Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-26 Thread Bert Driehuis
On 26 Mar 2003, Tony Peden wrote:

> Probably true, but credit (if it's due) is not terribly much to ask for.

This is a recurring theme in the Windows world. Almost noone who
develops train models for MSTS and Trainz wants to part with their 3d
models, because of the abundance of unscrupulous folks who then market
the stuff they got for free. One developer I know even went as far as
changing locomotive shapes slightly to make rip-off models look really
bad.

I don't care that badly (but then again, I usually use the BSD license
when I have the chance, so I'm a bit biased towards allowing the freedom
of flattery-by-shameless copying; if you look at the number of devices
that embed UCD-SNMP without credit you might be surprised, but I'm just
flattered when I think that there are a couple of lines of my code in
the commercial firewall where I first noticed it -- UCD-SNMP required
credit as the only condition for use at the time).

I haven't looked into it for lack of time, but a bunch of MSFS
enthusiasts made landscapes for the Netherlands that might be converted
into FlightGear format, and I hope that such positive sharing will
really take off.

With the formidable tasks that are behind simulator work, all the
"content" that can be opened and shared is a win. Getting the credit is
absolutely essential to keep folks motivated.

Cheers,

-- Bert

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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-26 Thread David Megginson
Bert Driehuis writes:

 > This is a recurring theme in the Windows world. Almost noone who
 > develops train models for MSTS and Trainz wants to part with their 3d
 > models, because of the abundance of unscrupulous folks who then market
 > the stuff they got for free. One developer I know even went as far as
 > changing locomotive shapes slightly to make rip-off models look really
 > bad.

That's why I prefer public domain even to open source -- people spend
way too long worrying about that kind of thing.


All the best,


David

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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-27 Thread Erik Hofman
Bert Driehuis wrote:

I haven't looked into it for lack of time, but a bunch of MSFS
enthusiasts made landscapes for the Netherlands that might be converted
into FlightGear format, and I hope that such positive sharing will
really take off.
With the formidable tasks that are behind simulator work, all the
"content" that can be opened and shared is a win. Getting the credit is
absolutely essential to keep folks motivated.
This is my biggest problem with this kind of action. The can use my data 
for whatever they want, *they just have to honour the GPL*.

Erik



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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-27 Thread Erik Hofman
David Megginson wrote:
Bert Driehuis writes:

 > This is a recurring theme in the Windows world. Almost noone who
 > develops train models for MSTS and Trainz wants to part with their 3d
 > models, because of the abundance of unscrupulous folks who then market
 > the stuff they got for free. One developer I know even went as far as
 > changing locomotive shapes slightly to make rip-off models look really
 > bad.
That's why I prefer public domain even to open source -- people spend
way too long worrying about that kind of thing.
Now, I would be worried that getting data from other sources and putting 
it under the BSD license (which makes it possible to use it in closed 
source programs without permission from the original author) might be a 
problem for the original authour. Personally I think putting it under 
the GPL would be less of a problem to them.

Erik

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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-27 Thread David Megginson
Erik Hofman writes:

 > > That's why I prefer public domain even to open source -- people spend
 > > way too long worrying about that kind of thing.
 > 
 > Now, I would be worried that getting data from other sources and putting 
 > it under the BSD license (which makes it possible to use it in closed 
 > source programs without permission from the original author) might be a 
 > problem for the original authour. Personally I think putting it under 
 > the GPL would be less of a problem to them.

That's pure speculation -- we have no way of knowing what the original
publisher of the data might prefer.  If the original publisher did
maintain IP rights over the raw data, then we would have no right to
put it under any license at all; if not, then the original publisher
has no special rights in the case.

Even the moral obligation of courtesy is a tricky one.  James Clark
used to stipulate that commercial users of his SGML software *not*
mention his name without permission: he was worried that it would look
like he was giving an endorsement.  If a commercial 182 add-on for
MSFS came out with this on the wrapper

  Now with NEW, ACCURATE flight data from JAN ROSKAM!

Roskam might not be pleased either.


All the best,


David

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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Major A

> > A pilot familiar with that plane is almost certainly going to find it
> > very unstable in the pitch axis, and complain that the nose bounces up
> > and down too much.  In the real plane, the dynamic pressure from the
> > relative wind tends to hold the control surfaces in one spot, and it
> > takes a bit of effort to move them from where they want to be (a *lot*
> > of effort for a big deflection).  A home-computer joystick or yoke
> > might have a little spring in it, but in general, it's going to be far
> > too easy for the computer user to create an elevator deflection, and
> > the plane's going to feel unstable.

Just an idea -- if someone were to build proper force-feedback
yoke/pedals/etc., would FlightGear be able to drive them
realistically? I.e., is force on the controls part of the FDM?

> Fly! allowed one to change the exponential effect. Possibly it is
> misnamed, x^n involves an exponent, perhaps it was 'n' that could be
> varied.  MSFS2K appears to have changed to some intrinsic non-linear
> mapping compared to FS98.

I don't know about Fly!, but "exponential" traditionally is a
misnomer. A lot of RC transmitters allow you to set it, but that
usually means that the response is proportional until you reach a
certain deflection, then makes a kink and the control starts reacting
with more authority, but still linearly. No such thing as an
exponential function, which is probably because exponentiation is
rather difficult to implement in analogue electronics.

> Fly!, and MS FS/CFS allow one to change 'null zone' and
> 'sensitivity' for the JS in the menu.  Lower sensitivity adds more low

Is the null zone there in a real aircraft (backlash), or just a
feature of the sim to allow the pilot to go and grab a cup of coffee?

> >   -1.0 => -1.00
> >   -0.5 => -0.25
> >0.0 =>  0.00
> >0.5 =>  0.25
> >1.0 =>  1.00

This is a good response, but it also implies that at 0 deflection, the
control is totally nonresponsive (gradient is zero). Shouldn't we
simply add a linear term here? That would make the control linear
around the centre and transition into a square response at higher
deflections.

  Andras

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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Tony Peden

--- Major A <[EMAIL PROTECTED]> wrote:
> 
> > > A pilot familiar with that plane is almost certainly going to
> find it
> > > very unstable in the pitch axis, and complain that the nose
> bounces up
> > > and down too much.  In the real plane, the dynamic pressure from
> the
> > > relative wind tends to hold the control surfaces in one spot, and
> it
> > > takes a bit of effort to move them from where they want to be (a
> *lot*
> > > of effort for a big deflection).  A home-computer joystick or
> yoke
> > > might have a little spring in it, but in general, it's going to
> be far
> > > too easy for the computer user to create an elevator deflection,
> and
> > > the plane's going to feel unstable.
> 
> Just an idea -- if someone were to build proper force-feedback
> yoke/pedals/etc., would FlightGear be able to drive them
> realistically? I.e., is force on the controls part of the FDM?

The flight control system in JSBSim will allow for it as it stands, but
work would have to be done to get that info to FG.  Also, none of our
models currently calculate the forces. 



> 
> > Fly! allowed one to change the exponential effect. Possibly it
> is
> > misnamed, x^n involves an exponent, perhaps it was 'n' that could
> be
> > varied.  MSFS2K appears to have changed to some intrinsic
> non-linear
> > mapping compared to FS98.
> 
> I don't know about Fly!, but "exponential" traditionally is a
> misnomer. A lot of RC transmitters allow you to set it, but that
> usually means that the response is proportional until you reach a
> certain deflection, then makes a kink and the control starts reacting
> with more authority, but still linearly. No such thing as an
> exponential function, which is probably because exponentiation is
> rather difficult to implement in analogue electronics.
> 
> > Fly!, and MS FS/CFS allow one to change 'null zone' and
> > 'sensitivity' for the JS in the menu.  Lower sensitivity adds more
> low
> 
> Is the null zone there in a real aircraft (backlash), or just a
> feature of the sim to allow the pilot to go and grab a cup of coffee?
> 
> > >   -1.0 => -1.00
> > >   -0.5 => -0.25
> > >0.0 =>  0.00
> > >0.5 =>  0.25
> > >1.0 =>  1.00
> 
> This is a good response, but it also implies that at 0 deflection,
> the
> control is totally nonresponsive (gradient is zero). Shouldn't we
> simply add a linear term here? That would make the control linear
> around the centre and transition into a square response at higher
> deflections.

Umm, I think that he's trying to reduce the response around the center.

> 
>   Andras
> 
>
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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread David Megginson
Major A writes:

 > Is the null zone there in a real aircraft (backlash), or just a
 > feature of the sim to allow the pilot to go and grab a cup of coffee?

I think it's a different attempt to compensate for the lack of control
loading.

 > > >   -1.0 => -1.00
 > > >   -0.5 => -0.25
 > > >0.0 =>  0.00
 > > >0.5 =>  0.25
 > > >1.0 =>  1.00
 > 
 > This is a good response, but it also implies that at 0 deflection, the
 > control is totally nonresponsive (gradient is zero). Shouldn't we
 > simply add a linear term here? That would make the control linear
 > around the centre and transition into a square response at higher
 > deflections.

I'm not sure that I understand the problem.  As soon as you move the
control, it is no longer at zero and will get a gradually increasing
response.


All the best,


David

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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Major A

>  > This is a good response, but it also implies that at 0 deflection, the
>  > control is totally nonresponsive (gradient is zero). Shouldn't we
>  > simply add a linear term here? That would make the control linear
>  > around the centre and transition into a square response at higher
>  > deflections.
> 
> I'm not sure that I understand the problem.  As soon as you move the
> control, it is no longer at zero and will get a gradually increasing
> response.

Yes, but wouldn't it be better to have at least a small amount of
control around the centre? I think it would make things more
natural. The best example I can think of now is aileron -- a linear
term would make it easier to keep the aircraft level.

  Andras

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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread David Megginson
Major A writes:

 > Yes, but wouldn't it be better to have at least a small amount of
 > control around the centre?

You do.  Unlike a dead zone, this approach has no location where
moving the joystick will not produce some kind of input.


All the best,


David

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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Curtis L. Olson
Major A writes:
> Just an idea -- if someone were to build proper force-feedback
> yoke/pedals/etc., would FlightGear be able to drive them
> realistically? I.e., is force on the controls part of the FDM?

You could build a software interface to your hardware that could read
the appropriate control position, apply some sort of control
algorithm, and drive your force feedback motor appropriately.

Regards,

Curt.
-- 
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Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Erik Hofman
Ron,

I must admid it, you have made my day.
:-)
Erik

Very few MSFS AC have 'realistic' flight models. ;)   Though AVSIM
reviewers and a bunch of desktop pilots often think they are.

FS2K+ can't use realistic values of Cm_q and Cn_r at Mach 0.7/30,000
ft or higher  I've had to increase those two by 50% or more to get
enough pitch and yaw stability so the crappy 'autopilot' in FS2K2 won't
make an AC porpoise or even lose ALT control.
In the jets,  MS defaults and 99% of FS 2'nd party  AC are set with
dampings  4 to 20X realistic values.   Assuming Cm_q = -20 is
ealistic.  -5.0 is more likely for the Fighters mentioned above.
Further, I found a 30 lb AC isn't stable in FS2K2 with nominal SD's.
Nor did scaling it to 80 lbs help.
Lighter FS2K2 AC may jitter on the runway unless Roll MoI is
increased above the real value.
Ron


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