:09, Vivian Meazza wrote:
 Arnt Karlsen wrote:
  Sent: Friday, September 17, 2004 10:03 AM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
  On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message
 
  [EMAIL PROTECTED]:
   Ampere K. Hardraade wrote
  
Sent: Thursday, September 16, 2004 7:12 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
   
On September 16, 2004 01:08 pm, Vivian Meazza wrote:
 There are some other basic shortcomings as well: the submodel
 doesn't inherit the parent accelerations, or the velocities and
 accelerations due to roll, pitch and yaw. Only release
 
  droptanks
 
 when flying straight and level
 
  ..uh, in the real world, this is possible if not permissible,
  with fun
  consequenses like one or more hard points releases jammed for
  at least a while etc.
 
They shouldn't inherit accelerations.
  
   Quite right - they shouldn't. I was getting over
 
  enthusiastic there,
 
   and forgetting my Newtonian physics.
 
  ..don't worry, there is also Murphy law physics.  ;-)

 Right, back to Newton :-). I think I've solved the problem. Mixing
 elevation up = positive with  speed down = positive  nearly made my brain
 blow a fuse

 I had to reverse a number of signs to get it right. I took the opportunity
 to add roll to the submodel so that droptanks will come off with the right
 orientation. I not yet added either the parent rotational speed to the
 submodel, or yaw, so if you release droptanks with significant roll rate or
 yaw angle on the aircraft the submodel will not be quite right. Straight
 and level, or nearly so, is fine.

 I've asked Erik to upload the modified files to CVS. It looks OK on the
 Hunter, but perhaps Lee could give the revised submodel a good test.

 Regards

 Vivian

Hello Vivian,

I just updated from cvs, including updates to the sub-model stuff and while 
the pitch of the sub-model seems fixed ok, I'm still not able to get the 
speed right.  I tried reducing the eda setting to a very low value 
(0.001) and then 0 but the velocity of the sub-model always seems to be 
zero.

As an experiment I tried setting some +ve speed values i.e. 10  1000 but 
still got a zero sub-model speed - I tested this by 'releasing' the bomb 
(bearing in mind I have repeat and unlimited models set for de-bugging 
purposes) while sitting on the runway.  Instead of a stream of sub-models 
moving forward away from the stationary a/c they remain at the origin.  If I 
then accelerate the a/c I leave a trail of sub-models behind me.

There's an archive of the a/c at

http://www.overthetop.freeserve.co.uk/EE-Canberra-20040916.tar.gz

...if you want to have a look.  The release keyboard mapping has been 
commented out in the ~set.xml file.

LeeE

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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-16 Thread Vivian Meazza
Lee Elliott wrote:

 Sent: Wednesday, September 15, 2004 10:16 PM
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Problem with ballistic sub-model
 
 
 Hello all,
 
 I'm trying to use a ballistic sub-model to simulate a bomb 
 but the parent 
 a/c's speed and pitch etc. doesn't seem to be inherited i.e. 
 the bomb appears 
 to have no initial velocity and the pitch doesn't match that 
 of the a/c.
 
 The sub-model.xml I'm using is below.  Some of the settings 
 are for de-bugging 
 i.e. repeat, delay, count and buoyancy but I figure 
 the important 
 ones for a bomb would be speed and eda
 
 ?xml version=1.0?
 
 PropertyList
 
   submodel
 nameredbeard/name
 modelAircraft/EE-Canberra/Models/RedBeard.xml/model
 trigger/controls/armament/red-beard-released/trigger
 speed0.0/speed
 repeattrue/repeat
 delay1.0/delay
 count-1/count
 x-offset0.0/x-offset
 y-offset-0.0/y-offset
 z-offset0.0/z-offset
 yaw-offset0.0/yaw-offset
 pitch-offset0.0/pitch-offset
 eda0.0001/eda
 buoyancy30/buoyancy
 windfalse/wind
   /submodel
 
 /PropertyList
 
 
 LeeE
 

I've been doing the same work for droptanks for the Hunter, with the same
results. The ballistic submodel should inherit the parent velocities, and
unless I've got a sign wrong somewhere (very possible), it does. On the
other hand, the initial alignment of the submodel seems wrong. At the moment
it aligns to the initial vector. This is a feature not a bug :-). The
current module was designed for tracer and then extended to smoke, where it
doesn't matter so much.

I'll continue to investigate both issues today, but I can't promise instant
results, as I think we may be hitting some fundamental design concepts
rather than software bugs.

Regards

Vivian




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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-16 Thread Vivian Meazza
Vivian Meazza wrote:

 Sent: Thursday, September 16, 2004 8:33 AM
 To: 'FlightGear developers discussions'
 Subject: RE: [Flightgear-devel] Problem with ballistic sub-model
 
 
 Lee Elliott wrote:
 
  Sent: Wednesday, September 15, 2004 10:16 PM
  To: FlightGear developers discussions
  Subject: [Flightgear-devel] Problem with ballistic sub-model
  
  
  Hello all,
  
  I'm trying to use a ballistic sub-model to simulate a bomb
  but the parent 
  a/c's speed and pitch etc. doesn't seem to be inherited i.e. 
  the bomb appears 
  to have no initial velocity and the pitch doesn't match that 
  of the a/c.
  
  The sub-model.xml I'm using is below.  Some of the settings
  are for de-bugging 
  i.e. repeat, delay, count and buoyancy but I figure 
  the important 
  ones for a bomb would be speed and eda
  
  ?xml version=1.0?
  
  PropertyList
  
submodel
  nameredbeard/name
  modelAircraft/EE-Canberra/Models/RedBeard.xml/model
  trigger/controls/armament/red-beard-released/trigger
  speed0.0/speed
  repeattrue/repeat
  delay1.0/delay
  count-1/count
  x-offset0.0/x-offset
  y-offset-0.0/y-offset
  z-offset0.0/z-offset
  yaw-offset0.0/yaw-offset
  pitch-offset0.0/pitch-offset
  eda0.0001/eda
  buoyancy30/buoyancy
  windfalse/wind
/submodel
  
  /PropertyList
  
  
  LeeE
  
 
 I've been doing the same work for droptanks for the Hunter, 
 with the same results. The ballistic submodel should inherit 
 the parent velocities, and unless I've got a sign wrong 
 somewhere (very possible), it does. On the other hand, the 
 initial alignment of the submodel seems wrong. At the moment 
 it aligns to the initial vector. This is a feature not a bug 
 :-). The current module was designed for tracer and then 
 extended to smoke, where it doesn't matter so much.
 
 I'll continue to investigate both issues today, but I can't 
 promise instant results, as I think we may be hitting some 
 fundamental design concepts rather than software bugs.
 

I've checked and tested the submodel code. The submodel definitely inherits
the parent velocities. Unfortunately, there's a basic snag: in order to get
tracer to go in the right direction, I inserted a -ve rotation in pitch, but
while making tracer correct, it applies an inverted pitch sense to
droptanks/bombs. I don't understand why at this stage. Back to the drawing
board! 

There are some other basic shortcomings as well: the submodel doesn't
inherit the parent accelerations, or the velocities and accelerations due to
roll, pitch and yaw. Only release droptanks when flying straight and level
:-). 

Regards

Vivian




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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-16 Thread Lee Elliott
On Thursday 16 September 2004 18:08, Vivian Meazza wrote:
 Vivian Meazza wrote:
  Sent: Thursday, September 16, 2004 8:33 AM
  To: 'FlightGear developers discussions'
  Subject: RE: [Flightgear-devel] Problem with ballistic sub-model
 
  Lee Elliott wrote:
   Sent: Wednesday, September 15, 2004 10:16 PM
   To: FlightGear developers discussions
   Subject: [Flightgear-devel] Problem with ballistic sub-model
  
  
   Hello all,
  
   I'm trying to use a ballistic sub-model to simulate a bomb
   but the parent
   a/c's speed and pitch etc. doesn't seem to be inherited i.e.
   the bomb appears
   to have no initial velocity and the pitch doesn't match that
   of the a/c.
  
   The sub-model.xml I'm using is below.  Some of the settings
   are for de-bugging
   i.e. repeat, delay, count and buoyancy but I figure
   the important
   ones for a bomb would be speed and eda
  
   ?xml version=1.0?
  
   PropertyList
  
 submodel
   nameredbeard/name
   modelAircraft/EE-Canberra/Models/RedBeard.xml/model
   trigger/controls/armament/red-beard-released/trigger
   speed0.0/speed
   repeattrue/repeat
   delay1.0/delay
   count-1/count
   x-offset0.0/x-offset
   y-offset-0.0/y-offset
   z-offset0.0/z-offset
   yaw-offset0.0/yaw-offset
   pitch-offset0.0/pitch-offset
   eda0.0001/eda
   buoyancy30/buoyancy
   windfalse/wind
 /submodel
  
   /PropertyList
  
  
   LeeE
 
  I've been doing the same work for droptanks for the Hunter,
  with the same results. The ballistic submodel should inherit
  the parent velocities, and unless I've got a sign wrong
  somewhere (very possible), it does. On the other hand, the
  initial alignment of the submodel seems wrong. At the moment
  it aligns to the initial vector. This is a feature not a bug
 
  :-). The current module was designed for tracer and then
 
  extended to smoke, where it doesn't matter so much.
 
  I'll continue to investigate both issues today, but I can't
  promise instant results, as I think we may be hitting some
  fundamental design concepts rather than software bugs.

 I've checked and tested the submodel code. The submodel definitely inherits
 the parent velocities. Unfortunately, there's a basic snag: in order to get
 tracer to go in the right direction, I inserted a -ve rotation in pitch,
 but while making tracer correct, it applies an inverted pitch sense to
 droptanks/bombs. I don't understand why at this stage. Back to the drawing
 board!

 There are some other basic shortcomings as well: the submodel doesn't
 inherit the parent accelerations, or the velocities and accelerations due
 to roll, pitch and yaw. Only release droptanks when flying straight and
 level

 :-).

 Regards

 Vivian

Thanks for the updates Vivian.

I have complete confidence that you'll get it working;)

I'll comment out the bomb release key-mapping for now, do some documentation 
and get an archive-package sorted out.

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-16 Thread Ampere K. Hardraade
They shouldn't inherit accelerations.

Ampere

On September 16, 2004 01:08 pm, Vivian Meazza wrote:
 There are some other basic shortcomings as well: the submodel doesn't
 inherit the parent accelerations, or the velocities and accelerations due
 to roll, pitch and yaw. Only release droptanks when flying straight and
 level

 :-).

 Regards

 Vivian

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