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Lee Elliott: Here's a 'beta' version of a YF23. The model is virtually finished - I think I just need to split the wheel well and cockpit linings to clear up the smoothing artifacts, and add a couple of other little details. The texturing is rudimentary, all I've done is to map simple colour blocks to everything. There's a definite problem with the rear cockpit canopy transparency - anything viewed through it, except for the pilot stuff and the rear canopy surround is invisible. The weird thing is that everything is ok if you angle the view to look through the front canopy - this is easier to do with the rear canopy open (parking brake). The front and rear canopy glasses, and hud glass are the only transparent objects, and they're all at the bottom of the hierarchy. I'd found that if I placed objects below any transparent objects in the hierarchy, they'd become invisible when viewed through the transparent object - any objects above the transparent objects would be visible. This seems to have worked for the front canopy and hud (the pilot and seat is visible from the front view through both the front canopy and the hud glass) but not the rear canopy. Time for a bit more experimentation, methinks. That, or find TFM to R:) I've finally got the u/c door/gear timing working, and I'm also pleased with the suspension animation. I couldn't resist linking the pilot's head to the rudder - it's not as though it does anything, except on the ground (where it also operates the nose wheel steering. It all still needs some tuning and finishing - I've modelled the front wing flaps/slats/what-ever-they-ares and I've put some slats in the fdm, but I haven't 'used' them yet. The suspension is still too spongey and it heels over quite badly on take-off in cross-winds (shows off the independent main suspension nicely though), and more work on the fdm is needed too.
2003-04-04 15:58:39 +00:00
<?xml version="1.0"?>
<!--
************************************************************************
NR/MD YF23 simulation config.
2003-03-15 Lee Elliott leee-fgfs@spatial.freeserve.co.uk
************************************************************************
-->
<PropertyList>
<sim>
<flight-model>yasim</flight-model>
<aero>yf23-yasim</aero>
<fuel-fraction>1.0</fuel-fraction>
<sound>
<audible>true</audible>
Lee Elliott: Here's an update to the yf23. I've added a couple of small details to the model and played with the textures a bit:) Still no response from the chap at NASA about sticking their logos on it yet. I've also been fiddling with the fdm. It had been bugging me that I couldn't find any sign of air/speed brakes but just recently I found that braking is done by moving the ailerons up and the flaps down, in opposition to each other, which I thought was pretty neat really. This was actually pretty easy to mimic - although there are no spoiler surfaces defined in the YASim wing entry I was still able to map the spoiler control input to the ailerons and flaps, and once I'd got the directions right it seems to work - hit the spoilers and the ailerons move up, the flaps drop and the energy worm shows that I'm losing speed. The downside is that the flaps and the ailerons have to have similar lift and drag characteristics, to balance each each other, and this means that it ends up with the flaps not giving much lift and the brakes not having much affect at low speeds. If I could change the deflection rates then I could balance them that way (and improve the rudder control too) - as it is, the deflection for the flaps and ailerons is the same, just in opposite directions. This sounds like a job for interpolation tables but I haven't tried them yet and I don't know if I can use them in this way in YASim. The opposing flap/aileron techique is also used for manuevering e.g. by using it on just one side but I haven't tried to incorporate that yet;) Landing it is proving to be tricky - it gets down smoothly to about 20ft then what I presume is ground effect kicks in and upsets the trim. The only answer appears to be to force the nose down at this point. What's more, it needs to be held down untill you trim the elevator out otherwise it'll happily roll along on it's main gear, with it's nose in the air:) There's definitely not enough drag either.
2003-06-12 02:27:15 +00:00
<path>Aircraft/yf23/yf23-sound.xml</path>
Lee Elliott: Here's a 'beta' version of a YF23. The model is virtually finished - I think I just need to split the wheel well and cockpit linings to clear up the smoothing artifacts, and add a couple of other little details. The texturing is rudimentary, all I've done is to map simple colour blocks to everything. There's a definite problem with the rear cockpit canopy transparency - anything viewed through it, except for the pilot stuff and the rear canopy surround is invisible. The weird thing is that everything is ok if you angle the view to look through the front canopy - this is easier to do with the rear canopy open (parking brake). The front and rear canopy glasses, and hud glass are the only transparent objects, and they're all at the bottom of the hierarchy. I'd found that if I placed objects below any transparent objects in the hierarchy, they'd become invisible when viewed through the transparent object - any objects above the transparent objects would be visible. This seems to have worked for the front canopy and hud (the pilot and seat is visible from the front view through both the front canopy and the hud glass) but not the rear canopy. Time for a bit more experimentation, methinks. That, or find TFM to R:) I've finally got the u/c door/gear timing working, and I'm also pleased with the suspension animation. I couldn't resist linking the pilot's head to the rudder - it's not as though it does anything, except on the ground (where it also operates the nose wheel steering. It all still needs some tuning and finishing - I've modelled the front wing flaps/slats/what-ever-they-ares and I've put some slats in the fdm, but I haven't 'used' them yet. The suspension is still too spongey and it heels over quite badly on take-off in cross-winds (shows off the independent main suspension nicely though), and more work on the fdm is needed too.
2003-04-04 15:58:39 +00:00
</sound>
<panel>
<path>Aircraft/yf23/yf23-vfr-panel.xml</path>
</panel>
<panel_2>
<path>Aircraft/yf23/yf23-mini-panel.xml</path>
</panel_2>
<hud>
<path>Huds/Default/default.xml</path>
Lee Elliott: Here's a 'beta' version of a YF23. The model is virtually finished - I think I just need to split the wheel well and cockpit linings to clear up the smoothing artifacts, and add a couple of other little details. The texturing is rudimentary, all I've done is to map simple colour blocks to everything. There's a definite problem with the rear cockpit canopy transparency - anything viewed through it, except for the pilot stuff and the rear canopy surround is invisible. The weird thing is that everything is ok if you angle the view to look through the front canopy - this is easier to do with the rear canopy open (parking brake). The front and rear canopy glasses, and hud glass are the only transparent objects, and they're all at the bottom of the hierarchy. I'd found that if I placed objects below any transparent objects in the hierarchy, they'd become invisible when viewed through the transparent object - any objects above the transparent objects would be visible. This seems to have worked for the front canopy and hud (the pilot and seat is visible from the front view through both the front canopy and the hud glass) but not the rear canopy. Time for a bit more experimentation, methinks. That, or find TFM to R:) I've finally got the u/c door/gear timing working, and I'm also pleased with the suspension animation. I couldn't resist linking the pilot's head to the rudder - it's not as though it does anything, except on the ground (where it also operates the nose wheel steering. It all still needs some tuning and finishing - I've modelled the front wing flaps/slats/what-ever-they-ares and I've put some slats in the fdm, but I haven't 'used' them yet. The suspension is still too spongey and it heels over quite badly on take-off in cross-winds (shows off the independent main suspension nicely though), and more work on the fdm is needed too.
2003-04-04 15:58:39 +00:00
<visibility>true</visibility>
</hud>
<model>
<path>Aircraft/yf23/yf23-model.xml</path>
</model>
<systems>
<electrical>
<path>Aircraft/Generic/generic-electrical.xml</path>
</electrical>
</systems>
<chase-distance-m type="double" archive="y">-35.0</chase-distance-m>
Lee Elliott: Here's a 'beta' version of a YF23. The model is virtually finished - I think I just need to split the wheel well and cockpit linings to clear up the smoothing artifacts, and add a couple of other little details. The texturing is rudimentary, all I've done is to map simple colour blocks to everything. There's a definite problem with the rear cockpit canopy transparency - anything viewed through it, except for the pilot stuff and the rear canopy surround is invisible. The weird thing is that everything is ok if you angle the view to look through the front canopy - this is easier to do with the rear canopy open (parking brake). The front and rear canopy glasses, and hud glass are the only transparent objects, and they're all at the bottom of the hierarchy. I'd found that if I placed objects below any transparent objects in the hierarchy, they'd become invisible when viewed through the transparent object - any objects above the transparent objects would be visible. This seems to have worked for the front canopy and hud (the pilot and seat is visible from the front view through both the front canopy and the hud glass) but not the rear canopy. Time for a bit more experimentation, methinks. That, or find TFM to R:) I've finally got the u/c door/gear timing working, and I'm also pleased with the suspension animation. I couldn't resist linking the pilot's head to the rudder - it's not as though it does anything, except on the ground (where it also operates the nose wheel steering. It all still needs some tuning and finishing - I've modelled the front wing flaps/slats/what-ever-they-ares and I've put some slats in the fdm, but I haven't 'used' them yet. The suspension is still too spongey and it heels over quite badly on take-off in cross-winds (shows off the independent main suspension nicely though), and more work on the fdm is needed too.
2003-04-04 15:58:39 +00:00
</sim>
<autopilot>
<config>
Lee Elliott: Here's an update to the yf23. I've added a couple of small details to the model and played with the textures a bit:) Still no response from the chap at NASA about sticking their logos on it yet. I've also been fiddling with the fdm. It had been bugging me that I couldn't find any sign of air/speed brakes but just recently I found that braking is done by moving the ailerons up and the flaps down, in opposition to each other, which I thought was pretty neat really. This was actually pretty easy to mimic - although there are no spoiler surfaces defined in the YASim wing entry I was still able to map the spoiler control input to the ailerons and flaps, and once I'd got the directions right it seems to work - hit the spoilers and the ailerons move up, the flaps drop and the energy worm shows that I'm losing speed. The downside is that the flaps and the ailerons have to have similar lift and drag characteristics, to balance each each other, and this means that it ends up with the flaps not giving much lift and the brakes not having much affect at low speeds. If I could change the deflection rates then I could balance them that way (and improve the rudder control too) - as it is, the deflection for the flaps and ailerons is the same, just in opposite directions. This sounds like a job for interpolation tables but I haven't tried them yet and I don't know if I can use them in this way in YASim. The opposing flap/aileron techique is also used for manuevering e.g. by using it on just one side but I haven't tried to incorporate that yet;) Landing it is proving to be tricky - it gets down smoothly to about 20ft then what I presume is ground effect kicks in and upsets the trim. The only answer appears to be to force the nose down at this point. What's more, it needs to be held down untill you trim the elevator out otherwise it'll happily roll along on it's main gear, with it's nose in the air:) There's definitely not enough drag either.
2003-06-12 02:27:15 +00:00
<min-climb-speed-kt type="float">90.0</min-climb-speed-kt>
<best-climb-speed-kt type="float">900.0</best-climb-speed-kt>
Lee Elliott: Here's a 'beta' version of a YF23. The model is virtually finished - I think I just need to split the wheel well and cockpit linings to clear up the smoothing artifacts, and add a couple of other little details. The texturing is rudimentary, all I've done is to map simple colour blocks to everything. There's a definite problem with the rear cockpit canopy transparency - anything viewed through it, except for the pilot stuff and the rear canopy surround is invisible. The weird thing is that everything is ok if you angle the view to look through the front canopy - this is easier to do with the rear canopy open (parking brake). The front and rear canopy glasses, and hud glass are the only transparent objects, and they're all at the bottom of the hierarchy. I'd found that if I placed objects below any transparent objects in the hierarchy, they'd become invisible when viewed through the transparent object - any objects above the transparent objects would be visible. This seems to have worked for the front canopy and hud (the pilot and seat is visible from the front view through both the front canopy and the hud glass) but not the rear canopy. Time for a bit more experimentation, methinks. That, or find TFM to R:) I've finally got the u/c door/gear timing working, and I'm also pleased with the suspension animation. I couldn't resist linking the pilot's head to the rudder - it's not as though it does anything, except on the ground (where it also operates the nose wheel steering. It all still needs some tuning and finishing - I've modelled the front wing flaps/slats/what-ever-they-ares and I've put some slats in the fdm, but I haven't 'used' them yet. The suspension is still too spongey and it heels over quite badly on take-off in cross-winds (shows off the independent main suspension nicely though), and more work on the fdm is needed too.
2003-04-04 15:58:39 +00:00
<target-climb-rate-fpm type="float">20000.0</target-climb-rate-fpm>
<target-descent-rate-fpm type="float">12000.0</target-descent-rate-fpm>
Lee Elliott: Here's an update to the yf23. I've added a couple of small details to the model and played with the textures a bit:) Still no response from the chap at NASA about sticking their logos on it yet. I've also been fiddling with the fdm. It had been bugging me that I couldn't find any sign of air/speed brakes but just recently I found that braking is done by moving the ailerons up and the flaps down, in opposition to each other, which I thought was pretty neat really. This was actually pretty easy to mimic - although there are no spoiler surfaces defined in the YASim wing entry I was still able to map the spoiler control input to the ailerons and flaps, and once I'd got the directions right it seems to work - hit the spoilers and the ailerons move up, the flaps drop and the energy worm shows that I'm losing speed. The downside is that the flaps and the ailerons have to have similar lift and drag characteristics, to balance each each other, and this means that it ends up with the flaps not giving much lift and the brakes not having much affect at low speeds. If I could change the deflection rates then I could balance them that way (and improve the rudder control too) - as it is, the deflection for the flaps and ailerons is the same, just in opposite directions. This sounds like a job for interpolation tables but I haven't tried them yet and I don't know if I can use them in this way in YASim. The opposing flap/aileron techique is also used for manuevering e.g. by using it on just one side but I haven't tried to incorporate that yet;) Landing it is proving to be tricky - it gets down smoothly to about 20ft then what I presume is ground effect kicks in and upsets the trim. The only answer appears to be to force the nose down at this point. What's more, it needs to be held down untill you trim the elevator out otherwise it'll happily roll along on it's main gear, with it's nose in the air:) There's definitely not enough drag either.
2003-06-12 02:27:15 +00:00
<elevator-adj-factor type="float">400.0</elevator-adj-factor>
Lee Elliott: Here's a 'beta' version of a YF23. The model is virtually finished - I think I just need to split the wheel well and cockpit linings to clear up the smoothing artifacts, and add a couple of other little details. The texturing is rudimentary, all I've done is to map simple colour blocks to everything. There's a definite problem with the rear cockpit canopy transparency - anything viewed through it, except for the pilot stuff and the rear canopy surround is invisible. The weird thing is that everything is ok if you angle the view to look through the front canopy - this is easier to do with the rear canopy open (parking brake). The front and rear canopy glasses, and hud glass are the only transparent objects, and they're all at the bottom of the hierarchy. I'd found that if I placed objects below any transparent objects in the hierarchy, they'd become invisible when viewed through the transparent object - any objects above the transparent objects would be visible. This seems to have worked for the front canopy and hud (the pilot and seat is visible from the front view through both the front canopy and the hud glass) but not the rear canopy. Time for a bit more experimentation, methinks. That, or find TFM to R:) I've finally got the u/c door/gear timing working, and I'm also pleased with the suspension animation. I couldn't resist linking the pilot's head to the rudder - it's not as though it does anything, except on the ground (where it also operates the nose wheel steering. It all still needs some tuning and finishing - I've modelled the front wing flaps/slats/what-ever-they-ares and I've put some slats in the fdm, but I haven't 'used' them yet. The suspension is still too spongey and it heels over quite badly on take-off in cross-winds (shows off the independent main suspension nicely though), and more work on the fdm is needed too.
2003-04-04 15:58:39 +00:00
<integral-contribution type="float">0.005</integral-contribution>
<max-aileron type="float">0.6</max-aileron>
<max-roll-deg type="float">60.0</max-roll-deg>
Lee Elliott: Here's a 'beta' version of a YF23. The model is virtually finished - I think I just need to split the wheel well and cockpit linings to clear up the smoothing artifacts, and add a couple of other little details. The texturing is rudimentary, all I've done is to map simple colour blocks to everything. There's a definite problem with the rear cockpit canopy transparency - anything viewed through it, except for the pilot stuff and the rear canopy surround is invisible. The weird thing is that everything is ok if you angle the view to look through the front canopy - this is easier to do with the rear canopy open (parking brake). The front and rear canopy glasses, and hud glass are the only transparent objects, and they're all at the bottom of the hierarchy. I'd found that if I placed objects below any transparent objects in the hierarchy, they'd become invisible when viewed through the transparent object - any objects above the transparent objects would be visible. This seems to have worked for the front canopy and hud (the pilot and seat is visible from the front view through both the front canopy and the hud glass) but not the rear canopy. Time for a bit more experimentation, methinks. That, or find TFM to R:) I've finally got the u/c door/gear timing working, and I'm also pleased with the suspension animation. I couldn't resist linking the pilot's head to the rudder - it's not as though it does anything, except on the ground (where it also operates the nose wheel steering. It all still needs some tuning and finishing - I've modelled the front wing flaps/slats/what-ever-they-ares and I've put some slats in the fdm, but I haven't 'used' them yet. The suspension is still too spongey and it heels over quite badly on take-off in cross-winds (shows off the independent main suspension nicely though), and more work on the fdm is needed too.
2003-04-04 15:58:39 +00:00
<roll-out-deg type="float">7.0</roll-out-deg>
<roll-out-smooth-deg type="float">15.0</roll-out-smooth-deg>
Lee Elliott: Here's a 'beta' version of a YF23. The model is virtually finished - I think I just need to split the wheel well and cockpit linings to clear up the smoothing artifacts, and add a couple of other little details. The texturing is rudimentary, all I've done is to map simple colour blocks to everything. There's a definite problem with the rear cockpit canopy transparency - anything viewed through it, except for the pilot stuff and the rear canopy surround is invisible. The weird thing is that everything is ok if you angle the view to look through the front canopy - this is easier to do with the rear canopy open (parking brake). The front and rear canopy glasses, and hud glass are the only transparent objects, and they're all at the bottom of the hierarchy. I'd found that if I placed objects below any transparent objects in the hierarchy, they'd become invisible when viewed through the transparent object - any objects above the transparent objects would be visible. This seems to have worked for the front canopy and hud (the pilot and seat is visible from the front view through both the front canopy and the hud glass) but not the rear canopy. Time for a bit more experimentation, methinks. That, or find TFM to R:) I've finally got the u/c door/gear timing working, and I'm also pleased with the suspension animation. I couldn't resist linking the pilot's head to the rudder - it's not as though it does anything, except on the ground (where it also operates the nose wheel steering. It all still needs some tuning and finishing - I've modelled the front wing flaps/slats/what-ever-they-ares and I've put some slats in the fdm, but I haven't 'used' them yet. The suspension is still too spongey and it heels over quite badly on take-off in cross-winds (shows off the independent main suspension nicely though), and more work on the fdm is needed too.
2003-04-04 15:58:39 +00:00
<zero-pitch-throttle type="float">0.5</zero-pitch-throttle>
<zero-pitch-trim-full-throttle type="float">0.001</zero-pitch-trim-full-throttle>
</config>
</autopilot>
</PropertyList>