Re: [Flightgear-devel] Paraglider model

2004-03-01 Thread Gunnstein Lye
On Saturday 28 February 2004 22:00, Gunnstein Lye wrote:
 On Saturday 28 February 2004 21:49, Gunnstein Lye wrote:
  On Saturday 28 February 2004 00:16, David Culp wrote:
   --aircraft=paraglider-jsbsim
  
   Just remember to change the paths of course.
   I have no experience in paragliders, so this model was just a guess.
 
  There is no paraglider included with flightgear as far as I can tell, but
  thanks for the other tips in your script.

 Correction: There is no paraglider in my version of flightgear. I just
 found a reference to your model on the flightmodel mailing list, I'll get
 flightgear 0.9.3 and try it out.

I have tested paraglider-jsbsim now, and unfortunately I must say it flies 
like a plane, not like a paraglider. No offence, and I understand it's not 
easy to model when you don't have first-hand experience.

When I push the stick to the right, it rolls like a plane, turning only 
slightly. I should have turned (yawed), first with a slight opposite roll, 
then with the correct roll, due to the pendulum effect.

When I push the stick forwards, it will dive straight down like a plane. 
That's not possible in a paraglider, because of the distance between the 
center of gravity (the pilot) and the center of drag (the wing). The only way 
to dive is in a spiral dive. As soon as you stop spiraling, the dive stops 
(quite violently if you're rushing it, a spiral dive that's ended too quickly 
can end with a loop).

I'm a bit concerned about the physics model of flightgear. Are there certain 
physical limitations built into the sim, that makes paraglider physics 
impossible to model? I'm thinking particularly about the pendulum effect. Of 
course, everything is possible when you have access to the source code, but 
you know what I mean...

Or is this simply a matter of improving David's paraglider model?

I'd like to know more about this before I spend any time coding...

best regards,
-- 
Gunnstein Lye
Systems engineer
[EMAIL PROTECTED] | eZ systems | ez.no


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RE: [Flightgear-devel] Paraglider model

2004-03-01 Thread Jon Berndt
 I'm a bit concerned about the physics model of flightgear. Are there
certain
 physical limitations built into the sim, that makes paraglider physics
 impossible to model? I'm thinking particularly about the pendulum effect.
Of
 course, everything is possible when you have access to the source
 code, but you know what I mean...

 Or is this simply a matter of improving David's paraglider model?

There are several physics models for FlightGear. The main ones, JSBSim and
YASim are, I believe, both capable of handling a paraglider. However, it is
also possible that two of the other FDMs, LaRCSim and UIUC-Larcsim could be
useful.

Andy Ross (author of YASim) would be able to tell you about modeling a
paraglider with YASim (which uses aircraft geometry and performance figures
to model flight physics, to give a very broad description of that approach).
The JSBSim model, to my knowledge, has not been used much, and is a rough,
first-cut, model.  I have a hunch that some tweaking will give you a better
match for what you expect, and the first thing I'd change is the location of
the CG and the aero reference point.

If neither of the two (YASim and JSBSim) are appropriate for your
expectations, you can code a special flight model in C within LaRCSim or
perhaps set up a special model in UIUC-LaRCSim, although I am not very
familiar with that.

The point is, (and I say this from the point of view of someone who works
with flight simulators every day) with the total set of four FDMs (flight
dynamics model) you will have the ability to model a paraglider. But it will
require some work and study on your part.

Jon

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



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Re: [Flightgear-devel] Paraglider model

2004-03-01 Thread David Megginson
Jon Berndt wrote:

If neither of the two (YASim and JSBSim) are appropriate for your
expectations, you can code a special flight model in C within LaRCSim or
perhaps set up a special model in UIUC-LaRCSim, although I am not very
familiar with that.
Right, but that's roughly equivalent to writing your own operating system to 
support your spreadsheet.  If there's something that you cannot get from 
YASim or JSBSim, we'd prefer to improve them if we can, since other people 
might need the same functionality in the future.

All the best,

David

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Re: [Flightgear-devel] Paraglider model

2004-03-01 Thread Jon S Berndt
On Mon, 01 Mar 2004 07:46:16 -0500
 David Megginson [EMAIL PROTECTED] wrote:
Jon Berndt wrote:

If neither of the two (YASim and JSBSim) are appropriate for your
expectations, you can code a special flight model in C within LaRCSim 
or perhaps set up a special model in UIUC-LaRCSim, although I am not 
very familiar with that.
Right, but that's roughly equivalent to writing your own operating 
system to support your spreadsheet.  If there's something that you 
cannot get from YASim or JSBSim, we'd prefer to improve them if we 
can, since other people might need the same functionality in the 
future.

David
Good point.  I was just pointing out that sometimes code changes are 
required for special needs, such as in the icing studies done using 
UIUC-Larcsim. I would think we ought to be able to model a paraglider 
within JSBSim as it is, currently, but I haven't had time to think 
about that much.

Jon

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Re: [Flightgear-devel] Paraglider model

2004-03-01 Thread Gunnstein Lye
On Monday 01 March 2004 13:28, Jon Berndt wrote:
  I'm a bit concerned about the physics model of flightgear. Are there
  certain
  physical limitations built into the sim, that makes paraglider physics
  impossible to model? I'm thinking particularly about the pendulum effect.
  Of course, everything is possible when you have access to the source
  code, but you know what I mean...
 
  Or is this simply a matter of improving David's paraglider model?

 There are several physics models for FlightGear. The main ones, JSBSim and
 YASim are, I believe, both capable of handling a paraglider. However, it is
 also possible that two of the other FDMs, LaRCSim and UIUC-Larcsim could be
 useful.

 Andy Ross (author of YASim) would be able to tell you about modeling a
 paraglider with YASim (which uses aircraft geometry and performance figures
 to model flight physics, to give a very broad description of that
 approach). The JSBSim model, to my knowledge, has not been used much, and
 is a rough, first-cut, model.  I have a hunch that some tweaking will give
 you a better match for what you expect, and the first thing I'd change is
 the location of the CG and the aero reference point.

 If neither of the two (YASim and JSBSim) are appropriate for your
 expectations, you can code a special flight model in C within LaRCSim or
 perhaps set up a special model in UIUC-LaRCSim, although I am not very
 familiar with that.

 The point is, (and I say this from the point of view of someone who works
 with flight simulators every day) with the total set of four FDMs (flight
 dynamics model) you will have the ability to model a paraglider. But it
 will require some work and study on your part.

Thanks, I'll begin reading. I didn't expect this to be easy...  =)
But you've at least convinced me it's possible.

Is this list the right forum for further discussion of the project, or should 
I go to the flightmodel or users list?

best regards,
-- 
Gunnstein Lye
Systems engineer
[EMAIL PROTECTED] | eZ systems | ez.no


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Re: [Flightgear-devel] Paraglider model

2004-03-01 Thread David Megginson
Jon S Berndt wrote:

Good point.  I was just pointing out that sometimes code changes are 
required for special needs, such as in the icing studies done using 
UIUC-Larcsim. I would think we ought to be able to model a paraglider 
within JSBSim as it is, currently, but I haven't had time to think about 
that much.
I've thought a lot about that, and in fact, I think that JSBSim would be 
able to do a fairly good job of simulating the effects of icing from a 
pilot's perspective with a few coefficients, using icing-severity (or 
perhaps rime-icing-severity, clear-icing-severity, and mixed-icing-severity) 
as inputs.  The main effects are on overall lift and drag, and on the 
ability of the elevator to control pitch (though that also depends on flap 
position).

All the best,

David

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Re: [Flightgear-devel] Paraglider model

2004-03-01 Thread Andy Ross
David Megginson wrote:
 Jon Berndt wrote:
  If neither of the two (YASim and JSBSim) are appropriate for your
  expectations, you can code a special flight model in C within LaRCSim or
  perhaps set up a special model in UIUC-LaRCSim, although I am not very
  familiar with that.

 Right, but that's roughly equivalent to writing your own operating
 system to support your spreadsheet.  If there's something that you
 cannot get from YASim or JSBSim, we'd prefer to improve them if we
 can, since other people might need the same functionality in the
 future.

There shouldn't be anything really weird about a paraglider.  The big
differences from airplane behavior are due to funny mass distribution:
the engine acts near the c.g., but the lift and drag are rather high
above it.  My guess this is the source of the original complaint.  In
a YASim model, you could try playing with ballast tags to move the
default weight distribution around.

This holds so long as the parachute stays inflated.  Handling the
non-rigid behavior of a flopping chute is going to be hard, but that's
more of a failure mode than a flight simulation issue. :)

Andy

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Re: [Flightgear-devel] Paraglider model

2004-03-01 Thread Gunnstein Lye
On Monday 01 March 2004 18:19, Andy Ross wrote:
 There shouldn't be anything really weird about a paraglider.  The big
 differences from airplane behavior are due to funny mass distribution:
 the engine acts near the c.g., but the lift and drag are rather high
 above it.  My guess this is the source of the original complaint.  In
 a YASim model, you could try playing with ballast tags to move the
 default weight distribution around.

I will have a look at it, thanks. Do you think YASim is better for this 
purpose? I would think so, since as far as I understand it uses the shape of 
the wing to calculate lift and drag.


 This holds so long as the parachute stays inflated.  Handling the
 non-rigid behavior of a flopping chute is going to be hard, but that's
 more of a failure mode than a flight simulation issue. :)

Not necessarily. Controlled deflation is used as a way of controling the 
glider. Wingtip collapses (big ears) reduce the glide ratio, which can be 
useful for landings, and B-stall allows you to descend vertically in a 
controlled manner.

If I have full programming control of the wing shape, then big ears can be 
at least partially simulated. The drag effect of the collapsed wing tips 
would be difficult, of course.

best regards,
-- 
Gunnstein Lye
Systems engineer
[EMAIL PROTECTED] | eZ systems | ez.no


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Re: [Flightgear-devel] Paraglider model

2004-03-01 Thread Jim Wilson
Gunnstein Lye said:

 On Monday 01 March 2004 18:19, Andy Ross wrote:
  There shouldn't be anything really weird about a paraglider.  The big
  differences from airplane behavior are due to funny mass distribution:
  the engine acts near the c.g., but the lift and drag are rather high
  above it.  My guess this is the source of the original complaint.  In
  a YASim model, you could try playing with ballast tags to move the
  default weight distribution around.
 
 I will have a look at it, thanks. Do you think YASim is better for this 
 purpose? I would think so, since as far as I understand it uses the shape of 
 the wing to calculate lift and drag.
 
 
  This holds so long as the parachute stays inflated.  Handling the
  non-rigid behavior of a flopping chute is going to be hard, but that's
  more of a failure mode than a flight simulation issue. :)
 
 Not necessarily. Controlled deflation is used as a way of controling the 
 glider. Wingtip collapses (big ears) reduce the glide ratio, which can be 
 useful for landings, and B-stall allows you to descend vertically in a 
 controlled manner.
 
 If I have full programming control of the wing shape, then big ears can be 
 at least partially simulated. The drag effect of the collapsed wing tips 
 would be difficult, of course.

This was the issue that made me first think that YASim might actually not be a
good choice for this application.  Maybe others have an opinion on this before
Gunnstein goes too far in one direction?

Best,

Jim


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Re: [Flightgear-devel] Paraglider model

2004-02-28 Thread Gunnstein Lye
On Saturday 28 February 2004 00:16, David Culp wrote:
  Which FDM should I use? I'm thinking YASim but I'm not sure.

 Try running FlightGear with this script:

 #!/bin/bash

 cmdline=
 --fg-root=/home/dave/FlightGear/data
 --aircraft=paraglider-jsbsim
 --airport-id=KSFO
 --in-air
 --notrim
 --altitude=1000
 --heading=280
 --uBody=10
 --wBody=8
 --geometry=1024x768
 --visibility-miles=10.0
 --disable-sound
 --disable-clouds
 --disable-hud
 --start-date-gmt=2003:01:20:16:00:00
 

 /home/dave/bin/fgfs $cmdline
 exit 0


 Just remember to change the paths of course.
 I have no experience in paragliders, so this model was just a guess.

There is no paraglider included with flightgear as far as I can tell, but 
thanks for the other tips in your script.

(My question was not How to fly a paraglider in flightgear, but rather 
Would it be possible to model a paraglider in flightgear, and if so then 
how.

best regards,
-- 
Gunnstein Lye
Systems engineer
[EMAIL PROTECTED] | eZ systems | ez.no


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[Flightgear-devel] Paraglider model

2004-02-27 Thread Gunnstein Lye
Hi all,

(I'm new to this list, my apologies if this is the wrong forum for my 
questions.)

I am a paraglider pilot who have been toying with the idea of modelling a 
paraglider in a flight simulator. I made a model in X-Plane first, but had to 
give up because X-Plane was too limited to be able to model the controls of a 
paraglider. (And because my model preferred spinning wildly out of control to 
actual flying...) I hope that the project can be done in FlightGear. At least 
it seams so, based on what I've read in the FAQs and docs. I have decent C++ 
programming experience, but only rudimentary 3D graphics knowledge.

Just so that we are all clear on the subject: A lot of people confuse 
paragliders, parachutes and hanggliders. This is a paraglider (large image):
http://mail.egroup.no/HLSK/Galleriet.nsf/0/E13D5199716A1920C1256BD6004D5F15/$FILE/EPSN0072.jpg
In text, a paraglider is a ram-air inflated, flexible fabric wing, differing 
from a hangglider in that it has no spars, and from a square parachute in its 
higher aspect ratio and better glide angle. The pilot hangs suspended below 
the wing. It can be a glider or powered by a light engine.

Do you think it can be done?

Some challenges / more information:

Take off and landing is usually done by foot, but a trike can be used (must be 
used for the simulation).

Pendulum effect: The pilot, who weighs 10-18 times as much as the wing, is 
situated 8 meters below the wing. This means that the center of gravity is 
about 7 meters below the center of lift. Result: Extreme stability. You can 
let go of the controls in almost any situation, and the wing will soon fly 
straight. However, the pendulum effect can be used for various acrobatic 
manouvers: wing-overs, spiral dive, flat spin, SAT, etc., even loops. (The 
wing can never dive in a straight line, though.) If flightgear has a real 
physics engine, then this should be possible to simulate.

Making a turn is radically different from a normal plane: A turn to the left 
is done by pulling down the trailing edge on the left side of the wing. This 
increases the lift on the left side, which first causes a roll to the right. 
However, the increased lift gives more drag, which causes a yaw force to the 
left, and as the wing turns the pendulum effect then causes a roll to the 
left.

Weight shift is also used for turning. This counteracts the wrong roll at 
the beginning of a turn. The wing can be steered by weight shift alone, but 
the turn rate is less.

Speed controll: To brake, pull down both sides of the wing equal amounts, thus 
increasing AOA. To speed up, there is a pulley system that pitches the wing 
profile down, decreasing AOA.

Glide ratio control: To get a steeper glide, the wing tips can be folded 
backwards, which reduces wing area and aspect ratio. (This should be possible 
with flightgear too, I guess, by a little programming.) Other controlled wing 
deformations are also possible.

Collapses: A paraglider will collapse if negative AOA occurs. This will be the 
most difficult property to model, I think. Collapses can be symmetric or 
assymetric, and of various sizes. A good simulation of collapse and recovery 
will be next to impossible, but it should be possible to do some crude 
approximations.

Extreme terrain detail: To give a reasonably good flight experince the terrain 
detail must be a lot higher than in normal flight sims. Paragliders fly low 
and slow. Terrain resolution down to 1 meter, with textures down to maybe 10 
pixels/meter, would be great. Also, trees would improve the feel a lot. This 
would of course require that only the closest terrain is modeled at this 
accuracy, and the areas that are further away use progressively less detail.

Thermals and rigde lift for soaring would be great, is this supported?

Some standard glider specs, for whom it may concern:
Weight: 6 kg (wing) 10-15 kg (harness) 70-130 kg (with pilot)
Speed: 20-50 (60) km/h
Min. sink rate: 1 m/s (continous, can be 0 when flaring)
Max. sink rate (in spiral dive): 20 m/s
Best glide ratio: 7-9
Flat area: 25-35 sqm
Flat wingspan: 11-13 m
Flat aspect ratio: 4.5-6.5
Projected wingspan: 9-10 m

Some other questions:

Which FDM should I use? I'm thinking YASim but I'm not sure.

Is the 3D-model mini-howto from 2002 still up to date?
http://www.flightgear.org/Docs/fgfs-model-howto.html


best regards,
-- 
Gunnstein Lye
Systems engineer
[EMAIL PROTECTED] | eZ systems | ez.no


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Re: [Flightgear-devel] Paraglider model

2004-02-27 Thread David Culp
 Which FDM should I use? I'm thinking YASim but I'm not sure.

Try running FlightGear with this script:

#!/bin/bash

cmdline=
--fg-root=/home/dave/FlightGear/data
--aircraft=paraglider-jsbsim
--airport-id=KSFO
--in-air
--notrim
--altitude=1000
--heading=280
--uBody=10
--wBody=8
--geometry=1024x768
--visibility-miles=10.0
--disable-sound
--disable-clouds
--disable-hud
--start-date-gmt=2003:01:20:16:00:00


/home/dave/bin/fgfs $cmdline
exit 0


Just remember to change the paths of course.
I have no experience in paragliders, so this model was just a guess.


Dave
-- 

David Culp
davidculp2[at]comcast.net


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