On Wed, 22 Jul 2009 14:45:17 -0500, Curtis wrote in message 
<ef5fc9920907221245u47c4d0eav64092a09ea25b...@mail.gmail.com>:

> On Tue, Jul 21, 2009 at 12:17 PM, Christopher G. Prince
> <ch...@cprince.com>wrote:
> 
> > Hi,
> >
> > We're working on a project to feed back information about airflow on
> > a wing to the pilots skin (tactile feedback). Our project web page
> > is here--
> > http://www.d.umn.edu/~cprince/PubRes/FbF/<http://www.d.umn.edu/%7Ecprince/PubRes/FbF/>
> > Right now, we're pretty early in progress and working with
> > simulated wings. I've started using XPlane to provide a simulation
> > of wing airflow sensors-- by tapping into its simulation of lifting
> > forces on the aircraft wing. Can Flight Gear do something similar?
> > Can I get an array of data on lifting forces over the wing back
> > from the simulator, in real time?
> >
> > (I've looked through the flight gear manual some, and through the
> > flight model docs some and can't see what I'm looking for).
> 
> 
> Hi Chris,
> 
> FlightGear includes a couple different approaches to modeling the
> physics of flight, but I don't think anything we have closely matches
> the x-plane approach.  (Every approach has it's strengths and
> weaknesses, and the X-Plane approach is interesting as a very coarse
> grained virtual wind tunnel that can predict some things about how an
> airframe might fly, and some of the data that comes out of this
> approach could be interesting ... especially in your case.  That
> said, the X-plane approach only takes you a certain distance down the
> path, and if you are trying to match the known performance numbers of
> a known airframe, you might have to learn a little voodoo to make
> that happen in x-plane.)
> 
> I glanced through some of the information on your site and I like
> this idea of exploring tactile feedback for flying.  In a past life I
> worked for with a human factors research group at UMN Twin Cities
> campus and we did some experiments with providing tactile feed back
> as a warning system for when you are drifting out of your lane, or
> approaching an upcoming corner too quickly.  In our case we had a
> vibration system in the seat that could vibrate the left or right
> sides independently (for a lane warning) or both together for a "too
> fast" warning.  We've also experimented with having the steering
> wheel give some force to push you back towards the center of your
> lane, and also with having the accelerator pedal push back on your
> foot if you are getting too close to the car ahead.  So using tactile
> feedback like this as a warning system makes sense to me.
> 
> Providing tactile feedback for the feeling of flight is more
> nebulous.  I'm still trying to think that all through.  It sounds
> like you will be using pressure sensors on the wing, so you need to
> figure out a system in the simulator that simulates the pressure that
> the sensors would see, not so much the forces.  I have no idea if
> that's possible in FlightGear, but maybe some of our flight dynamics
> engineers will chime in if they have any ideas.
> 
> If you want to measure force, then perhaps you could mount some
> accelerometers out on the wings?  That might be easier to simulate (or
> estimate) in software.  I know that JSBSim has the capability of
> reporting accelerations at some offset location on the airframe, but
> I don't know if it supports more than one offset accelerometer?
> 
> I'm still trying to imagine how the tactile feedback will feel and
> how that will conceptually tie in with what the aircraft is doing.

..I keep getting this hairy image of servo horns glued to 
all of it...  ;oD

> Would you try to make the air pressure on your individual arms match
> the air pressure on the wings?  I suppose a pilot could get his head
> around that and learn what different phase of flight feel like.
> 
> Good luck on your project, it sounds like fun! :-)
> 
> Curt.


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...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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