Re: [Flightgear-devel] Electrical system work..

2003-11-16 Thread Paul Surgeon
The starter motor(s) and APU should also be included in the electrical system.

In real life the battery can't keep turning that engine over indefinately.
In the light aircraft it might not be such an issue but when you get to the 
commercial jets you have to be very careful about your startup procedures 
otherwise you can get yourself into a situation where you have to call for 
some help from an external power source.

Also on most multi engine aircraft you can't start all the engines at once 
because the battery(s) won't handle the current draw.

Paul


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Re: [Flightgear-devel] Electrical system work..

2003-11-16 Thread Erik Hofman
Paul Surgeon wrote:
The starter motor(s) and APU should also be included in the electrical system.

In real life the battery can't keep turning that engine over indefinately.
In the light aircraft it might not be such an issue but when you get to the 
commercial jets you have to be very careful about your startup procedures 
otherwise you can get yourself into a situation where you have to call for 
some help from an external power source.

Also on most multi engine aircraft you can't start all the engines at once 
because the battery(s) won't handle the current draw.
Which raises another issue.

To get it one more step more realistic I think it is important to know 
bot nominal and maximum draw and we should define whether a consumer 
device is either capacitive or inductive. This is often quite easy to 
guess (a CRT or everything using motors is inductive) and adds the 
possibility of popping circuit breakers when too many inductive devices 
are turned on at once.

Not to mention we get more accurate current flows (actually battery 
lifetime) simulated.

Erik

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Re: [Flightgear-devel] Electrical system work..

2003-11-16 Thread Innis Cunningham
Hi Gene

Gene Buckle writes

If you're so stuck on random event generators, go use MSFS.  It's full of
'em, including the flight model.
I am not stuck on randon event generators it is just that in the real world
thats the way things seem to happen.Otherwise they would be planded
events.And I can just see someone taking a cessna up knowing that 30 mins
into the flight the engine is going to catch fire.
How do you determine when the instrument is working normally and when it
is not.My guess is the the program is going to say so.
The idea here is to be able to create an accurate representation of an
aircraft electrical system.
Have you ever seen or worked on anything bigger that a light twin electrical 
system.
Lets look at the 747(only because I am most familiar with that)
4 engine driven generators
2 APU driven generators
2 external power connections
Then these are spilt up into
115v 3 phase AC
115v single phase AC
28v AC
28v DC
ciruits.And then hundreds of CB's.You are not trying to tell me you are 
going to try
and simulate that.The wiring diagrams alone if stacked would be 4 feet high.

Every commercial simulator I've worked with has had some kind of
electrical system simulation running
I have had the fortune of actually opperating 707, 767, 747 and DC10
simulators and yes they have fully functioning electrical systems.
But they also have a randon event renerator called a HUMAN and
he or she sits at a control panel and selects the system failures.
does this not happen in other simulators.
The only thing I would ask is if you make these plans to be aware that
there a lot of A/C that dont use battery start in fact hardly use a battery 
at all.
And if as I understand FG is a full spectrum simulator then we must consider 
all
types of A/C

Cheers
Innis
The Mad Aussi
_
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[Flightgear-devel] Models Question

2003-11-16 Thread Innis Cunningham
Hi Guys
I guess this is directed to the model makers.
I am making a model with AC3D and I have five surfaces
that stay white in FG even though I apply a material to them.
I have tried fliping normals or rearranging the vertex order but still
they show white.
The strange thing is that sometimes when I start FG it only runs at
1fps at this time the surfaces appear with there correct material color.
Also if I apply a texture to the surfaces they are OK and display the 
texture.
Does anyone know how to overcome this problem as I had intended to only
cover the surfaces with a material.But if it can't be fixed I will have to 
make
textures for them

Thanks in advance

Cheers
Innis
The Mad Aussi
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Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-16 Thread Nick



Hmmm, Tricky.

David culp sent me the relevant source code. 
I'll take a look at it and see what I can do.

Nickolas HeinMorgantown WV

  - Original Message - 
  From: 
  Jon Berndt 
  To: FlightGear developers 
  discussions 
  Sent: Saturday, November 15, 2003 3:48 
  PM
  Subject: RE: [Flightgear-devel] Airport 
  vehicle (driving) sim
  
  
  
-Original Message-From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED]On Behalf Of 
NickSent: Saturday, November 15, 2003 2:39 PMTo: 
FlightGear developers discussionsSubject: Re: [Flightgear-devel] 
Airport vehicle (driving) sim
Good afternoon again.
I just remembered another trick about 
zero-speed rolling models. Below a threshold speed (say 1 m/s) you 
make the force proportional to the velocity. That way you'll get zero 
force at zero speed. The other thing that can happen if you don't is 
that you'll oscillate about the zero speed point. This will stop that 
oscillation.

Hope it helps
  What if you have wind? Then, your aircraft is experiencing forces and 
  moments, yet the vehicle is not able to oppose the forces and moments if it is 
  stationary. You get an equilibrium drift.
  
  Been there, tried it. Didn't work.
  
  The way I am leaning is to model it similar to the way the Langley C++ 
  sim does it. At low speeds, the XY plane gear forces are *made* to cause 
  the aircraft to follow a specified path and rate determined by the gear 
  characteristics and known turning radius. This means though that even a 
  tornadic wind would not move the aircraft sideways.
  
  

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Re: [Flightgear-devel] Models Question

2003-11-16 Thread Lee Elliott
On Sunday 16 November 2003 12:30, Innis Cunningham wrote:
 Hi Guys
 I guess this is directed to the model makers.
 I am making a model with AC3D and I have five surfaces
 that stay white in FG even though I apply a material to them.
 I have tried fliping normals or rearranging the vertex order but still
 they show white.
 The strange thing is that sometimes when I start FG it only runs at
 1fps at this time the surfaces appear with there correct material color.
 Also if I apply a texture to the surfaces they are OK and display the 
 texture.
 Does anyone know how to overcome this problem as I had intended to only
 cover the surfaces with a material.But if it can't be fixed I will have 
to 
 make
 textures for them
 
 Thanks in advance
 
 Cheers
 Innis
 The Mad Aussi

Strange...  Could you put a copy of the model up somewhere so we could 
have a look at it.

That it seems to work ok with s/w rendering must be significant, although 
what that significance means I don't know.  Sort of indicates that the 
problem might not be with the model/texturing though, because it works 
under some circumstances.

LeeE


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Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-16 Thread Martin Spott
Andy Ross [EMAIL PROTECTED] wrote:
 David Megginson wrote:
 Paul Surgeon writes:
  I don't know about everyone else's experience but I haven't found
  one aircraft in FG that wants to sit still on the ground even with
  the engine off.

 An ideal mechanism would keep track of how much force each wheel
 could apply in the ground plane, and then calculate the right amount
 to apply to keep the aircraft from moving.  This basically comes down
 to solving a bunch of simultaneous equations for each FDM iteration.
 It's a big mess; I'd be really scared of making this work.

I'm not shure if it would be really that difficult - although I don't
know precisely what's already there.
As mentioned previously some sort of ground FDM would be a really nice
thing. If it was plugged into SimGear then people designing racing card
simulations (once discussed on this list) could profit from it.
Simulating friction on the ground should be quite easy as long as you
know some parameters: You have to know about position as well as
horizontal and vertical forces of _each_ wheel. Probably this is
already there for a C172 (as mentioned above, I don't know), the rest
is sort of practical mechanical numeric almost every student in
engineering should learn in the first or second year.

Look, it's quite easy to calculate how a tyre will move when you put a
force onto it. I suppose it would be useful if you have a tyre object
that you hand a force vector over. Because of the tyre being elastic it
will move a bit to the side as long as the vector contains a component
that crosses the longitudinal axis of the aircraft. The tyre object
contains an easy calculation which results in a sideway position shift
(and a counterforce). When you know this position shift you don't have
to deal with forces any more as long as the aircraft sits on the
ground. When the vertical forces onto the tyre decrease then the
sideway shift will increase because the tyre slips over the ground. If
the tyre gets into snow slush then the force vector returned by the
tyre object will not only contain a sideway component but also a
longitudinal one.

O.k., I'n not the one to tell Andy, Dave, Jon, Curt and all the others
to be too stupid to understand the simplicity  ;-)  So please would
someone explain to me the missing parts in my idea ? Did I overlook
something, do I miss some relevant information ?

Thanks,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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RE: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-16 Thread Jon Berndt
 Did I overlook something, do I miss some relevant information ?

 Thanks,
   Martin.


Hi, Martin:

I'm pretty busy at the moment doing some rewriting of the JSBSim propulsion
systems, but I will refer you at the moment to a set of notes I wrote for
our gear model.  I have not revisited the topic for a while, but this will
give you some insight into our approach, and to the problems we faced.

Go to the JSBSim web site, click on the Documentation link at left, then
select the Landing Gear Technical Note link.

Jon

--

Project Coordinator
JSBSim Flight Dynamics Model
http://www.jsbsim.org


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Re: [Flightgear-devel] AI aircraft carrier

2003-11-16 Thread Matevz Jekovec
David Culp wrote:

Ok, I got the Saratoga moving across San Fransisco bay at 30 knots.

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

It can't be landed on because the deck is not solid (however you can fly 
inside and grab lunch).  Is there a way to solidify the deck?

Dave
 

Wowww, nice!

Hornet 12, inbound for landing.
- Hornet 12, Saratoga tower, contact in 2 miles out.
Roger that
- Good morning Hornet 12, you are number 1 to land, deck is clear for 
landing
Gears down, hook down, flaps set
- Left, left... you're low... faster steady you're low 
slower steady higher... steady... call the ball... steady... 
CONTACT!
[afterburners to full, trying to pull up]
[the hook has grabbed]
- Hornet 12, nice landing!
Roger that, thanks Saratoga tower.

:)
- Matevz
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Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-16 Thread Andy Ross
Martin Spott wrote:
 Simulating friction on the ground should be quite easy as long as you
 know some parameters: You have to know about position as well as
 horizontal and vertical forces of _each_ wheel. Probably this is
 already there for a C172 (as mentioned above, I don't know), the rest
 is sort of practical mechanical numeric almost every student in
 engineering should learn in the first or second year.

It doesn't work like that.

Put a book on the table in front of you.  What is the friction force?
Zero.  (If it wasn't, of course, the book would be accelerating.)
Push on it a little, but not enough to move it.  What is the friction
force?  Equal to your push force, and in the opposite direction.
Somehow, the book *knows* how much force to apply based on external
conditions.  You don't just calculate the friction force and apply it.
You need to know what is happening to the system.

For a single book and a single external force, the solution is
trivial.  For N gear objects applying force in 2 dimensions, this
becomes a giant simultaneous equation problem.  Even worse, there
might not even be a solution!  Big problem, right?  Nope.  It just
means that the vehicle can't be held in place and will start to slide.
Which gear are slipping?  How do you tell?

And those are just the complexities I understand right now.  The stuff
that really worries me are the bits I can't figure out: if there is a
solution, is it unique?  What do you do if the terrain is 3D, and the
gear aren't on a single ground plane? (The friction force is 2D only,
the compression force doesn't work the same way at all.)

Basically, this just won't work.  Sorry.  The idea of switching from a
sliding friction model to a static spring at low speeds is probably as
good as we're going to get.  But quite honestly, it's been my
experience that almost all of the YASim aircraft I have worked on can
be made to sit still with a little gear tuning.  I'm not convinced
that this is a critical feature.

Andy



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[Flightgear-devel] Re: [Flightgear-users] Re: multiplay problem: Linux - win xp

2003-11-16 Thread Frederic Bouvier
[redirected to flightgear-devel]

Frederic Bouvier wrote:
 Melchior FRANZ wrote:
  * Frederic Bouvier -- Sunday 16 November 2003 15:32:
   Are you using the binary distribution or do you compile FG 
   yourself ?
  
  The xp version is the binary distribution as offered on the
  fgfs site. My Linux version is selfcompiled (CVS/HEAD).
 
 I finally tried the multiplayer options between a WinXP box and 
 a Linux box.
 
 With the ( A320, p51d ) pair, no problem : I can see both from 
 either systems. I configured on to start on runway 28L while 
 the other is at runway 28R.
 
 When a c172 is on one machine, I only got segfault on an animation
 not found. This animation is named ControlsGroup and I guess 
 that one object name referenced in this null animation no 
 longer exist in the .ac model. I say that because the 
 preceding one is analogous and works.
 
 So I would say the multiplayer works, except when there is a c172.

It seems that this animation refers to 'PanelInstruments' that is 
a panel outside the model, so, when loaded with SGModelLib::load_model
the object is not found in the model and there is a non tested 
read access through a null pointer in sgMakeAnimation. 

This path makes things go better :

D:\FlightGear\cvs\SimGear\simgear\scene\modelcvs diff -u model.cxx
Index: model.cxx
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/scene/model/model.cxx,v
retrieving revision 1.11
diff -u -r1.11 model.cxx
--- model.cxx   28 Sep 2003 08:38:48 -  1.11
+++ model.cxx   16 Nov 2003 23:36:49 -
@@ -150,6 +150,9 @@
   } else {
 object = model;
   }
+
+  if ( animation == 0 )
+ return;

   ssgBranch * branch = animation-getBranch();
   splice_branch(branch, object);

BTW: it is funny ( but not inexplicable ) that the other model is 
animated but with the input of the current aircraft : push the 
throttle and you will see the propeller of the foreign model 
accelerate.

-Fred



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Re: [Flightgear-devel] AI aircraft carrier

2003-11-16 Thread David Culp
 Wowww, nice!
 ...
 Roger that, thanks Saratoga tower.

I'll send you the code if you like.  I've written a bare-bones AI system based 
on David Luff's.  The AI manager just instantiates an AI object (airplane or 
ship) wherever you want it and tells it when to update.  The AI objects are 
AIAircraft (yes, even the ship) which have a simple FDM that moves it along 
at any assigned speed, altitude, heading and bank angle.

What I would like to see in FlightGear is:

1)  A simple AI base class, like my FGAIBase, which is based on and very 
similar to the present FGAIEntity.

2)  A simple AI object class, like my AIAircraft, that would provide dumb 
AI, which are minimalist AI objects that move along scripted flight plans.  
This would be for dumb aircraft and ships.

3)  A semi-smart AI class for autos, which must be smart enough to know 
where the ground is at all times.  Seamus is working on these now.

4)  A smart class, which is the present AILocalTraffic.  These know where 
the ground is, and have the ability to communicate.  In the future they may 
become interactive.

5)  An AI manager that instantiates new AI objects from the above three types 
for every occurance of entry ... /entry within the ai section of 
preferences.xml (just like the way environment layers are currently defined).  
You could create any number of AI objects at any place and time this way.

6)  A scripting standard for the AI objects.  The script will serve as the 
object's flight plan, specify when the object should be terminated, and 
contain communications instructions (for the smart AI). 


Is there any interest in uniting dumb and smart AI this way?


I brought some KSFO arrival charts home from work, and am planning to have a 
dumb AI airplane appear at the beginning of each arrival every 2 minutes.  
The Big Sur arrival will feed runway 28L, and the Modesto arrival 28R.  After 
landing the airplanes would turn off disappear.  I'm curious what the frame 
rate hit will be.  These might need to be very low-poly models.


Dave
-- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-16 Thread Jim Wilson
Andy Ross [EMAIL PROTECTED] said:

 
 Basically, this just won't work.  Sorry.  The idea of switching from a
 sliding friction model to a static spring at low speeds is probably as
 good as we're going to get.  But quite honestly, it's been my
 experience that almost all of the YASim aircraft I have worked on can
 be made to sit still with a little gear tuning.  I'm not convinced
 that this is a critical feature.
 

Just to explain this a little further...if the balance of the aircraft and/or
the position of the gear is incorrect, the aircraft will slide around.  Last I
knew the helicopter used some very large ballasts.  An extremely small
movement of this weight would affect the balance and gear tuning.

IIRC the skids on the bo105 are modeled as four wheel points, but it should
i think be possible to set the fricition high enough on the gear to be similar
to a skid.

Might it be useful to have some arbitrary mulitplier that affects the way in
which forces or friction are scaled as zero velocity is approached?  This
still should be added _after_ the aircraft pretty much just sits there on it's
own.

Best,

Jim

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RE: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-16 Thread Jon Berndt
 If there were no winds at all, that might help. Otherwise, it doesn't work
 at all.

 Jon

Let me expand on that. If you do come to a stop, and there are no winds at
the moment, then the winds come up after you have stopped, then having
reduced the forces as your velocity goes to zero, you won't have any
resistance to the wind, and you'll start sliding again.

Another area where I have run into trouble is when standing still and trying
to calculate the angle that the tires make with the velocity vector.  If you
are landing, are crabbed, and/or have any rotational rate, the tire isn't
going to touch down without providing a sideward force component. But, if
you are standing still, the velocity vector is zero, and your steering angle
is not. The algorithm that computes steering angle goes berserk, causing
massively rabid changes in angle, and the resulting oscillation of
force/moment. I think I have recently gotten around that problem by allowing
the steering angle to change by a certain set amount per frame. However, now
since the steering angle is not allowed to change rapidly, the aircraft
slides - albeit much, much more smoothly, and without rotational
oscillations.  You squeeze the balloon a little here, and it bulges out a
little there.  I do have a fix in mind for that, and then the gear should be
much better in JSBSim.  However, as I said earlier, I'm working some
propulsion system improvements at the moment.

Jon


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Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-16 Thread David Culp
  If there were no winds at all, that might help. Otherwise, it doesn't
  work at all.

 Oh.  Why is that?


I tried limiting the ground reactions and found that if you lower them enough 
to stop the jitter, the airplane will get blown around by the wind.  I 
believe this is the relevant bit of code from FGAircraft.cpp::Run()

vForces.InitMatrix();
vForces += Aerodynamics-GetForces();
vForces += Inertial-GetForces();
vForces += Propulsion-GetForces();
vForces += GroundReactions-GetForces();

vMoments.InitMatrix();
vMoments += Aerodynamics-GetMoments();
vMoments += Propulsion-GetMoments();
vMoments += GroundReactions-GetMoments();

vBodyAccel = vForces/MassBalance-GetMass();


I think the trick is to zero-out the speeds, forces and moments when the 
airplane's forward speed approaches zero.  But you then have to allow the 
airplane to accelerate out of this frozen state to move again.  I didn't 
find an answer.



Dave
-- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] Electrical system work..

2003-11-16 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 I know this is probably comparing apples to oranges, but back when I
 was young and daring, I drove my car about 150 miles with no
 alternator belt.  I survived by making sure every possible electrical
 item was turned off.  If I even hit the turn signal or hit the brakes
 (brake lights) the engine would sputter and nearly die.
 

Hehe.  I did that...at night...once.  It was a much shorter distance, in rural
Maine, very late at night.  I didn't encountered a single other vehicle on the
road, which is a good thing in a way, but at the same time it reinforced the
likelyhood that my best option was to keep going.  Went _very_ slow after the
headlights had to be turned off :-).  Fortunately, it was a clear night with a
bright moon. Pretty cold without the heater fan though.

Best,

Jim


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Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-16 Thread David Megginson
Andy Ross writes:

  JSBSim and YASim do things pretty much the same way, using a
  coefficient of friction for gear as they slide over the ground.  This
  integration works fine for a moving aircraft,

Unfortunately, not -- when the JSBSim and YASim aircraft are rolling,
they are still far too much affected by the wind.  In real life, even
with 30 kt gusts, you can usually taxi a 172 or Cherokee around as if
it were a car.  Personally, I do set the controls appropriately just
in case (I'd hate for that one gust to get under the wing and flip
me), but I have not seen it make a noticeable difference.


All the best,


David

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[Flightgear-devel] Landing Gear discussion

2003-11-16 Thread Jon Berndt
David M. wrote:

 Unfortunately, not -- when the JSBSim and YASim aircraft are rolling,
 they are still far too much affected by the wind.  In real life, even
 with 30 kt gusts, you can usually taxi a 172 or Cherokee around as if
 it were a car.  Personally, I do set the controls appropriately just
 in case (I'd hate for that one gust to get under the wing and flip
 me), but I have not seen it make a noticeable difference.

Thanks for the input.

When I get a chance, maybe I'll try increasing the steering gain.

In the end, it could turn out that a physics-based approach is not worth the
effort, and we should simply make the aircraft do what experience tells us a
real aircraft would do.

Jon


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