Re: [Flightgear-devel] Aircraft issues: dg101g, Lightning

2012-01-03 Thread Edheldil
On 01/03/2012 12:58 PM, AJ MacLeod wrote:
> I can't recall, can we have multiple splash screens for one aircraft?  I know 
> that you get one of the random "generic" splashscreens if there's none 
> defined for the aircraft you're using.  Maybe it's not a feature people want, 
> but I always thought that a little bit of variety would be nice!

BTW, what is the reason for the splash images to be small and square? At
least several I remember were like that. Would not it be better for them
to be 16:9, with anything important having to fit 4:3?

Edheldil



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Re: [Flightgear-devel] Aircraft issues: dg101g, Lightning

2012-01-03 Thread AJ MacLeod
> English Electric Lightning:
> Nothing wrong with it, but if anyone would like to add a new splash screen
> picture, I have a nice series from the top of a ballistic arc at around
> 65.000 ft with nice aerial views of Nevada. Just let me know.

Hi Thorsten,

Glad to hear it still works (I don't currently have a working FG build) - I'd 
be happy to see a new splashscreen, the existing one is pretty old...  I can't 
recall, can we have multiple splash screens for one aircraft?  I know that you 
get one of the random "generic" splashscreens if there's none defined for the 
aircraft you're using.  Maybe it's not a feature people want, but I always 
thought that a little bit of variety would be nice!

Cheers,

AJ

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Re: [Flightgear-devel] Aircraft issues: dg101g, Lightning

2012-01-02 Thread Martin Spott
thorsten.i.r...@jyu.fi wrote:

> * The real giveaway is aerotow. I have to add that this is something I can
> fly and have done in real life, there's no way I am doing anything wrong.

I'm quite familiar with the opposite end of the rope and I'm well aware
of the deficiencies of aerotowing in FlightGear.  Anyhow as far as I
understand there'll be no "solution" as long as MP aircraft are being
fed into each others FG instances they way they are now via the AI
stack without strict time sync.
There might be a "workaround" by adding some more damping to the bungee
rope, but given the fact that every MP scenario is affected by
different latencies, I'm sure there's no way to get the best for all
with the same rope parameters.

> [...] In reality,
> it takes a lot of time to accelerate the glider under aerotow on the
> ground - for about 10 seconds someone needs to run with the glider to keep
> the wings level, for another 10 seconds or so the glider can do it on its
> own, then the glider lifts off the ground, finally the dragger lifts.

Which motor aircraft do you use for towing ? Given the above figures I
suspect you're using the Piper Cub, right ?  Did you ever try the Grob
G115 ? I've never flown that one, neither in RL nor in FG, but I
*guess* it's probably the closest in performance and FDM credibiliy to
commonly used towing aircraft.

Cheers,
Martin.
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Re: [Flightgear-devel] Aircraft issues: dg101g, Lightning

2012-01-02 Thread Eric van den Berg
Op 02-01-12 09:37, thorsten.i.r...@jyu.fi schreef:

 From a general flight dynamics standpoint: all issues point to a too 
low weight (including the breaking).

Cheers,

  Eric
> Continuing the list:
>
> DG-101G:
>
> I tried to do some soaring in the DG-101G. There seems to be something
> wrong with the plane's inertia.
>
> * To turbulence, it reacts much more violently than other planes. I
> thought a while ago that this may be due to a different implementation of
> turbulence in YaSim and JSBSim, but I'm not sure any more. Even a moderate
> magnitude of 0.2 leads to wild ups and downs from -4 m/s to + 4 m/s (the
> variomenter seems to react instantly, which is another thing which isn't
> very realistic).
>
> * The real giveaway is aerotow. I have to add that this is something I can
> fly and have done in real life, there's no way I am doing anything wrong.
> On the ground, when the dragger starts to pull and the rope comes under
> tension, the glider suddenly accelerates forward to ~180 km/h rises wildly
> and *overshoots* the dragger as if even the small force exerted by the
> rope could accelerate the glider tremendously (no intertia). In reality,
> it takes a lot of time to accelerate the glider under aerotow on the
> ground - for about 10 seconds someone needs to run with the glider to keep
> the wings level, for another 10 seconds or so the glider can do it on its
> own, then the glider lifts off the ground, finally the dragger lifts. It
> is quite physically impossible for the glider to overshoot the drag plane
> from above (and quite easy in the simulation), basically all you need to
> do is keep behind the dragger and try not to lift its tail too much,
> controlling speed is not an issue.
>
> In addition, I was unable to get any brake action either on the ground or
> in the air. The ground friction coefficients seem to be all wrong, the
> plane can roll for a kilometer after touchdown, but in reality once the
> tail comes down, that exerts quite a bit of drag and slows the plane down
> even if no brakes are applied to the wheel.
>
> Right now the only thing that does seem to work properly is gliding
> outside of thermals (probably the missing inertia factor cancels here, or
> the problem is with external forces only, but there are none?).
>
> English Electric Lightning:
>
> Nothing wrong with it, but if anyone would like to add a new splash screen
> picture, I have a nice series from the top of a ballistic arc at around
> 65.000 ft with nice aerial views of Nevada. Just let me know.
>
> * Thorsten
>
>
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[Flightgear-devel] Aircraft issues: dg101g, Lightning

2012-01-02 Thread thorsten . i . renk

Continuing the list:

DG-101G:

I tried to do some soaring in the DG-101G. There seems to be something
wrong with the plane's inertia.

* To turbulence, it reacts much more violently than other planes. I
thought a while ago that this may be due to a different implementation of
turbulence in YaSim and JSBSim, but I'm not sure any more. Even a moderate
magnitude of 0.2 leads to wild ups and downs from -4 m/s to + 4 m/s (the
variomenter seems to react instantly, which is another thing which isn't
very realistic).

* The real giveaway is aerotow. I have to add that this is something I can
fly and have done in real life, there's no way I am doing anything wrong.
On the ground, when the dragger starts to pull and the rope comes under
tension, the glider suddenly accelerates forward to ~180 km/h rises wildly
and *overshoots* the dragger as if even the small force exerted by the
rope could accelerate the glider tremendously (no intertia). In reality,
it takes a lot of time to accelerate the glider under aerotow on the
ground - for about 10 seconds someone needs to run with the glider to keep
the wings level, for another 10 seconds or so the glider can do it on its
own, then the glider lifts off the ground, finally the dragger lifts. It
is quite physically impossible for the glider to overshoot the drag plane
from above (and quite easy in the simulation), basically all you need to
do is keep behind the dragger and try not to lift its tail too much,
controlling speed is not an issue.

In addition, I was unable to get any brake action either on the ground or
in the air. The ground friction coefficients seem to be all wrong, the
plane can roll for a kilometer after touchdown, but in reality once the
tail comes down, that exerts quite a bit of drag and slows the plane down
even if no brakes are applied to the wheel.

Right now the only thing that does seem to work properly is gliding
outside of thermals (probably the missing inertia factor cancels here, or
the problem is with external forces only, but there are none?).

English Electric Lightning:

Nothing wrong with it, but if anyone would like to add a new splash screen
picture, I have a nice series from the top of a ballistic arc at around
65.000 ft with nice aerial views of Nevada. Just let me know.

* Thorsten


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