Re: [Flightgear-devel] Questions about IO system

2005-05-27 Thread Curtis L. Olson

Mike,

Have a look at docs-mini/README.IO for the specific command line syntax, 
but yes, for task #1 you can setup FG to expect control inputs to come 
in via an FGNetCtrls packet (which you can send from your remote java 
application.)  You can specify the rate at which FG checks for incoming 
packets, but you can send the packets whenever you like and FG won't 
complain.


Similarly you can setup FG to export the primary flight dynamics data 
via the FGNetFDM structure.


The details of doing sockets in Java I'll have to leave up to others. :-)

There is also the generic protocol which I haven't used as much so I'm 
less familiar with it.  I believe you can set it up for both input and 
output, but be aware that it sends data out in ascii rather than 
binary, so you will have a small parsing task on the remote end if you 
use the generic protocol.  The generic protocol is really good for 
things like exporting to a delimited ascii file for import into excel 
for instance.


Regards,

Curt.


Mike Kopack wrote:


Hey gang,

I'm trying to write some Java code to interface with FlightGear's IO system
via sockets. I'm running on Windows (don't know if that matters or not.)
Anyhow, I need to do two things:

1) Have one socket sending flight commands (like changing the rudder
position, or turning on/off the autopilot, setting throttle, etc.) These can
come in at any time.

2) Have another socket that my code listens for periodic updates in status
information from FlightGear (position, attitude, engine temp, fuel flow
rates, etc.)


From what I see in the documentation, it shows that you can do this. I'm a

bit confused by it though.

To do task #1 above, do I just open a socket to Flightgear on the specified
port, then send a XML doc with just the 1 command element I want to specify?

To do task #2 above, as I understand it, I have to set up a XML file on the
machine running FG that basically tells FG what data I want sent back over
the socket. Does it come across the wire as an XML doc every x.x seconds (I
see that there's a Hz setting when specifying the socket connection in FG),
or does it come across as comma delimited or something like that?

Any help with this is greatly appreciated.
 




--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Questions about IO system

2005-05-24 Thread Steven Beeckman
Hi Mike,

there's an example in the scripts folder (or utils folder) of the
sourcecode (I think) on how to interface in Java. I haven't used it yet
due to lack of time :(.

Greets,

Steven 

Citeren Mike Kopack [EMAIL PROTECTED]:

 Hey gang,
 
 I'm trying to write some Java code to interface with FlightGear's IO
 system
 via sockets. I'm running on Windows (don't know if that matters or
 not.)
 Anyhow, I need to do two things:
 
 1) Have one socket sending flight commands (like changing the rudder
 position, or turning on/off the autopilot, setting throttle, etc.)
 These can
 come in at any time.
 
 2) Have another socket that my code listens for periodic updates in
 status
 information from FlightGear (position, attitude, engine temp, fuel
 flow
 rates, etc.)
 
 From what I see in the documentation, it shows that you can do this.
 I'm a
 bit confused by it though.
 
 To do task #1 above, do I just open a socket to Flightgear on the
 specified
 port, then send a XML doc with just the 1 command element I want to
 specify?
 
 To do task #2 above, as I understand it, I have to set up a XML file
 on the
 machine running FG that basically tells FG what data I want sent back
 over
 the socket. Does it come across the wire as an XML doc every x.x
 seconds (I
 see that there's a Hz setting when specifying the socket connection
 in FG),
 or does it come across as comma delimited or something like that?
 
 Any help with this is greatly appreciated.
 
 Thanks!
 
 --Mike
 
 Mike Kopack
 ISX Corporation
 1800 Parkway Place Suite 900
 Marietta, GA 30067
 678-581-2025
 [EMAIL PROTECTED]
 
 
 
 
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Re: [Flightgear-devel] Questions about IO system

2005-05-24 Thread Harald JOHNSEN

Steven Beeckman wrote:


Hi Mike,

there's an example in the scripts folder (or utils folder) of the
sourcecode (I think) on how to interface in Java. I haven't used it yet
due to lack of time :(.

Greets,

Steven 


Citeren Mike Kopack [EMAIL PROTECTED]:

 


Hey gang,

I'm trying to write some Java code to interface with FlightGear's IO
system
via sockets. I'm running on Windows (don't know if that matters or
not.)
Anyhow, I need to do two things:

1) Have one socket sending flight commands (like changing the rudder
position, or turning on/off the autopilot, setting throttle, etc.)
These can
come in at any time.

2) Have another socket that my code listens for periodic updates in
status
information from FlightGear (position, attitude, engine temp, fuel
flow
rates, etc.)


From what I see in the documentation, it shows that you can do this.

I'm a
bit confused by it though.

To do task #1 above, do I just open a socket to Flightgear on the
specified
port, then send a XML doc with just the 1 command element I want to
specify?

To do task #2 above, as I understand it, I have to set up a XML file
on the
machine running FG that basically tells FG what data I want sent back
over
the socket. Does it come across the wire as an XML doc every x.x
seconds (I
see that there's a Hz setting when specifying the socket connection
in FG),
or does it come across as comma delimited or something like that?

Any help with this is greatly appreciated.

Thanks!

--Mike

Mike Kopack
ISX Corporation
1800 Parkway Place Suite 900
Marietta, GA 30067
678-581-2025
[EMAIL PROTECTED]




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You don't need XML, all you want to do is read and write the property tree.
As Steven said, check FGFSConnection.java in the scripts subdir for 
access via props/telnet protocol.


Harald.


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RE: [Flightgear-devel] Questions

2005-05-17 Thread Innis Cunningham
Hi Mostyn
 mostyn.gale writes
ARGH My email server has been playing up.  I can't send mail with outlook 
so I have to send it through the browser, but then it sends the mail from 
another address so I can't get onto the lists.
Get Mozilla
I am trying to put gauges in the virtual cockpits of my R22, Pawnee and 
C152 but I am having trouble understanding the data format.  I can get a 
gauge to appear but I would like to do some gauges with covers, so the 
needle appears from under it. I can't find the information in the 
readme.xmlpanel file.  Could someone point me in the right direction?  On 
the same matter is there a way of setting coulours on a gauge to be 
transperent?
Are they 3D guages if so just make a layer that is higer than the needle 
with the area you want to see the needle removed.Just like in real life were 
the face of the guage is on the bottom then
the needle and then the layer that hides the needle at zero then the glass.
Making something transparent can take two forms make the material 
transparent or make the
texture you are using transparent
Is it possible to animate *.mdl files?
No
With windows you may need a program called PPE(Pretty Poly Editor)to convert 
aircraft.
Note this will not convert Gmax produced aircraft.
Lastly are there any decent freeware/open source XML editors out there?  At 
the moment I am just using wordpad to edit the XML files.
What is wrong with wordpad I use it for all my FG XML files.
Quick question are you Australian if so where?.I live in Perth
Cheers,
Mostyn
Cheers
Innis

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Re: [Flightgear-devel] Questions

2005-05-16 Thread Gerard ROBIN
Le mardi 17 mai 2005  08:57 +1000, mostyn.gale a crit :
 ARGH My email server has been playing up.  I can't send mail with outlook so 
 I have to send it through the browser, but then it sends the mail from 
 another address so I can't get onto the lists. 
 
 Anyway I have a bit of a backlog of questions.
 
 I am trying to put gauges in the virtual cockpits of my R22, Pawnee and C152 
 but I am having trouble understanding the data format.  I can get a gauge to 
 appear but I would like to do some gauges with covers, so the needle appears 
 from under it. I can't find the information in the readme.xmlpanel file.  
 Could someone point me in the right direction?  On the same matter is there a 
 way of setting coulours on a gauge to be transperent?
 
 Is it possible to animate *.mdl files?  I have been trying to animate my R22 
 which is in .mdl format and made by Abacus FSDS. Here is an example of the 
 code in the /Models/r22.xml file.
 

 Cheers,
 Mostyn
 
  I could never animate mdl, 
   BUT you can try to translate your model.mdl   to model.ac .dxf ...
with threedconvert which is in your
   source/util/Modeller   directory
I use threedconvert to convert 
from mdl format to ac format or dxf format.

Sometime the result is bad, sometime very good, sometime threedconvert
give a segmentation error.

If the result is good you could manipulate your model with a CAD
application (Blender,AC3D). 
And give a name to each part you want animate.

 
-- 
Gerard


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Re: [Flightgear-devel] Questions about problems with the particle system

2004-09-16 Thread Erik Hofman
Luca Masera wrote:
Hi,
I've done some work on the particle system using the primitives of PLIB.

I've however some problems. The first and the second screenshots are made with 
the simulator freezed and the only difference is the position of the head of the pilot. 
Why the object change their color? (The right texture is the white green).
This is doe to the reflection of the sun on the particles. To change 
that you will have to set the reflective color of the vertex to 0.0 and 
the ambient and diffuse colors very close to each other (say 0.49 for 
ambient and 0.51 for diffuse).


Another problem is the billboarding, I think. When the particle system is created 
there's a boolean used to make it a billboard. I've set it to true but seems that the 
particles appears only when the POW is directly afore them. I've seen the base code 
of the particle system and I've found that to create a billboard it's used the matrix 
GL_MODELVIEW_MATRIX defined into the OpenGL header. This could be the problem 
or this matrix is updated with the current point of view (maybe this question is for the 
PLIB develepers, but I make it anyvay)?
There are multiple ways for a billboard to behave, most common are 
spherical (the object always faces the viewer with the same side up) and 
cylindrical (the object always faces the viewer but the upward pointer 
is aligned with the scenery all the time, useful for trees for example).

For particles you will need to make sure it behaves spherical.
Erik
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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread David Megginson
Josh Babcock wrote:
What would be good poly counts and texture sizes for low and high LOD 
models of individual objects? Same for autogen objects?
Most of the time, buildings on the screen use up only a tiny number of 
pixels.  I often do buildings with 5 quads and a 64x64 texture, but even 
that much texture is too much sometimes.

A city with a lot of simple buildings will look much more realistic than a 
city with only a few highly-detailed buildings.  I don't think there's any 
consumer hardware out there yet that could handle, say 300,000 or more 
buildings for a big city, so the same point applies no matter what you're 
running.

All the best,
David
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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Josh Babcock
David Megginson wrote:
Josh Babcock wrote:
What would be good poly counts and texture sizes for low and high LOD 
models of individual objects? Same for autogen objects?

Most of the time, buildings on the screen use up only a tiny number of 
pixels.  I often do buildings with 5 quads and a 64x64 texture, but even 
that much texture is too much sometimes.

A city with a lot of simple buildings will look much more realistic than 
a city with only a few highly-detailed buildings.  I don't think there's 
any consumer hardware out there yet that could handle, say 300,000 or 
more buildings for a big city, so the same point applies no matter what 
you're running.

All the best,
David
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Hmm, well, I think I'll concentrate on landmarks first anyway, for VFR.  Looking 
at the Models/Buildings directory though I can see that I would have to add lots 
of little 5 poly buildings.  It also occurs to me that there should be a shared 
texture directory for the Models directory.  Lots of call for stuff like 
light-concrete.rgb or red-brick.rgb or dark-grey-shingle.rgb.  There's already 
some pretty generic sounding texture files in there.  Sharing will save disk 
space as well as texture memory.

Also, when one populates an area with purposely placed buildings, how do they 
turn off autogen for that area?  Is this something that can be done without 
editing a .btg file?  Is FG smart enough to not place autogen objects next to 
defined ones?

Josh
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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Chris Metzler
On Mon, 07 Jun 2004 16:41:21 -0400
David Megginson [EMAIL PROTECTED] wrote:

 Most of the time, buildings on the screen use up only a tiny number of 
 pixels.  I often do buildings with 5 quads and a 64x64 texture, but even
 that much texture is too much sometimes.
 
 A city with a lot of simple buildings will look much more realistic than
 a city with only a few highly-detailed buildings.  I don't think there's
 any consumer hardware out there yet that could handle, say 300,000 or
 more buildings for a big city, so the same point applies no matter what
 you're running.

Is there the ability to give a distance-dependancy to the textures
used on a model?  Or, alternately, to have the specific model/texture
set used be distance-dependent?  I'm aware that one can apply
distance-dependent effects to the xml file, but I haven't yet found
any docs about how that works (none in data/Docs, for instance).
If possible, then I might think that one could use a very very small
texture (little more than color) tiled over the face of an object at
large distances, then switch to something more detailed once closer.

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
(remove snip-me. to email)

As a child I understood how to give; I have forgotten this grace since I
have become civilized. - Chief Luther Standing Bear


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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Curtis L. Olson
Chris Metzler wrote:
Is there the ability to give a distance-dependancy to the textures
used on a model?  Or, alternately, to have the specific model/texture
set used be distance-dependent?  I'm aware that one can apply
distance-dependent effects to the xml file, but I haven't yet found
any docs about how that works (none in data/Docs, for instance).
If possible, then I might think that one could use a very very small
texture (little more than color) tiled over the face of an object at
large distances, then switch to something more detailed once closer.
 

Mipmapping does this for you automatically.  The system stores several 
versions of the texture at reduced resolution.  If the original texture 
is 256x256, then the system will also build a 128x128 version, 64x64, 
32x32, 16x16, etc.  Then the driver selects the texture resolution that 
best matches the screen resolution of each polygon it renders.  There 
are cases where this doesn't work as well as you'd like (nearly edge on 
polygons get a much lower res texture than you'd hope for) but there are 
often work arounds such as anisotropic texture filtering (which is 
probably a driver option for most cards/drivers.)

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Ampere K. Hardraade
On June 7, 2004 09:56 pm, Curtis L. Olson wrote:
 Mipmapping does this for you automatically.  The system stores several
 versions of the texture at reduced resolution.  If the original texture
 is 256x256, then the system will also build a 128x128 version, 64x64,
 32x32, 16x16, etc.  Then the driver selects the texture resolution that
 best matches the screen resolution of each polygon it renders.  
This is great news.

 There 
 are cases where this doesn't work as well as you'd like (nearly edge on
 polygons get a much lower res texture than you'd hope for) but there are
 often work arounds such as anisotropic texture filtering (which is
 probably a driver option for most cards/drivers.)

 Curt.
Would you mind explaining what anisotropic texture means?

Thanks,
Ampere

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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Curtis L. Olson
Ampere K. Hardraade wrote:
On June 7, 2004 09:56 pm, Curtis L. Olson wrote:
 

Mipmapping does this for you automatically.  The system stores several
versions of the texture at reduced resolution.  If the original texture
is 256x256, then the system will also build a 128x128 version, 64x64,
32x32, 16x16, etc.  Then the driver selects the texture resolution that
best matches the screen resolution of each polygon it renders.  
   

This is great news.
 

There 
are cases where this doesn't work as well as you'd like (nearly edge on
polygons get a much lower res texture than you'd hope for) but there are
often work arounds such as anisotropic texture filtering (which is
probably a driver option for most cards/drivers.)

Curt.
   

Would you mind explaining what anisotropic texture means?
 

Hold on, I'm right in the middle of ripping off all my toe nails and 
dipping my feet in paint thinner.

This is a slightly complicated thing to explain and I don't have the 
energy to really go into detail.  I don't claim to be an expert here so 
my explanation is probably half fantasy and half my own imagination, but 
here is how I understand it at a conceptual level.

Imagine some triangle (part of the scene) that when drawn on your screen 
consumes about 4 pixels across and 4 pixels high.  The opengl system 
will pick the best square texture that fits the smaller of the two axes 
so it will probably pick the 4x4 pixel texture.  This is a perfect match 
for the onscreen size of the triangle and gives you great visual results 
and minimizes any sort of texture aliasing.  (Remember the horrible 
pixel swimming of MSFS 5.x and other early 3d video games?  This is what 
mipmapping fixes.)

Now imagine some triangle (part of the scene) that when drawn on your 
screen consumes about 40 pixels across and 4 pixels high.  The opengl 
system will pick the best square texture that fits the smaller of the 
two axes so it will probably again pick the 4x4 pixel texture.  But, 
this means that 4 pixels of your texture get stretched across 40 pixels 
of your screen which makes the result look really blurry.

I doubt this is how anisotropic texture filtering is specifically 
implimented in the driver, but conceptually, anisotropic texture 
filtering makes additional versions of your texture that are wide and 
short as well as tall and narrow.  This way it can often find a much 
better match for most/many situations.

Now observe that when you view a runway it is almost always as you take 
off or land or taxi.  This means it is almost always nearly edge on.  
These runway triangles end up being drawn short and wide on your screen 
which makes the runway texture blur out really quickly.

Try turning on anisotropic texture filtering in  your driver (under 
linux/nvidia there is an environment variable to set.)  You will find 
that your runway textures look *much* sharper and nicer ... you can 
probably now pick out the markings at the opposite end where as before 
they were probably a big blurry mess.

Here's a link, but it angles towards the technical side of it:
http://www.opengl.org/resources/tutorials/sig99/advanced99/notes/node67.html
Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Josh Babcock
Curtis L. Olson wrote:
Ampere K. Hardraade wrote:
On June 7, 2004 09:56 pm, Curtis L. Olson wrote:
 

Mipmapping does this for you automatically.  The system stores several
versions of the texture at reduced resolution.  If the original texture
is 256x256, then the system will also build a 128x128 version, 64x64,
32x32, 16x16, etc.  Then the driver selects the texture resolution that
best matches the screen resolution of each polygon it renders.
This is great news.
 

There are cases where this doesn't work as well as you'd like (nearly 
edge on
polygons get a much lower res texture than you'd hope for) but there are
often work arounds such as anisotropic texture filtering (which is
probably a driver option for most cards/drivers.)

Curt.
  
Would you mind explaining what anisotropic texture means?
 

Hold on, I'm right in the middle of ripping off all my toe nails and 
dipping my feet in paint thinner.

This is a slightly complicated thing to explain and I don't have the 
energy to really go into detail.  I don't claim to be an expert here so 
my explanation is probably half fantasy and half my own imagination, but 
here is how I understand it at a conceptual level.

Imagine some triangle (part of the scene) that when drawn on your screen 
consumes about 4 pixels across and 4 pixels high.  The opengl system 
will pick the best square texture that fits the smaller of the two axes 
so it will probably pick the 4x4 pixel texture.  This is a perfect match 
for the onscreen size of the triangle and gives you great visual results 
and minimizes any sort of texture aliasing.  (Remember the horrible 
pixel swimming of MSFS 5.x and other early 3d video games?  This is what 
mipmapping fixes.)

Now imagine some triangle (part of the scene) that when drawn on your 
screen consumes about 40 pixels across and 4 pixels high.  The opengl 
system will pick the best square texture that fits the smaller of the 
two axes so it will probably again pick the 4x4 pixel texture.  But, 
this means that 4 pixels of your texture get stretched across 40 pixels 
of your screen which makes the result look really blurry.

I doubt this is how anisotropic texture filtering is specifically 
implimented in the driver, but conceptually, anisotropic texture 
filtering makes additional versions of your texture that are wide and 
short as well as tall and narrow.  This way it can often find a much 
better match for most/many situations.

Now observe that when you view a runway it is almost always as you take 
off or land or taxi.  This means it is almost always nearly edge on.  
These runway triangles end up being drawn short and wide on your screen 
which makes the runway texture blur out really quickly.

Try turning on anisotropic texture filtering in  your driver (under 
linux/nvidia there is an environment variable to set.)  You will find 
that your runway textures look *much* sharper and nicer ... you can 
probably now pick out the markings at the opposite end where as before 
they were probably a big blurry mess.

Here's a link, but it angles towards the technical side of it:
http://www.opengl.org/resources/tutorials/sig99/advanced99/notes/node67.html 

Regards,
Curt.
Here's another:
http://www.extremetech.com/article2/0,1558,1152380,00.asp
Josh
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Re: [Flightgear-devel] Questions about flight model

2004-04-24 Thread Hermann Schiffer
 The Merlin is a rotary engine, isn't it?  

A rotary engine ? As in http://travel.howstuffworks.com/rotary-engine.htm ?

Most people probably will agree that it's a V-12 piston engine ;-)

Details about the engine oil pressure might be documented in some sort of 
engine manual:
http://www.yellowairplane.com/Book_Reviews/Mustang_Manual/Mustang_Manual_Cover.html

Regards,
Hermann


 In any case, a pump attached to 
 the engine accessory drive (along with the vacuum pump, etc.) is standard
 on a horizontally-opposed engine.  The O-320 in my Warrior does have a
 relief valve, as well as a breather in the accessory housing to avoid
 excess pressure buildup in the crankcase.

 Oil pressure is usually pretty constant at anything other than idle RPM
 once the engine's warmed up, suggesting that the relief valve kicks in
 pretty early, as with the vacuum pump -- I'll try to pay more attention
 next time I'm up (rather than just checking that it's in the green).


 All the best,


 David

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Re: [Flightgear-devel] Questions about flight model

2004-04-24 Thread Andy Ross
Hermann Schiffer wrote:
  The Merlin is a rotary engine, isn't it?

 A rotary engine ? As in http://travel.howstuffworks.com/rotary-engine.htm ?

He meant radial, of course, which was true of most WWII era aircraft
engines other than the Merlin.

And if you really want to nit, what you describe is best called a
Wankel engine.  A rotary engine in aviation context is an ancient
design where the pistons were arranged radially, but were fixed to the
propeller and spun with the engine.  The early propellers weren't
large enough and the early engines not smooth enough to idle
successfully without a flywheel.  This was a trick to turn the whole
engine into a flywheel. :)

  http://en.wikipedia.org/wiki/Rotary_engine

Andy

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Re: [Flightgear-devel] Questions about flight model

2004-04-23 Thread Jon S Berndt
On Fri, 23 Apr 2004 17:43:59 +0200
 Luca Masera [EMAIL PROTECTED] wrote:
Hi everyone,

about JSBBim: the airplane has three tanks, but the flight 
model uses only the first. In other words, if I start FlightGear 
with the first tank empty, the engine is off and doesn't 
starts. This happens even if the first tank is plenty or with few 
fuel (I've tried with 1gal and when it's all consumed, the engine 
shuts off, even if the other two tanks are full).

How I can solve this problems? There's someone that could helps me?
We'll look at that.

Tanks,
Tanks,

Jon

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RE: [Flightgear-devel] Questions about flight model

2004-04-23 Thread Vivian Meazza


Luca Masera wrote
 
 Hi everyone,
 
 I'm creating the 3d instruments for the mb339 using JSBSim 
 and YASim as flight dynamics models. 
 
 The questions are:
 
 about YASim: in which units is measured the oil pressure? 
 In JSBSim the value is holded by oil-pressure-psi and it's 
 measured in psi; in YASim is holded by epr but the units 
 are missing.
 

Epr is exhaust pressure ratio. AFAIK, oil pressure is not modelled.

Regards

Vivian Meazza



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Re: [Flightgear-devel] Questions about flight model

2004-04-23 Thread Andy Ross
Luca Masera wrote:
 about YASim: in which units is measured the oil pressure?
 In JSBSim the value is holded by oil-pressure-psi and it's
 measured in psi; in YASim is holded by epr but the units
 are missing.

Er, that's an Engine Pressure Ratio , which is a thrust metric used in
early jets in lieu of N1 RPM.  YASim doesn't model oil pressure right
now, because I'm not aware of a good basis on which to do so.  If you
have numbers you want to match for this particular aircraft, I could
write you up some Nasal in just a few minutes which would do the job.
But the idea behind YASim is to produce plausible results for all
possible engines; oil pressure is one of those values that is (AFAIK)
just too engine-specific.

The units are missing, btw, because there aren't any.  It's a ratio.

Andy

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Re: [Flightgear-devel] Questions about flight model

2004-04-23 Thread David Megginson
Andy Ross wrote:

Er, that's an Engine Pressure Ratio , which is a thrust metric used in
early jets in lieu of N1 RPM.  YASim doesn't model oil pressure right
now, because I'm not aware of a good basis on which to do so.  If you
have numbers you want to match for this particular aircraft, I could
write you up some Nasal in just a few minutes which would do the job.
But the idea behind YASim is to produce plausible results for all
possible engines; oil pressure is one of those values that is (AFAIK)
just too engine-specific.
How about allowing the config to contain a couple of sample values and then 
interpolating (taking into account outside temperature, engine temperature, 
and power setting)?

All the best,

David

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Re: [Flightgear-devel] Questions about flight model

2004-04-23 Thread David Megginson
Andy Ross wrote:

But the idea behind YASim is to produce plausible results for all
possible engines; oil pressure is one of those values that is (AFAIK)
just too engine-specific.
Further to the point, here is some information from the Lycoming O-320 
Operator's manual; it would make a good starting point for 
horizontally-opposed piston engines.

Oil Temperature:

  180 degF desired, 245 degF maximum
  [down to 160 degF and 210 degF below 10 degF OAT]
Oil Pressure:

  Normal: 90 psi maximum, 60 psi minimum, 25 psi idling
  Start and warm up: 100 psi maximum
All the best,

David

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Re: [Flightgear-devel] Questions about flight model

2004-04-23 Thread Tony Peden

--- Andy Ross [EMAIL PROTECTED] wrote:
 Luca Masera wrote:
  about YASim: in which units is measured the oil pressure?
  In JSBSim the value is holded by oil-pressure-psi and it's
  measured in psi; in YASim is holded by epr but the units
  are missing.
 
 Er, that's an Engine Pressure Ratio , which is a thrust metric used
 in
 early jets in lieu of N1 RPM. 

FWIW, PW still prefers EPR over N1.

 YASim doesn't model oil pressure right
 now, because I'm not aware of a good basis on which to do so.  If you
 have numbers you want to match for this particular aircraft, I could
 write you up some Nasal in just a few minutes which would do the job.
 But the idea behind YASim is to produce plausible results for all
 possible engines; oil pressure is one of those values that is (AFAIK)
 just too engine-specific.
 
 The units are missing, btw, because there aren't any.  It's a ratio.
 
 Andy
 
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Re: [Flightgear-devel] Questions about flight model

2004-04-23 Thread Andy Ross
David Megginson wrote:
 How about allowing the config to contain a couple of sample values
 and then interpolating (taking into account outside temperature,
 engine temperature, and power setting)?

Sure.  That was the idea with the Nasal script, actually.  Set it to
poll every second or so and compute a target for the next second's
interpolation.  It would be really easy to make this general, so every
aircraft/engine could specify a property tree for configuring it,
along the lines of the existing flaps detents settings, etc...  And if
an aircraft wants its own handling, it just writes its own script.

But I'm open to suggestions.  I'm mildly resistant to putting this in
YASim only because table lookup isn't really its thing, and I'm
doubtful that such a (fixed, in-FDM-configuration) scheme would really
be generic enough for most aircraft anyway.

Andy

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RE: [Flightgear-devel] Questions about flight model

2004-04-23 Thread Vivian Meazza


David Megginson wrote
 
 Andy Ross wrote:
 
  But the idea behind YASim is to produce plausible results for all 
  possible engines; oil pressure is one of those values that 
 is (AFAIK) 
  just too engine-specific.
 
 Further to the point, here is some information from the 
 Lycoming O-320 
 Operator's manual; it would make a good starting point for 
 horizontally-opposed piston engines.
 
 Oil Temperature:
 
180 degF desired, 245 degF maximum
[down to 160 degF and 210 degF below 10 degF OAT]
 
 Oil Pressure:
 
Normal: 90 psi maximum, 60 psi minimum, 25 psi idling
Start and warm up: 100 psi maximum
 
 
 All the best,
 

The Merlin has a gear-driven oil pump and, I assume, a pressure relief
valve. I was going to assume that oil pressure was a function of rpm with
max and min values. 

Of course, it is also a function of oil temperature, which is a function of
engine temperature. We already know egt. Are most of the building blocks in
place already?

If we don't want or need a sophisticated answer, then a function of rpm
would be enough for an instrument, and that can easily be done in XML.

Regards

Vivian



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Re: [Flightgear-devel] Questions about flight model

2004-04-23 Thread David Megginson
Vivian Meazza wrote:

The Merlin has a gear-driven oil pump and, I assume, a pressure relief
valve. I was going to assume that oil pressure was a function of rpm with
max and min values. 
The Merlin is a rotary engine, isn't it?  In any case, a pump attached to 
the engine accessory drive (along with the vacuum pump, etc.) is standard on 
a horizontally-opposed engine.  The O-320 in my Warrior does have a relief 
valve, as well as a breather in the accessory housing to avoid excess 
pressure buildup in the crankcase.

Oil pressure is usually pretty constant at anything other than idle RPM once 
the engine's warmed up, suggesting that the relief valve kicks in pretty 
early, as with the vacuum pump -- I'll try to pay more attention next time 
I'm up (rather than just checking that it's in the green).

All the best,

David

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