Re: [Flightgear-devel] Aircraft frames and reference points

2004-01-11 Thread Alan King
Jon Berndt wrote: We're not tricking ourselves into anything. Like we have mentioned numerous times before: We are providing the 3D model with a location in space where a known point should be co-located with. We still do (and always have) provide phi, theta, and psi, which are the same regardle

Re: [Flightgear-devel] Aircraft frames and reference points

2004-01-11 Thread Alan King
Jon Berndt wrote: Jon Berndt wrote: Model Reference Point (MRP): This is the reference point that is agreed upon by both the aircraft modeler and the 3D model builder. I'd vote for calling it the "Visual Model Reference Point" because the term model can still be used for the 3d model and he flig

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-10 Thread Alan King
Jon Berndt wrote: I see what you're doing now. You are letting them just use the nose, and then shifting the FDM nose point until the FDM center is near the visual center. Not really. The FDM still calculates the position of the CG of the aircraft. It's just that we know exactly where the agr

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-10 Thread Alan King
Tony Peden wrote: Once the wheels are off the ground, the center of gravity is the point about which the aircraft rotates. It does not rotate around the aero center or any other point. Yes, been a while since I'd used the POS. It is the other way around, with a fixed POS it's the best point t

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-10 Thread Alan King
Jim Wilson wrote: Maybe this will help: Unless you crash the plane, or you are flying a concored sst, the nose will _always_ have exactly the same relationship in 3D space to the furthest aft point of it's tail. The x, y, z distances between the two points will always always be the same no matte

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-10 Thread Alan King
Jon Berndt wrote: structural frame. The 3D modeler has no clue about (and probably doesn't care to know about) where the CG is - and that's fine. The FDM and the 3D model, though, *do* need to agree on a common MRP (Model Reference Point) that the FDM can supply to the FlightGear scene code for pr

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-10 Thread Alan King
Jon Berndt wrote: You are in an A-10 with a maverick on one side. You have an aircraft CG (which the FDM is reporting the position of) and an MRP, which the FDM is also supplying to FlightGear. The MRP is given to FlightGear in lat/lon/alt. The FDM calculates that position because it knows where

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-10 Thread Alan King
Lee Elliott wrote: Definitely - I don't think I could accurately position a model to an aerodynamic center. LeeE Then your model's relationship to how it flies is just as inaccurate. It isn't by your or my or anyone else's vote or choice. If the NOSE agrees in both, and you haven't gott

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-10 Thread Alan King
Andy Ross wrote: Alan King wrote: The 'nose' is a bad choice for either the viewing center or the FDM center. Except for the obvious fact that it's 100% unambiguous. It's not uncommon for the FDM definition and 3D model to be done by different authors. Take 21 people and

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-10 Thread Alan King
Jim Wilson wrote: That is mostly correct. There is also a visual effect that occurs when you render a 3D scene with the camera tracking an object. The point you are tracking always appears stationary. Examples of this in FlightGear are the "helicopter view" and the "tower view". If the origin i

Re: [Flightgear-devel] Autocoordination

2004-01-09 Thread Alan King
Alan King wrote: John Wojnaroski wrote: Define 'level', if the wings are level, REALLY level, the rudder will Also load up the J3 Cub, it gives a really good clip with full right rudder and no bank. And pretty high left bank to even stop the right turn. Nothing different o

Re: [Flightgear-devel] Oh dear....

2004-01-09 Thread Alan King
David Megginson wrote: JD Fenech wrote: This is pretty sad. It's times like this when I start to consider relocating to Canadia to find a job and live there, much as I bash on it (jokingly, of course; it really wouldn't do to be bashing our 51st state). Here's a local (New England) version o

Re: [Flightgear-devel] Autocoordination

2004-01-09 Thread Alan King
John Wojnaroski wrote: Define 'level', if the wings are level, REALLY level, the rudder will produce a torgue to turn the nose until the counter-acting moment produced by beta is equal and there she'll stay, in a skid, but no turning. In fact, as Dave noted, you have to cross control with the ailer

Re: [Flightgear-devel] Repeatable VASI light observations

2003-12-30 Thread Alan King
Curtis L. Olson wrote: This is high on my todo list, but it will involve a substantial amount of effort to do correctly. There is no trivial fix to be had here. Actually there's little need for a real, perfect system. I thought about making my own crude VASI, a row of red then a row of white.

Re: [Flightgear-devel] Serial device

2003-12-23 Thread Alan King
Martin Spott wrote: I'm not shure if the current configurable serial interface is capable to do bit-mangling and I'm quite confident that it lacks support for checksumming. But this may come in the future, Thanks actually that looks pretty good, and is really close to the register then data for

Re: [Flightgear-devel] Serial device

2003-12-22 Thread Alan King
Manuel Bessler wrote: you mean for the microcontroller side ? Hmm that could have been read the other way from what I meant. Nope I do PICs that side is trivial for me. Just figured someone already working inside FG could add a serial driver and serial.XML far faster than I could. I have w

Re: [Flightgear-devel] Serial device

2003-12-22 Thread Alan King
Andy Ross wrote: RS232 is an async protocol, there's no need for any synchronization in the application (that's what the "start bit" is for). Just send the data you want and it will come out the other side. If you saw an It's for byte sync not bit sync. application doing this in the past, it's

[Flightgear-devel] Serial device

2003-12-22 Thread Alan King
Anyone up for making a serial device? I only do a little programming on the PC side of things, so am not currently up to the task I think. Needs sync bytes, something like this is common: FF FF 0 axis1 0 axis2 0 axis3 etc. Really just check the high bit, 2 set in a row is the sync, then a

[Flightgear-devel] Rudder pedals

2003-12-22 Thread Alan King
http://home.nc.rr.com/alan69/FlightGear/Rudder3/ Nearing completion on the basic prototype, last pic shows the construction best. Angle was a bit steep for a desk chair, so added screws to set the angle. Will change the cuts instead later. There are eight 1' sections, may just use a single

Re: Cockpit Hardware Building (was: Re: [Flightgear-devel] F-16 cockpit)

2003-12-19 Thread Alan King
Manuel Bessler wrote: Hi Alan, http://home.nc.rr.com/alan69/FlightGear/ Uploaded a few more pics. Rudder01 to 04 are current pics. The bellcrank board is a section from one of my old heli rotor blades, and just fishing line to screws at the rear of the guide plates. No real need for rods,

Re: [Flightgear-devel] Re: Cockpit Hardware Building

2003-12-18 Thread Alan King
Curtis L. Olson wrote: Alan King writes: The FAA defines tolerances that a sim builder needs to meet in order to be certified. Control forces are something they definitely pay attention to. Rudder force for some manuever might need to be within 5 lbs of the real thing for instance. But if it

Re: [Flightgear-devel] Re: Cockpit Hardware Building

2003-12-18 Thread Alan King
Matthew Law wrote: On 14:52 Thu 18 Dec , Alan King wrote: Also I'm assuming the yoke on most planes has a bit more throw than +-2", but that's about the limit of what's practical with my current hardware so it'll probably do ok. I could get 6" travel or

Re: [Flightgear-devel] Re: Cockpit Hardware Building

2003-12-18 Thread Alan King
David Megginson wrote: Alan King wrote: It depends on what you're doing. Control feedback is pretty critical for basic stick-and-rudder flying (that's one of the reasons that flying a plane in FlightGear is so much harder than in real life). For pure recreation, or for instrumen

Re: [Flightgear-devel] Re: Cockpit Hardware Building

2003-12-18 Thread Alan King
David Megginson wrote: Matthew Law wrote: That sounds about right for a 152. Maybe David can tell you how much throw is > available on his aircraft? This is going to sound stupid, but I'm not sure. I think of the rudder pedals in terms of pressure rather than movement -- to get that in a s

[Flightgear-devel] Re: Cockpit Hardware Building

2003-12-18 Thread Alan King
Rudder pedals. Been a while since I was at the controls in a Cessna etc, how much control throw is normal? With a one foot seperation between the pedals 4" seems like a lot, maybe too much. Currently have 2" in and 2" out for the 4" total, but can easily shorten it up, feels like I'd have

Re: [Flightgear-devel] Re: [Flightgear-users] Slackware, USB, CH yoke

2003-12-17 Thread Alan King
Andy Ross wrote: I've never looked at the kernel source. Presumably this would be a trivial fix, no? As always, write it and see.. :) A keyboard can be interrogated. A mouse outputs constant data and/or can be interrogated. A standard joystick does.. nothing. It can look like it's the

Re: Cockpit Hardware Building (was: Re: [Flightgear-devel]F-16 cockpit)

2003-12-13 Thread Alan King
John Wojnaroski wrote: Take a look at www.opengc.org. All the stuff to build the displays is there. You'll have to write your own routines for specific F-16 displays. And there is an interface to FG you can tweak to meet your requirements. I think I've convinced myself to not even work on it fo

Re: Cockpit Hardware Building (was: Re: [Flightgear-devel] F-16 cockpit)

2003-12-13 Thread Alan King
Manuel Bessler wrote: Hi Alan, Do you have more pictures of your CNC ? Is the part that the steppers are mounted on some kind of plastic ? I'd like to see more pics of the details how you built your CNC :) Not yet, and yes they're 50 cent plastic electrical boxes for mounts. You can set the

Re: [Flightgear-devel] RE: [Jsbsim-devel] FlightGear on O'Reilly Network, December 11

2003-12-11 Thread Alan King
Jon Berndt wrote: I can't find it. You might need to register with O'Reilly to see the article. Jon Nah it works for me, but I also looked past it at first. Just say 'It's in the three ad's at the top of the text, right one." Looks so much like an ad instead of a link many won't see it..

Re: Cockpit Hardware Building (was: Re: [Flightgear-devel] F-16 cockpit)

2003-12-11 Thread Alan King
Manuel Bessler wrote: On Wed, Dec 10, 2003 at 03:40:54AM -0500, Alan King wrote: >time. Just show those (mostly ignorant) MSFS crowds what flightgear can >do :-) Just joined the list myself and this was one of only a few main reasons. I was drawing up homemade control system hardwar

Cockpit Hardware Building (was: Re: [Flightgear-devel] F-16 cockpit)

2003-12-10 Thread Alan King
> Maybe >we're just a few doing flightgear, but that'll certainly change over >time. Just show those (mostly ignorant) MSFS crowds what flightgear can >do :-) Just joined the list myself and this was one of only a few main reasons. I was drawing up homemade control system hardware this afternoo