re: [Flightgear-devel] Default startup aircraft
Luke Scharf writes: I'm new to Flightgear, so I don't know if carb heat is simulated. Not yet. It shouldn't be a difficult addition to FGPiston in JSBSim -- just heat up the inducted air a bit (assuming the engine is hot) and let the model take care of the rest. But, in the c172p-3d model, the carburetor heat is stuck in the on position. I'd prefer to be able to turn it off so that I can get all of the climb performance I can... :-) We'll have to make a hotspot for it. In the meantime, you can bind the property /controls/carb-heat[0] to a key or joystick button/axis if you want to see the knob move. Also, the aircraft C-FGFS has a bit of a more of a left-yaw and left-roll tendency than the climb-prop equipped 145hp Cessna 172 that I rent(N5394T). The ground-adjustable rudder trim tab on 94T is set so that it flies coordinated without any rudder input at 105mph. I have C-FGFS adjusted to fly mostly hands-off at around 105kt, 3000ft. I'll double check that it's still there. Other than that, I really like the model and the 3d panel! This particular model feels good and takes about the same amount of effort to fly as the real thing, so I vote for it being the default. Thank you very much for the comments. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] Default startup aircraft
Luke Scharf writes: I'm new to Flightgear, so I don't know if carb heat is simulated. Not yet. It shouldn't be a difficult addition to FGPiston in JSBSim -- just heat up the inducted air a bit (assuming the engine is hot) and let the model take care of the rest. But, in the c172p-3d model, the carburetor heat is stuck in the on position. I'd prefer to be able to turn it off so that I can get all of the climb performance I can... :-) We'll have to make a hotspot for it. In the meantime, you can bind the property /controls/carb-heat[0] to a key or joystick button/axis if you want to see the knob move. Also, the aircraft C-FGFS has a bit of a more of a left-yaw and left-roll tendency than the climb-prop equipped 145hp Cessna 172 that I rent(N5394T). The ground-adjustable rudder trim tab on 94T is set so that it flies coordinated without any rudder input at 105mph. I have C-FGFS adjusted to fly mostly hands-off at around 105kt, 3000ft. I'll double check that it's still there. Other than that, I really like the model and the 3d panel! This particular model feels good and takes about the same amount of effort to fly as the real thing, so I vote for it being the default. Thank you very much for the comments. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Default startup aircraft
How close are we to making a 3d cockpit enabled C172 be our default startup aircraft? I notice that we can't operate the mixture, throttle, flaps via panel clicks and some of the knob click areas are a little off. Any thing else? The more I run with the 3d panels the more I like them, and the more I dislike the 2d panels (although we still need to support 2d panels for various reasons.) Regards, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] Default startup aircraft
Curtis L. Olson writes: I notice that we can't operate the mixture, throttle, flaps via panel clicks and some of the knob click areas are a little off. Any thing else? The more I run with the 3d panels the more I like them, and the more I dislike the 2d panels (although we still need to support 2d panels for various reasons.) Well, let's start cleaning them up. I don't think we're too far off, and with Andy's patch to make hotspots visible, it should be easy to debug the mouse problems and to add new hotspots for 3D instruments. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] Default startup aircraft
David Megginson writes: Well, let's start cleaning them up. I don't think we're too far off, and with Andy's patch to make hotspots visible, it should be easy to debug the mouse problems and to add new hotspots for 3D instruments. That sounds great. I think our support for fully operation 3d cockpits is really cool and definitely worth showing off up front. (But like you say, with a few minor clean ups first.) Regards, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] Default startup aircraft
Curtis L. Olson writes: David Megginson writes: Well, let's start cleaning them up. I don't think we're too far off, and with Andy's patch to make hotspots visible, it should be easy to debug the mouse problems and to add new hotspots for 3D instruments. That sounds great. I think our support for fully operation 3d cockpits is really cool and definitely worth showing off up front. (But like you say, with a few minor clean ups first.) I'd like to use the 172P rather than the 172R as our default, once it's ready. The model is much better, though it's still missing a couple of 3D items in the cockpit. The dimensions are more realistic, etc. etc. It even has an animated trim: fgfs --aircraft=c172p-3d All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] Default startup aircraft
David Megginson writes: Curtis L. Olson writes: David Megginson writes: Well, let's start cleaning them up. I don't think we're too far off, and with Andy's patch to make hotspots visible, it should be easy to debug the mouse problems and to add new hotspots for 3D instruments. That sounds great. I think our support for fully operation 3d cockpits is really cool and definitely worth showing off up front. (But like you say, with a few minor clean ups first.) I'd like to use the 172P rather than the 172R as our default, once it's ready. The model is much better, though it's still missing a couple of 3D items in the cockpit. The dimensions are more realistic, etc. etc. It even has an animated trim: fgfs --aircraft=c172p-3d Yup, that's the one I've been using. It has a wierd jitter on the ground in the gear model that also causes it to spin slowly left. I don't know if that is something in the aero config or in the gear code, but I'd like to put that on the gripe list as well. But over all it is really nice, and after flying with the 3d cockpit for a little bit, you can really get used to it. :-) Regards, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Default startup aircraft
Curtis L. Olson writes: Yup, that's the one I've been using. It has a wierd jitter on the ground in the gear model that also causes it to spin slowly left. I don't know if that is something in the aero config or in the gear code, but I'd like to put that on the gripe list as well. Noted. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] Default startup aircraft
On Wed, 2002-12-11 at 17:20, David Megginson wrote: Curtis L. Olson writes: I notice that we can't operate the mixture, throttle, flaps via panel clicks and some of the knob click areas are a little off. Any thing else? The more I run with the 3d panels the more I like them, and the more I dislike the 2d panels (although we still need to support 2d panels for various reasons.) Well, let's start cleaning them up. I don't think we're too far off, and with Andy's patch to make hotspots visible, it should be easy to debug the mouse problems and to add new hotspots for 3D instruments. I'm new to Flightgear, so I don't know if carb heat is simulated. But, in the c172p-3d model, the carburetor heat is stuck in the on position. I'd prefer to be able to turn it off so that I can get all of the climb performance I can... :-) Also, the aircraft C-FGFS has a bit of a more of a left-yaw and left-roll tendency than the climb-prop equipped 145hp Cessna 172 that I rent(N5394T). The ground-adjustable rudder trim tab on 94T is set so that it flies coordinated without any rudder input at 105mph. Other than that, I really like the model and the 3d panel! This particular model feels good and takes about the same amount of effort to fly as the real thing, so I vote for it being the default. -Luke -- Luke Scharf, Jack of Several Trades http://www.ccm.ece.vt.edu/~lscharf ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel