use sideslip for heading offset in-air, and heading change rate on-ground.
Unfortunately, this is quite jittery on some aircraft, so it uses a slower lowpass filter. I'd like to fix that, but don't even know what causes it. Considering /sim/time/delta-realtime-sec didn't help. :-/
This commit is contained in:
parent
8ac2c6a674
commit
07f5dd24f3
1 changed files with 62 additions and 15 deletions
|
@ -6,6 +6,32 @@ nsigmoid = func(x) { 2 / (1 + math.exp(-x)) - 1 }
|
|||
pow = func(v, w) { math.exp(math.ln(v) * w) }
|
||||
npow = func(v, w) { math.exp(math.ln(abs(v)) * w) * (v < 0 ? -1 : 1) }
|
||||
clamp = func(v, min, max) { v < min ? min : v > max ? max : v }
|
||||
normatan = func(x) { math.atan2(x, 1) * 2 / math.pi }
|
||||
f1 = func(x) { 3.782 * math.sin(x) * math.sin(x) * math.exp(-x) }
|
||||
f2 = func(x) { 2 * sin(x) / (x * x * x + 1) }
|
||||
f3 = func(x) { 1 / (x * x + 1) }
|
||||
|
||||
|
||||
|
||||
# Class that implements EWMA (Exponentially Weighted Moving Average)
|
||||
# lowpass filter. Initialize with coefficient, set new value when
|
||||
# you fetch one.
|
||||
#
|
||||
LowPass = {
|
||||
new : func(coeff) {
|
||||
var m = { parents : [LowPass] };
|
||||
m.value = nil;
|
||||
m.coeff = 1.0 - 1.0 / pow(10, abs(coeff));
|
||||
return m;
|
||||
},
|
||||
get : func(v) {
|
||||
me.get = me._get_;
|
||||
me.value = v;
|
||||
},
|
||||
_get_ : func(v) {
|
||||
me.value = v * (1 - me.coeff) + me.value * me.coeff;
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
@ -82,6 +108,10 @@ ViewManager = {
|
|||
m.headingN = props.globals.getNode("/orientation/heading-deg", 1);
|
||||
m.pitchN = props.globals.getNode("/orientation/pitch-deg", 1);
|
||||
m.rollN = props.globals.getNode("/orientation/roll-deg", 1);
|
||||
m.slipN = props.globals.getNode("/orientation/side-slip-deg", 1);
|
||||
|
||||
m.wind_dirN = props.globals.getNode("/environment/wind-from-heading-deg", 1);
|
||||
m.wind_speedN = props.globals.getNode("/environment/wind-speed-kt", 1);
|
||||
|
||||
m.heading_axis = ViewAxis.new("/sim/current-view/goal-heading-offset-deg");
|
||||
m.pitch_axis = ViewAxis.new("/sim/current-view/goal-pitch-offset-deg");
|
||||
|
@ -89,16 +119,19 @@ ViewManager = {
|
|||
|
||||
# accerations are converted to G (one G is subtraced from z-accel)
|
||||
m.ax = Input.new("/accelerations/pilot/x-accel-fps_sec", 0.03108095, 0, 1.1, 0);
|
||||
m.ay = Input.new("/accelerations/pilot/y-accel-fps_sec", 0.03108095, 0, 1.1);
|
||||
m.ay = Input.new("/accelerations/pilot/y-accel-fps_sec", 0.03108095, 0, 1.3);
|
||||
m.az = Input.new("/accelerations/pilot/z-accel-fps_sec", -0.03108095, -1, 1.0073);
|
||||
|
||||
# velocities are converted to knots
|
||||
m.vx = Input.new("/velocities/uBody-fps", 0.5924838, 0);
|
||||
m.vx = Input.new("/velocities/uBody-fps", 0.5924838, 0, 1);
|
||||
m.vy = Input.new("/velocities/vBody-fps", 0.5924838, 0);
|
||||
m.vz = Input.new("/velocities/wBody-fps", 0.5924838, 0);
|
||||
|
||||
# turn WoW bool into smooth values ranging from -1 to 1
|
||||
m.wow = Input.new("/gear/gear/wow", 2, -1, 1.2);
|
||||
m.wow = Input.new("/gear/gear/wow", 1, 0, 1.2);
|
||||
m.hdg_chg_rate = LowPass.new(1.3);
|
||||
m.last_heading = m.headingN.getValue();
|
||||
m.size_factor = -getprop("/sim/chase-distance-m") / 25;
|
||||
m.reset();
|
||||
return m;
|
||||
},
|
||||
|
@ -117,22 +150,36 @@ ViewManager = {
|
|||
var roll = me.rollN.getValue();
|
||||
var wow = me.wow.get();
|
||||
|
||||
var ax = me.ax.get();
|
||||
var ay = me.ay.get();
|
||||
# var ax = me.ax.get();
|
||||
# var ay = me.ay.get();
|
||||
var az = me.az.get();
|
||||
var adir = math.atan2(-ay, ax) * 180 / math.pi;
|
||||
var aval = math.sqrt(ax * ax + ay * ay);
|
||||
# var adir = math.atan2(ay, ax) * 180 / math.pi;
|
||||
# var aval = math.sqrt(ax * ax + ay * ay);
|
||||
|
||||
#var vx = me.vx.get();
|
||||
#var vy = me.vy.get();
|
||||
#var vdir = math.atan2(vy, vx) * 180 / math.pi;
|
||||
#var vval = math.sqrt(vx * vx + vy * vy);
|
||||
# var vx = me.vx.get();
|
||||
# var vy = me.vy.get();
|
||||
# var vdir = math.atan2(vy, vx) * 180 / math.pi;
|
||||
# var vval = math.sqrt(vx * vx + vy * vy);
|
||||
|
||||
var steering = 80 * wow * nsigmoid(adir * 5.5 / 180) * nsigmoid(aval);
|
||||
# var wspd = me.wind_speedN.getValue();
|
||||
# var wdir = me.headingN.getValue() - me.wind_dirN.getValue();
|
||||
# var u = vx - wspd * cos(wdir);
|
||||
|
||||
var hdg = me.headingN.getValue();
|
||||
var hdiff = me.last_heading - hdg;
|
||||
me.last_heading = hdg;
|
||||
while (hdiff >= 180) {
|
||||
hdiff -= 360;
|
||||
}
|
||||
while (hdiff < -180) {
|
||||
hdiff += 360;
|
||||
}
|
||||
var steering = 40 * normatan(me.hdg_chg_rate.get(hdiff)) * me.size_factor;
|
||||
|
||||
me.heading_axis.apply( # heading ...
|
||||
-20 * sin(roll) * cos(pitch) # due to roll
|
||||
+ steering # due to accleration (also ground steering)
|
||||
-15 * sin(roll) * cos(pitch) # due to roll
|
||||
+ steering * wow # due to ground steering
|
||||
+ 0.5 * me.slipN.getValue() * (1 - wow) # due to sideslip
|
||||
);
|
||||
me.pitch_axis.apply( # pitch ...
|
||||
10 * sin(roll) * sin(roll) # due to roll
|
||||
|
@ -142,7 +189,6 @@ ViewManager = {
|
|||
me.roll_axis.apply(0 # roll ...
|
||||
#0.0 * sin(roll) * cos(pitch) # due to roll (none)
|
||||
);
|
||||
|
||||
},
|
||||
};
|
||||
|
||||
|
@ -195,6 +241,7 @@ settimer(func {
|
|||
props.globals.getNode("/accelerations/pilot/x-accel-fps_sec", 1).setDoubleValue(0);
|
||||
props.globals.getNode("/accelerations/pilot/y-accel-fps_sec", 1).setDoubleValue(0);
|
||||
props.globals.getNode("/accelerations/pilot/z-accel-fps_sec", 1).setDoubleValue(-32);
|
||||
props.globals.getNode("/orientation/side-slip-deg", 1).setDoubleValue(0);
|
||||
props.globals.getNode("/gear/gear/wow", 1).setBoolValue(1);
|
||||
|
||||
# let listeners keep some variables up-to-date, so that they don't have
|
||||
|
|
Loading…
Reference in a new issue