2001-12-11 15:09:38 +00:00
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Coordinate system notes: All positions specified are in meters (which
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is weird, since all other units in the file are English). The X axis
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points forward, Y is left, and Z is up. Take your right hand, and
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hold it like a gun. Your first and second fingers are the X and Y
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axes, and your upwards-pointing thumb is the Z. This is slightly
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different from the coordinate system used by JSBSim. Sorry. The
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origin can be placed anywhere, so long as you are consistent. I use
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the nose of the aircraft.
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XML Tags
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--------
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airplane: The top-level tag for the file. It contains only one
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attribute:
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mass: The empty (no fuel) weight, in pounds.
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approach: The approach parameters for the aircraft. The solver will
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generate an aircraft that matches these settings. The tag
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can (and should) contain <control> tags indicating pilot
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input settings, such as flaps and throttle, for the
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approach.
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speed: The approach airspeed, in knots TAS.
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aoa: The approach angle of attack, in degrees
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cruise: The cruise speed and altitude for the solver to match. As
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above, this should contain <control> tags indicating
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aircraft configuration. Especially, make sure the engines
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are generating enough thrust at cruise!
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speed: The cruise speed, in knots TAS.
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alt: The cruise altitude, in feet MSL.
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cockpit: The location of the cockpit (pilot eyepoint).
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x,y,z: eyepoint location (see coordinates note)
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fuselage: This defines a tubelike structure. It will be given an even
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mass and aerodynamic force distribution by the solver. You
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can have as many as you like, in any orientation you please.
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ax,ay,az: One end of the tube (typically the front)
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bx,by,bz: The other ("back") end.
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width: The width of the tube, in meters.
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wing: This defines the main wing of the aircraft. You can have
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only one (but see below about using vstab objects for extra
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lifting surfaces). The wing should have a <stall> subtag to
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indicate stall behavior, control surface subtags (flap0,
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flap1, spoiler, slat) to indicate what and where the control
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surfaces are, and <control> subtags to map user input
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properties to the control surfaces.
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x,y,z: The "base" of the wing, specified as the location of
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the mid-chord (not leading edge, trailing edge, or
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aerodynamic center) point at the root of the LEFT
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(!) wing.
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length: The length from the base of the wing to the midchord
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point at the tip. Note that this is not the same
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thing as span.
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chord: The chord of the wing at its base, along the X axis
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(not normal to the leading edge, as it is
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sometimes defined).
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taper: The taper fraction, expressed as the tip chord
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divided by the root chord. A taper of one is a
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hershey bar wing, and zero would be a wing ending
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at a point. Defaults to one.
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sweep: The sweep angle of the wing, in degrees. Zero is
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no sweep, positive angles are swept back.
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Defaults to zero.
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dihedral: The dihedral angle of the wing. Positive angles
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are upward dihedral. Defaults to zero.
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2002-11-30 03:24:27 +00:00
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idrag: Multiplier for the "induced drag" generated by this
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surface. In general, low aspect wings will
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generate less induced drag per-AoA than high
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aspect (glider) wings. This value isn't
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constrained well by the solution process, and may
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require tuning to get throttle settings correct in
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high AoA (approach) situations.
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2001-12-11 15:09:38 +00:00
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hstab: These defines the horizontal stabilizer of the aircraft.
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Internally, it is just awing objects and therefore work the
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same in XML. You are allowed only one hstab object; the
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solver needs to know which wing's incidence to play with to
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get the aircraft trimmed correctly.
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vstab: A "vertical" stabilizer. Like hstab, this is just another
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wing, with a few special properties. The surface is not
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"mirrored" as are wing and hstab objects. If you define a
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left wing only, you'll only get a left wing. The default
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dihedral, if unspecified, is 90 degrees instead of zero.
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But all parameters are equally settable, so there's no
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requirement that this object be "vertical" at all. You can
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use it for anything you like, such as extra wings for
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biplanes. Most importantly, these surfaces are not involved
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with the solver computation, so you can have none, or as
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many as you like.
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stall: A subtag of a wing (or hstab/vstab) that specifies the stall
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behavior.
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aoa: The stall angle (maximum lift) in degrees.
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width: The "width" of the stall, in degrees. A high value
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indicates a gentle stall. Low values are viscious.
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peak: The height of the lift peak, relative to the
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post-stall secondary lift peak at 45 degrees.
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Defaults to 1.5. This one is deep voodoo, and
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probably doesn't need to change much. Bug me for an
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explanation if you're curious.
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flap0, flap1, slat, spoiler:
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These are subtags of wing/hstab/vstab objects, and specify
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the location and effectiveness of the control surfaces.
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start: The positition along the wing where the control
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surface begins. Zero is the root, one is the tip.
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end: The position where the surface ends, as above.
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lift: The lift multiplier for a flap or slat at full
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extension. One is a no-op, a typical aileron might
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be 1.2 or so, a giant jetliner flap 2.0, and a
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spoiler 0.0. For spoilers, the interpretation is a
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little different -- they spoil only "prestall" lift.
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Lift due purely to "flat plate" effects isn't
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affected. For typical wings that stall at low AoA's
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essentially all lift is pre-stall and you don't have
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to care. Jet fighters tend not to have wing
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spoilers, for exactly this reason. This value is
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not applicable to slats, which affect stall AoA
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only.
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drag: The drag multiplier, as above. Typically should be
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higher than the lift multiplier for flaps.
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aoa: Applicable only to slats. This indicates the
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angle by which the stall AoA is translated by the
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slat extension.
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jet: A turbojet/fan engine. Really cheezy right now, so there's
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not much to set. It accepts a <control> subtag to map a
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property to its throttle setting, and an <actionpt> subtag
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to place the action point of the thrust at a different
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position than the mass of the engine.
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x,y,z: The location of the engine, as a point mass. If no
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actionpt is specified, this will also be the point of
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application of thrust.
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mass: The mass of the engine, in pounds.
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thrust: The maximum sea-level thrust, in pounds.
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propeller: A propeller connected to a non-turbocharged piston engine
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The engine model is evolving, this tag is likely to change
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radically in the future.
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x,y,z: The position of the mass (!) of the
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engine/propeller combination. If the point
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of force application is different (and it
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will be) it should be set with an <actionpt>
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subtag.
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mass: The mass of the engine/propeller, in pounds.
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moment: The moment, in kg-meters. This has to be
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hand calculated and guessed at for now. A
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more automated system will be forthcoming.
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radius: The radius, in meters, or the propeller.
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cruise-speed: The max efficiency cruise speed of the
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propeller. Generally not the same as the
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aircraft's cruise speed.
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cruise-rpm: The RPM of the propeller at max-eff. cruise.
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alt: The cruise altitude.
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takeoff-power: The takeoff power required by the propeller...
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takeoff-rpm: ...at the given takeoff RPM.
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actionpt: Defines an "action point" for an enclosing jet or propeller
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tag. This is the location where the force from the thruster
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will be applied.
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x,y,z: The location of force application.
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gear: Defines a landing gear. Accepts <control> subtags to map
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properties to steering and braking.
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x,y,z: The location of the fully-extended gear tip.
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compression: The distance along the Z axis that the gear
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will compress. Compression along other
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vectors is supported internally, but not in
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the XML parser. Bug me if you wantthis
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added.
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sfric: Static (non-skidding) coefficient of
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friction. Defaults to 0.8.
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dfric: Dynamic friction. Defaults to 0.7.
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retract-time: The time, in seconds, that the gear takes to
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fully retract or extend. Defaults to zero,
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which indicates a non-retractable gear.
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2002-11-09 21:09:33 +00:00
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spring: A dimensionless multiplier for the automatically
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generated spring constant. Increase to make
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the gear stiffer, decrease to make it
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squishier.
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damp: A dimensionless multipler for the automatically
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generated damping coefficient. Decrease to
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make the gear "bouncier", increase to make it
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"slower". Beware of increasing this too far:
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very high damping forces can result and make
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the numerics unstable. If you can't make the
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gear stop bouncing with this number, try
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increasing the compression length instead.
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2001-12-11 15:09:38 +00:00
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tank: A fuel tank. Tanks in the aircraft are identified
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numerically (starting from zero), in the order they are
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defined in the file. If the left tank is first, "tank[0]"
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will be the left tank.
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x,y,z: The location of the tank.
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capacity: The maximum contents of the tank, in pounds. Not
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gallons -- YASim supports fuels of varying
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densities.
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jet: A boolean. If present, this causes the fuel
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density to be treated as Jet-A. Otherwise,
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gasoline density is used. A more elaborate
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density setting (in pounds per gallon, for
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example) would be easy to implement. Bug me.
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ballast: This is a mechanism for modifying the mass distribution of
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the aircraft. A ballast setting specifies that a particular
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amount of the empty weight of the aircraft must be placed at
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a given location. The remaining non-ballast weight will be
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distributed "intelligently" across the fuselage and wing
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objects. Note again: this does NOT change the empty weight
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of the aircraft.
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x,y,z: The location of the ballast.
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mass: How much mass, in pounds, to put there. Note that
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this value can be negative. I find that I often need
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to "lighten" the tail of the aircraft.
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weight: This is an added weight, something not part of the empty
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weight of the aircraft, like passengers, cargo, or external
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stores. The actual value of the mass is not specified here,
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instead, a mapping to a propery is used. This allows
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external code, such as the panel, to control the weight
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(loading a given cargo configuration from preference files,
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dropping bombs at runtime, etc...)
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x,y,z: The location of the weight.
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mass-prop: The name of the fgfs property containing the
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mass, in pounds, of this weight.
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size: The aerodynamic "size", in meters, of the
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object. This is important for external stores,
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which will cause drag. For reasonably
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aerodynamic stuff like bombs, the size should be
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roughly the width of the object. For other
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stuff, you're on your own. The default is zero,
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which results in no aerodynamic force (internal
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cargo).
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control: This tag, which can appear in two different contexts,
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manages a mapping from fgfs properties (user input) to
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settable values on the aircraft's objects. Note that the
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value to be set MUST (!) be valid on the given object type.
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This is not checked for by the parser, and will cause a
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runtime crash if you try it. Wing's don't have throttle
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controls, etc... Note that multiple axes may be set on the
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same value. They are summed before setting.
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One serious shortcoming of the current implementation is
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that there is no provision for modifying the values read
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from properties. There needs to be a way to scale,
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translate and truncate the values. On its way, I promise.
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axis: The name of the double-valued fgfs property "axis" to
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use as input, such as "/controls/aileron".
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output: Which property to set on the objects. It can have
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the following values:
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THROTTLE - The throttle on a jet or propeller.
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MIXTURE - The mixture on a propeller.
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REHEAT - The afterburner on a jet (unimpl.).
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PROP - The propeller advance (unimpl.)
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BRAKE - The brake on a gear.
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STEER - The steering angle on a gear.
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INCIDENCE - The incidence angle of a wing.
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FLAP0 - The flap0 deflection of a wing.
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FLAP1 - The flap1 deflection of a wing.
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SLAT - The slat extension of a wing.
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SPOILER - The spoiler extension for a wing.
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invert: Negate the value of the property before setting on
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the object.
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split: Applicable to wing control surfaces. Sets the
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normal value on the left wing, and a negated value
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on the right wing.
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square: Squares the value before setting. Useful for
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controls like steering that need a wide range, yet
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lots of sensitiviy in the center. Obviously only
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applicable to values that have a range of [-1:1] or
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[0:1].
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A control tag can also appear inside of an <approach> or
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<cruise> tag. Here, it specifies a particular value of an
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axis mapping that should be true under the given
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conditions. At cruise, the throttle is generally at a high
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setting, the flaps and slats are up During approach
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the flaps and slats are down, etc...
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axis: As above, the name of the input property.
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value: A floating point number that the property is expected
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to hold.
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