re: [Flightgear-devel] Default startup aircraft

2002-12-12 Thread David Megginson
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

-- 
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re: [Flightgear-devel] Default startup aircraft

2002-12-12 Thread David Megginson
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/

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[Flightgear-devel] Default startup aircraft

2002-12-11 Thread Curtis L. Olson
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

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re: [Flightgear-devel] Default startup aircraft

2002-12-11 Thread David Megginson
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

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re: [Flightgear-devel] Default startup aircraft

2002-12-11 Thread Curtis L. Olson
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

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re: [Flightgear-devel] Default startup aircraft

2002-12-11 Thread David Megginson
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

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re: [Flightgear-devel] Default startup aircraft

2002-12-11 Thread Curtis L. Olson
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

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Re: [Flightgear-devel] Default startup aircraft

2002-12-11 Thread Jon S Berndt
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.

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re: [Flightgear-devel] Default startup aircraft

2002-12-11 Thread Luke Scharf
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


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