############################################################################# # This file is part of FlightGear, the free flight simulator # http://www.flightgear.org/ # # Copyright (C) 2009 Torsten Dreyer, Torsten (at) t3r _dot_ de # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License as # published by the Free Software Foundation; either version 2 of the # License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, but # WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU # General Public License for more details. ############################################################################# ######################################################################################### # this are the helper functions to model structural icing on airplanes # Maintainer: Torsten Dreyer (Torsten at t3r dot de) # # Simple model: we listen to temperature and dewpoint. If the difference (spread) # is near zero and temperature is below zero, icing may occour. # # inputs # /environment/dewpoint-degc # /environment/temperature-degc # /environment/effective-visibility-m # /velocities/airspeed-kt # /environment/icing/max-spread-degc default: 0.1 # # outputs # /environment/icing/icing-severity numeric value of icing severity # /environment/icing/icing-severity-name textual representation of icing severity one of # none,trace,light,moderate,severe # /environment/icing/icing-factor ammound of ice accumulation per NAM ######################################################################### # implementation of the global icemachine ######################################################################### var ICING_NONE = 0; var ICING_TRACE = 1; var ICING_LIGHT = 2; var ICING_MODERATE = 3; var ICING_SEVERE = 4; # these are the names for the icing severities var ICING_CATEGORY = [ "none", "trace", "light", "moderate", "severe" ]; # the ice accumulating factors. Inches per nautical air mile flown var ICING_FACTOR = [ # none: sublimating 0.3" / 80NM -0.3/80, # traces: 0.5" / 80NM 0.5/80.0, # light: 0.5" / 40NM 0.5/40.0, # moderate: 0.5" / 20NM 0.5/20.0, #severe: 0.5" / 10NM 0.5/10 ]; # since we don't know the LWC of our clouds, just define some severities # depending on temperature and a random offset # format: upper temperatur, lower temperatur, minimum severity, maximum severity var ICING_TEMPERATURE = [ [ 999, 0, ICING_NONE, ICING_NONE ], [ 0, -2, ICING_NONE, ICING_MODERATE ], [ -2, -12, ICING_LIGHT, ICING_SEVERE ], [ -12, -20, ICING_LIGHT, ICING_MODERATE ], [ -20, -30, ICING_TRACE, ICING_LIGHT ], [ -30, -99, ICING_TRACE, ICING_NONE ] ]; var dewpointN = props.globals.getNode( "/environment/dewpoint-degc" ); var temperatureN = props.globals.getNode( "/environment/temperature-degc" ); var speedN = props.globals.getNode( "/velocities/airspeed-kt" ); var icingRootN = props.globals.getNode( "/environment/icing", 1 ); var visibilityN = props.globals.getNode( "/environment/effective-visibility-m" ); var severityN = icingRootN.initNode( "icing-severity", ICING_NONE, "INT" ); var severityNameN = icingRootN.initNode( "icing-severity-name", ICING_CATEGORY[severityN.getValue()] ); var icingFactorN = icingRootN.initNode( "icing-factor", 0.0 ); var maxSpreadN = icingRootN.initNode( "max-spread-degc", 0.1 ); var setSeverity = func { var value = arg[0]; if( severityN.getValue() != value ) { severityN.setValue( value ); severityNameN.setValue( ICING_CATEGORY[value] ); } } ######################################################################################### # These are objects that are subject to icing # inputs under /sim/model/icing/iceable (multiple instances allowed) # ./name # name of this object, more or less useless # ./salvage-control # name of a boolean property that salvages from ice # ./output-property # the name of the property where the ice amount is written to # ./sensitivity # a multiplier for the ice accumulation # # outputs # ./ice-inches # the amount of ice in inches OR # [property named by output-property] # the amount of ice in inches ######################################################################################### var IceSensitiveElement = {}; IceSensitiveElement.new = func { var obj = {}; obj.parents = [IceSensitiveElement]; obj.node = arg[0]; obj.nameN = obj.node.initNode( "name", "noname" ); var n = obj.node.getNode( "salvage-control", 0 ); obj.controlN = nil; if( n != nil ) { n = n.getValue(); if( n != nil ) { obj.controlN = props.globals.initNode( n, 0, "BOOL" ); } } obj.sensitivityN = obj.node.initNode( "sensitivity", 1.0 ); obj.iceAmountN = nil; n = obj.node.getNode( "output-property", 0 ); if( n != nil ) { n = n.getValue(); if( n != nil ) { obj.iceAmountN = props.globals.initNode( n, 0.0 ); } } if( obj.iceAmountN == nil ) { obj.iceAmountN = obj.node.initNode( "ice-inches", 0.0 ); } return obj; }; ##################################################################### # this gets called from the icemachine on each update cycle # arg[0] is the time in seconds since last update # arg[1] is the number of NAM traveled since last update # arg[2] is the ice-accumulation-factor for the current severity ##################################################################### IceSensitiveElement.update = func { if( me.controlN != nil and me.controlN.getBoolValue() ) { if( me.iceAmountN.getValue() != 0.0 ) { me.iceAmountN.setDoubleValue( 0.0 ); } return; } var deltat = arg[0]; var dist_nm = arg[1]; var factor = arg[2]; var v = me.iceAmountN.getValue() + dist_nm * factor * me.sensitivityN.getValue(); if( v < 0.0 ) { v = 0.0; } if( me.iceAmountN.getValue() != v ) { me.iceAmountN.setValue( v ); } }; ##################################################################### # read the ice sensitive elements from the config file ##################################################################### var iceSensitiveElements = nil; var icingConfigN = props.globals.getNode( "/sim/model/icing", 0 ); if( icingConfigN != nil ) { iceSensitiveElements = []; var iceableNodes = icingConfigN.getChildren( "iceable" ); foreach( var iceable; iceableNodes ) { append( iceSensitiveElements, IceSensitiveElement.new( iceable ) ); } }; ##################################################################### # the time triggered loop ##################################################################### var elapsedTimeNode = props.globals.getNode( "/sim/time/elapsed-sec" ); var lastUpdate = 0.0; var icing = func { var temperature = temperatureN.getValue(); var severity = ICING_NONE; icingFactorN.setDoubleValue( ICING_FACTOR[severity] ); var visibility = 0; if( visibilityN != nil ) { visibility = visibilityN.getValue(); } # check if we should create some ice var spread = temperature - dewpointN.getValue(); if( spread < maxSpreadN.getValue() and visibility < 1000 ) { for( var i = 0; i < size(ICING_TEMPERATURE); i = i + 1 ) { if( ICING_TEMPERATURE[i][0] > temperature and ICING_TEMPERATURE[i][1] <= temperature ) { var s1 = ICING_TEMPERATURE[i][2]; var s2 = ICING_TEMPERATURE[i][3]; var ds = s2 - s1 + 1; severity = s1 + int(rand()*ds); icingFactorN.setDoubleValue( ICING_FACTOR[severity] ); break; } } } else { # clear air # melt ice if above freezing temperature # the warmer, the faster. Lets guess that at 10degc # 0.5 inch goes in 10miles if( temperature > 0.0 ) { icingFactorN.setDoubleValue( factor = -0.05 * temperature / 10.0 ); } # if temperature below zero, sublimating factor is initialized } setSeverity( severity ); # update all sensitive areas var now = elapsedTimeNode.getValue(); var dt = now - lastUpdate; foreach( var iceable; iceSensitiveElements ) { iceable.update( dt, dt * speedN.getValue()/3600.0, icingFactorN.getValue() ); } lastUpdate = now; settimer( icing, 2 ); } ##################################################################### # start our icemachine # don't care if there is nothing to put ice on ##################################################################### if( iceSensitiveElements != nil ) { lastUpdate = elapsedTimeNode.getValue(); icing(); } ##################################################################### # OHP button ##################################################################### setprop("/controls/switches/windowprobeheat", 0); setprop("/controls/switches/windowprobeheatfault", 0); setlistener("/controls/switches/windowprobeheat", func { var windowprb = getprop("/controls/switches/windowprobeheat"); var fault = getprop("/controls/switches/windowprobeheatfault"); if (windowprb == 0.5) { # if in auto var wowl = getprop("/gear/gear[1]/wow"); var wowr = getprop("/gear/gear[2]/wow"); var stateL = getprop("/engines/engine[0]/state"); var stateR = getprop("/engines/engine[1]/state"); var fault = getprop("/controls/switches/windowprobeheatfault"); if (!wowl or !wowr and !fault) { setprop("/controls/deice/windowprobeheat", 1); } else if (stateL == 3 or stateR == 3 and !fault) { setprop("/controls/deice/windowprobeheat", 1); } } else if (windowprb == 1 and !fault) { # if in ON setprop("/controls/deice/windowprobeheat", 1); } else if (fault) { setprop("/controls/deice/windowprobeheat", 0); } else { setprop("/controls/deice/windowprobeheat", 0); } }); #####################################################################