Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-09 Thread David Megginson
Michael Selig writes:

  Sounds useful.  Can I suggest that this feature be enabled/disabled at the 
  option of the user?

Yes -- that's why I mentioned it should be optional.  It would make no
sense if FlightGear were hooked up to a full-motion sim (or even just
a moving chair).


All the best,


David

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-09 Thread David Megginson
Tony Peden writes:

  On Sat, 2003-02-08 at 19:53, Curtis L. Olson wrote:
   I agree with Michael though that whatever we do with respect to
   providing motion queues through the visual system should be user
   selectable.  Any time your eyes (visuals) disagree with your butt
  
  eh, hemm.  Inner ear.

All three, I think -- the brain also uses pressure on the feet or
posterior to establish balance.


All the best,


David

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[Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-08 Thread David Culp
Just to add my two cents, the eyepoint motion sounds like an interesting way 
to add some cues to make up for the cues missing in a motionless sim.  Only 
small movement in the x and y planes would suffice to provide the cues.  
There is some movement in the z axis, mainly from the springiness of the soft 
seat cushion.  There is also the bouncing eyeball effect, which is most 
noticable at night (I suppose in the daytime the brain can more easily smooth 
the effect of step inputs).  This effect can be demonstrated by going into a 
very dark room and staring at an LED display while eating something crunchy, 
like an apple. (If someone asks, tell him you're doing a scientific 
experiment).  This can really increase the difficulty of nighttime instrument 
flying.

There are two other cues that are helpfull. One is pre-stall buffet.  For 
instance, the T-38 flies the entire base turn in pre-stall buffet.  One reads 
the visual, tactile and audio severity of the buffet to estimate the angle of 
attack.  The initial tickle is  low-amplitude and periodic, about 10 hz, 
give or take.  It progresses with increasing AOA to elephant, high 
amplitude and about 4 hz. The buffet can be applied to almost any airplane at 
some point in its AOA range.  It can also model mach buffet or severe 
engine/prop vibration.

Another cue, like someone else mentioned, is the grey/black/red-out effect.  
It is nearly impossible to do a proper loop in the T-38 without this cue 
(unless you have a very prominent g-meter installed).  I'd recommend a 
graying of the entire screen starting at about 3 g's and increasing linearly 
to black at 6 g's (without g-suit) or 8 g's (with g-suit) or 9 g's (f-16).  
This is important in acrobatic and fighter airplanes because much of the 
basic maneuvering is done at the 3 to 4 g level, with eyes outside.  (The 
audio level diminishes at the same rate.)

A really accurate blackout (as modeled in AW3, a great sim) will last about 2 
or 3 seconds, and the return to normal senses will occur gradually, say three 
seconds.  In a *really* accurate sim, which I haven't seen yet, the return to 
normal senses will be accompanied by seeing stars during that time.

Dave Culp

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-08 Thread Curtis L. Olson
I agree with Michael though that whatever we do with respect to
providing motion queues through the visual system should be user
selectable.  Any time your eyes (visuals) disagree with your butt
(motion) you risk getting the user sick.  Some people are a lot more
sensitive to this than others.  People who suffer migrains seem to
suffer more simulation sickness and being an older male seems to also
be a risk factor.

Regards,

Curt.


David Culp writes:
 Just to add my two cents, the eyepoint motion sounds like an interesting way 
 to add some cues to make up for the cues missing in a motionless sim.  Only 
 small movement in the x and y planes would suffice to provide the cues.  
 There is some movement in the z axis, mainly from the springiness of the soft 
 seat cushion.  There is also the bouncing eyeball effect, which is most 
 noticable at night (I suppose in the daytime the brain can more easily smooth 
 the effect of step inputs).  This effect can be demonstrated by going into a 
 very dark room and staring at an LED display while eating something crunchy, 
 like an apple. (If someone asks, tell him you're doing a scientific 
 experiment).  This can really increase the difficulty of nighttime instrument 
 flying.
 
 There are two other cues that are helpfull. One is pre-stall buffet.  For 
 instance, the T-38 flies the entire base turn in pre-stall buffet.  One reads 
 the visual, tactile and audio severity of the buffet to estimate the angle of 
 attack.  The initial tickle is  low-amplitude and periodic, about 10 hz, 
 give or take.  It progresses with increasing AOA to elephant, high 
 amplitude and about 4 hz. The buffet can be applied to almost any airplane at 
 some point in its AOA range.  It can also model mach buffet or severe 
 engine/prop vibration.
 
 Another cue, like someone else mentioned, is the grey/black/red-out effect.  
 It is nearly impossible to do a proper loop in the T-38 without this cue 
 (unless you have a very prominent g-meter installed).  I'd recommend a 
 graying of the entire screen starting at about 3 g's and increasing linearly 
 to black at 6 g's (without g-suit) or 8 g's (with g-suit) or 9 g's (f-16).  
 This is important in acrobatic and fighter airplanes because much of the 
 basic maneuvering is done at the 3 to 4 g level, with eyes outside.  (The 
 audio level diminishes at the same rate.)
 
 A really accurate blackout (as modeled in AW3, a great sim) will last about 2 
 or 3 seconds, and the return to normal senses will occur gradually, say three 
 seconds.  In a *really* accurate sim, which I haven't seen yet, the return to 
 normal senses will be accompanied by seeing stars during that time.
 
 Dave Culp
 
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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-08 Thread Tony Peden
On Sat, 2003-02-08 at 19:53, Curtis L. Olson wrote:
 I agree with Michael though that whatever we do with respect to
 providing motion queues through the visual system should be user
 selectable.  Any time your eyes (visuals) disagree with your butt

eh, hemm.  Inner ear.

 (motion) you risk getting the user sick.  Some people are a lot more
 sensitive to this than others.  People who suffer migrains seem to
 suffer more simulation sickness and being an older male seems to also
 be a risk factor.
 
 Regards,
 
 Curt.
 
 
 David Culp writes:
  Just to add my two cents, the eyepoint motion sounds like an interesting way 
  to add some cues to make up for the cues missing in a motionless sim.  Only 
  small movement in the x and y planes would suffice to provide the cues.  
  There is some movement in the z axis, mainly from the springiness of the soft 
  seat cushion.  There is also the bouncing eyeball effect, which is most 
  noticable at night (I suppose in the daytime the brain can more easily smooth 
  the effect of step inputs).  This effect can be demonstrated by going into a 
  very dark room and staring at an LED display while eating something crunchy, 
  like an apple. (If someone asks, tell him you're doing a scientific 
  experiment).  This can really increase the difficulty of nighttime instrument 
  flying.
  
  There are two other cues that are helpfull. One is pre-stall buffet.  For 
  instance, the T-38 flies the entire base turn in pre-stall buffet.  One reads 
  the visual, tactile and audio severity of the buffet to estimate the angle of 
  attack.  The initial tickle is  low-amplitude and periodic, about 10 hz, 
  give or take.  It progresses with increasing AOA to elephant, high 
  amplitude and about 4 hz. The buffet can be applied to almost any airplane at 
  some point in its AOA range.  It can also model mach buffet or severe 
  engine/prop vibration.
  
  Another cue, like someone else mentioned, is the grey/black/red-out effect.  
  It is nearly impossible to do a proper loop in the T-38 without this cue 
  (unless you have a very prominent g-meter installed).  I'd recommend a 
  graying of the entire screen starting at about 3 g's and increasing linearly 
  to black at 6 g's (without g-suit) or 8 g's (with g-suit) or 9 g's (f-16).  
  This is important in acrobatic and fighter airplanes because much of the 
  basic maneuvering is done at the 3 to 4 g level, with eyes outside.  (The 
  audio level diminishes at the same rate.)
  
  A really accurate blackout (as modeled in AW3, a great sim) will last about 2 
  or 3 seconds, and the return to normal senses will occur gradually, say three 
  seconds.  In a *really* accurate sim, which I haven't seen yet, the return to 
  normal senses will be accompanied by seeing stars during that time.
  
  Dave Culp
  
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[Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread David Megginson
For the cockpit view, it might be interested to add optional
acceleration effects to make up for the lack of full motion -- I think
I first noticed this trick in Battle of Britain.  The FDMs already
publish the required information in the property tree:

  /accelerations/pilot/x-accel-fps_sec
  /accelerations/pilot/y-accel-fps_sec
  /accelerations/pilot/z-accel-fps_sec

What we'd do is tilt the cockpit viewpoint slightly for any strong
forwards/backwards or sideways accelerations.  For example, a strong,
forward acceleration (like a takeoff roll in a fighter jet) might tilt
the view pitch angle up a degree or so, while a strong deceleration
might tilt the head forward about the same amount.  Sideways
accelerations would cause the head to tilt sideways similarily (the
view roll angle).

Vertical accelerations are trickier, since they're roughtly
perpendicular to the spine.  The best thing here would be to adjust
the vertical view offset by half an inch or so down for a strong
upwards acceleration (being pushed down into your seat) or up for a
strong downwards acceleration (straining up against your lap belt).

If we want these to be useful and not cheesy, they'll have to be very
subtle in most normal flight (i.e. a fraction of a degree) except for
special situations like the initial part of the takeoff roll or heavy
braking.  On the other hand, if the plane is being flown by a
ham-fisted sim driver, we could rock things around a little more as
would be happening with real passengers (Alex has also suggested
splattering the panel with virtual vomit).

Jim: are you interested in adding this to the viewing architecture, or
would you like me to take a try in a week or two?  I don't claim to
fully understand how to use these, but you can look at
src/Instrumentation/slip_skid_ball.cxx for a sideways-acceleration
example I ripped off from Alex's old steam code.


All the best,


David

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Jon S Berndt
On Fri, 7 Feb 2003 11:51:29 -0500
 David Megginson [EMAIL PROTECTED] wrote:

For the cockpit view, it might be interested to add 
optional
acceleration effects to make up for the lack of full 
motion -- I think
I first noticed this trick in Battle of Britain.  The 
FDMs already
publish the required information in the property tree:

  /accelerations/pilot/x-accel-fps_sec
  /accelerations/pilot/y-accel-fps_sec
  /accelerations/pilot/z-accel-fps_sec

What we'd do is tilt the cockpit viewpoint slightly for any strong
forwards/backwards or sideways accelerations.  For example, a strong,
forward acceleration (like a takeoff roll in a fighter jet) might tilt
the view pitch angle up a degree or so, while a strong deceleration

I think this is a great idea. You might try treating the 
pilot eyepoint as a spring/mass/damper system in the XY 
plane and assume no Z motion.

Jon

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Andy Ross
[Chiming in because the subject is cool, and because I'm currently
 stuck debugging a parser that is giving me fits and need a break.]

David Megginson wrote:
 For the cockpit view, it might be interested to add optional
 acceleration effects to make up for the lack of full motion -- I think
 I first noticed this trick in Battle of Britain.  The FDMs already
 publish the required information in the property tree:

Why not just model the head as a highly damped spring?  You'd need
to fiddle with the constants a little to make it look right, but once
it's fixed up it should work right for all heads. :)

Almost exactly the same thing technique can be used for orientation.
I distinicly remember from my few flights in light planes that
turbulence (especially yaw oscillations) felt more like the plane was
rotating around me.  It would be (I think) really cool for the view
direction to lag the planes reference frame a little in the same way
that the view position lags the real position.

I'd give this more general idea a shot first, before trying
axis-specific code.

Andy

--
Andrew J. RossBeyond the OrdinaryPlausibility Productions
Sole Proprietor   Beneath the Infinite   Hillsboro, OR
  Experience... the Plausible?


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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Norman Vine
Andy Ross writes:


 [Chiming in because the subject is cool, and because I'm currently
   stuck debugging a parser that is giving me fits and need a break.]
 
 David Megginson wrote:
   For the cockpit view, it might be interested to add optional
   acceleration effects to make up for the lack of full motion -- I think
   I first noticed this trick in Battle of Britain.  The FDMs already
   publish the required information in the property tree:

 I'd give this more general idea a shot first, before trying
 axis-specific code.

A Quaternion representation for the head orientation anyone  :-)

Norman

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread David Megginson
Andy Ross writes:

  I'd give this more general idea a shot first, before trying
  axis-specific code.

The axis-specific stuff is easier for me to understand -- perhaps
someone with a stronger physics background could work with Jim to do a
generalized, spring implementation.


All the best,


David

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Jon S Berndt
On Fri, 7 Feb 2003 13:29:34 -0500
 David Megginson [EMAIL PROTECTED] wrote:

Andy Ross writes:

  I'd give this more general idea a shot first, before 
trying
  axis-specific code.

The axis-specific stuff is easier for me to understand -- 
perhaps
someone with a stronger physics background could work 
with Jim to do a generalized, spring implementation.

*Spring/mass/damper* system, as I mentioned before. This 
is similar to how fuel slosh is modeled in spacecraft sims 
(and I'm not making a comment on anyone's brain 
consistency, in particular ;-). Break the aircraft 
acceleration into X and Y components and model it in a 
head axis that is parallel to the aircraft body axis. 
This is a cool problem to work, but I don't have time now 
either.

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Andy Ross writes:
 
   I'd give this more general idea a shot first, before trying
   axis-specific code.
 
 The axis-specific stuff is easier for me to understand -- perhaps
 someone with a stronger physics background could work with Jim to do a
 generalized, spring implementation.
 

Hehe...Thanks David.  I've still got a nasty bug that was reported last week
to deal with.  So I'll be in the code.

My recommendation would be to model this head thing, probably in its own
class, and then publish data in the position or orientation path that the
viewer would read in.

We could have a class FGPilot with properties:



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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Jim Wilson

Hmmm...not sure how that happened but this message got away from me half finished.

David Megginson [EMAIL PROTECTED] said:

 Andy Ross writes:
 
   I'd give this more general idea a shot first, before trying
   axis-specific code.
 
 The axis-specific stuff is easier for me to understand -- perhaps
 someone with a stronger physics background could work with Jim to do a
 generalized, spring implementation.
 

Hehe...Thanks David.  I've still got a nasty bug that was reported last week
to deal with.  So I'll be in the code.

My recommendation would be to model this head thing, probably in its own
class, and then publish data in the position or orientation path that the
viewer would read in.

We could have a class FGPilot with properties:

   head {
 double head_roll;
 double head_pitch;
 double head_Xoffset;
 double head_Yoffset;
 double head_Zoffset;
   }

   stomach {
 double breakfast;
 double lunch;
 bool antacid;
   }

   vision {
 bool on;
 bool blur;
   }

And methods:
   FGPilot::chg_head_roll;
   FGPilot::chg_head_pitch;
   ...

   FGPilot::Vomit;
   FGPilot::BlackOut;

etc, etc.

Best,

Jim

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread James A. Treacy
On Fri, Feb 07, 2003 at 09:43:59AM -0800, Andy Ross wrote:
 
 Why not just model the head as a highly damped spring?  You'd need
 to fiddle with the constants a little to make it look right, but once
 it's fixed up it should work right for all heads. :)

Since this is simply a visual effect, let's start by trying a
linear system. If it turns out to be too simple we can simply add a
nonlinearity. If that is still not good enough (most likely due to the
head snapping back too fast), it isn't difficult to model a damped
spring system undergoing all the relevant effects.

Since I imagine that a jet fighter can generate head motion due to
both linear acceleration and pitch I've included both terms for head
pitch.

Since I don't know what coordinate system FG uses, I used words for
the accelerations. Also, the 'spring constants' (Ka, Kp, Kr and Ky)
are really fudge factors representing both the mass of the head and
the resistance to rotation. The coder will need to experiment.

angle of head pitch = forward accel / Ka  + (d^2/dt^2 pitch) / Kp
angle of head roll  = (d^2/dt^2 roll) / Kr
angle of head yaw   = (d^2/dt^2 yaw) / Ky

Having never flown on a high performance aircraft, it is unknown to me
whether the yaw effect is important.

-- 
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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Norman Vine
Jim Wilson writes:
  
 My recommendation would be to model this head thing, probably in its own
 class, and then publish data in the position or orientation path that the
 viewer would read in.
 
 We could have a class FGPilot with properties:

Which is just a 'classic' rigid body'
 
head {
double heading;
  double roll;
  double pitch;
  double Xoffset;
  double Yoffset;
  double Zoffset;
double dx,dy,dz; // linear velocities
double dh, dp, dr;  // angular velocities
}

or more simply expressed using PLIB

head {
  sgCoord  pos  ;
  sgCoord  velocity  ;
}

where
struct sgCoord
{
  sgVec3 xyz ;
  sgVec3 hpr ;
} ;


Norman


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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Jon S Berndt
On Fri, 7 Feb 2003 15:00:41 -0500
 James A. Treacy [EMAIL PROTECTED] wrote:

On Fri, Feb 07, 2003 at 09:43:59AM -0800, Andy Ross 
wrote:
Since I imagine that a jet fighter can generate head motion due to
both linear acceleration and pitch I've included both terms for head
pitch.

The acceleration vector AT the pilot eyepoint should 
probably be used. Use the X and Y components - I've 
mentioned this before. Aircraft rotations about all axes 
will potentially play a part in this, it depends on where 
the pilot is in relation to the CG. In fact, rotational 
accels will be largely responsible for the jostle effect 
in calm air in cruise. I wouldn't change the orientation 
of the head (the view) due to motion, though. I think that 
would be too disturbing, too distracting. But the motion 
of the head should be driven by the X and Y axis accelsat 
the pilot position, whether due to aircraft CG 
translational acceleration or translational accels at the 
pilot position due to rotational motion about the CG.

Jon


Jon

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread James A. Treacy
I forgot another possible effect: spinal compression. This one, if
necessary, can almost certainly be considered as being uncoupled from
any head rotations.

delta z = z-accel / Kspine

Also, it may be that the equation for pitch of the head is too simple
as the two terms can cancel each other out(*) and it would a good idea
if the model got this correct. It may be that the linear model is
close enough that picking the constants correctly will allow for this.
Unfortunately once you start rotating things intuition doesn't work
well.

(*)for example a forward acceleration while pulling back on the stick.

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Arnt Karlsen
On Fri, 7 Feb 2003 15:21:20 -0500, 
James A. Treacy [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 I forgot another possible effect: spinal compression. This one, if
 necessary, can almost certainly be considered as being uncoupled from
 any head rotations.
 
 delta z = z-accel / Kspine
 
 Also, it may be that the equation for pitch of the head is too simple
 as the two terms can cancel each other out(*) and it would a good idea
 if the model got this correct. It may be that the linear model is
 close enough that picking the constants correctly will allow for this.
 Unfortunately once you start rotating things intuition doesn't work
 well.
 
 (*)for example a forward acceleration while pulling back on the stick.

...and then the reclining seat's effect on the spine _angle_.

..some (most?) game sim's also model grey|black|red-out etc, 
this angle is a factor here too.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...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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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Michael Selig
At 2/7/03, David Megginson wrote:

For the cockpit view, it might be interested to add optional
acceleration effects to make up for the lack of full motion -- I think
I first noticed this trick in Battle of Britain.  The FDMs already
publish the required information in the property tree:

  /accelerations/pilot/x-accel-fps_sec
  /accelerations/pilot/y-accel-fps_sec
  /accelerations/pilot/z-accel-fps_sec

What we'd do is tilt the cockpit viewpoint slightly for any strong
forwards/backwards or sideways accelerations.  For example, a strong,
forward acceleration (like a takeoff roll in a fighter jet) might tilt
the view pitch angle up a degree or so, while a strong deceleration
might tilt the head forward about the same amount.  Sideways
accelerations would cause the head to tilt sideways similarily (the
view roll angle).

Vertical accelerations are trickier, since they're roughtly
perpendicular to the spine.  The best thing here would be to adjust
the vertical view offset by half an inch or so down for a strong
upwards acceleration (being pushed down into your seat) or up for a
strong downwards acceleration (straining up against your lap belt).

If we want these to be useful and not cheesy, they'll have to be very
subtle in most normal flight (i.e. a fraction of a degree) except for
special situations like the initial part of the takeoff roll or heavy
braking.  On the other hand, if the plane is being flown by a
ham-fisted sim driver, we could rock things around a little more as
would be happening with real passengers (Alex has also suggested
splattering the panel with virtual vomit).

Jim: are you interested in adding this to the viewing architecture, or
would you like me to take a try in a week or two?  I don't claim to
fully understand how to use these, but you can look at
src/Instrumentation/slip_skid_ball.cxx for a sideways-acceleration
example I ripped off from Alex's old steam code.


Sounds useful.  Can I suggest that this feature be enabled/disabled at the 
option of the user?

Regards,
Michael



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