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, hem

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,

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 ge

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. Peo

[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 t

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: /accele

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

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

2003-02-07 Thread Jim Wilson
Norman Vine <[EMAIL PROTECTED]> said: > 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 properti

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(

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 accelerati

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' >

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,

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 understan

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

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 cou

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, Da

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

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

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 requir

[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 /ac