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Author SHA1 Message Date
curt
ec46bbbdc9 Initial revision of David Culp's T38, for details see:
$fgroot/data/Aircraft/T38/T38-read-me.html
2003-05-16 13:50:17 +00:00
curt
3ca5b27927 Hello Curt,
here's an update to the b52 - it's just some relatively minor changes to the
fdm and panels.

I've been trying to improve the take-off and landing characteristics, or at
least get them to fit the pictures and film I've seen.

The best way to take off is by using the autopilot - at sea level just extend
the flaps, punch in the altitude hold on the autopilot (and heading if you're
lazy), and apply full power.  It'll also take of with the default the default
elevator trim of -0.07 but it 'staircases' a little bit - the auto pilot
smooths that out.

I've included some notes and observations about taking-off and landing in the
readme.

While I wouldn't claim any sort of accuracy for it, I hope it manages to get
some of the characteristics right.
2003-05-12 19:45:55 +00:00
jimw
2644d35d82 Adjust target offset in chase view 2003-05-12 15:36:26 +00:00
jimw
6ab1ec3ca8 Added support for booster. 2003-05-07 02:31:56 +00:00
jimw
7c5e6b8c77 Added YASim model for P-51D Mustang 2003-05-03 21:59:41 +00:00
curt
a2b8ee915d Override the default starting c172 rpm to be 0 for 610x version. 2003-04-25 03:31:19 +00:00
curt
22b63476ff Lee Elliott:
I've done a new Sea Hawk.  Well, the model and the fdm aren't new, just
slightly modified, but I've incorporated some more animation stuff and tried
a different way of texturing it.

The animation additions are things I worked out for the YF23 (still can't get
it to fly again) - mostly u/c related stuff.

This actual aircraft (WV908) is in the Royal Navy Historical Flight and so is
kept unusally clean;)  In the photographs I looked at, hardly any fuseage
panel lines were visible so I've not tried to include any.  Instead of the
normal fuselage side views and wing plan textures I've just used fairly
high-res detail 'patches' for the markings, applied to 'carrier' objects.

This is much more like the way I'd do things if I was working on a picture in
my 3d software - there I'd apply multiple textures to an object, as required,
using scope and priority settings to get what I want.  With .ac format models
you can only apply a single texture to an object - hence the need for the
carrier objects.  These are sections of the underlying 'real' object that
have been moved out/away from from the original object surface so that they
cover them.

The pros are 1) the resolution of the details is much higher - have a close
look at the Ace of Diamonds art on the nose and on the bit that sticks out of
the front of the tail-fin (I don't know the proper name for this), and 2)
less texture space is needed.

The most obvious con is that there's more potential for z-buffer problems.  I
notice that whilst on the ground (in chase view), there appears to be
z-buffer fighting for the texture patches but once the a/c has taken off and
has got to about 200ft or so, it clears up.  I've no idea why this should
happen as I'm not changing any of the view settings.

There are a few things I still need to figure out in this respect - I think
there's an issue with graduated textures - they seem to get reduced to 16bpp
and show a lot of banding that's absent on the texture and the model appears
inverted from tower views, at least in 16bpp, but ok from the chase view, and
stuff like that.

I said that the model and fdm aren't new but they have been modified a bit.
I've only reduced the approach aoa in the fdm but the model, whilst basically
the same, has had quite a few changes to accomodate the new u/c and texture
patches.  It also got into FG by a slightly different route - I found that
AC3D would support polys with > 3 sides and after looking at and comparing
.ac and .obj file formats (I can export from RS3D in .obj format) I wrote a C
prog to convert .obj format files into .ac format files.  It's a nasty bit of
hackery that even uses a temporary workfile (LOL), and it will only work with
the simplest of .obj files (e.g. no vertice normal or texture info) but it
allows me to export the model geometry in .obj format, convert it, and load
it straight into AC3D without turning everything into triangles or flipping
face normals.

The funny thing is that objects that consist of just a single rectangle (e.g.
an aileron or flap surface) are not recognised by FG and they have to be
split into two triangles, and once the model's loaded up into FG I can see
from some of the rendering artifacts that it's all still reduced to triangles
prior to display anyway. Still, it saves me from having to do a lot of face
flipping.

Really, the texturing method is experimental and I hope I get some feed-back
on it regarding display and performance issues.  Ultimately, I'd like to try
to reduce the texture size down from 512x512 to 256x256 - nearly half of the
current texture 'space' is unused.
2003-04-21 20:28:24 +00:00
ehofman
6e4c38213e paul mccann wrote:
Hi I fixed the heading bug on the hsi2 and made some changes to the c310-ifr so the adf and dme work.  Just temp fix for those.
2003-04-20 10:05:20 +00:00
ehofman
55178eb9d5 Update some more controls refferences 2003-04-08 08:17:00 +00:00
david
0157440f8e Rename trim properties. 2003-04-08 01:30:35 +00:00
jimw
8371b90d82 More cockpit stuff 2003-04-07 03:23:27 +00:00
david
d8032df111 Correct XML well-formedness errors. 2003-04-05 15:24:03 +00:00
david
30608cc982 Use new magnetos property. 2003-04-05 15:15:40 +00:00
david
e4c5fafbff Move the AI tumbling into pa28-base.xml. 2003-04-05 15:05:29 +00:00
david
289b27bdea Allow the AI to tumble for the PA-28-161. 2003-04-05 15:04:13 +00:00
david
3a40d40b6d Factor out common configuration for the Cessna 310 variants. 2003-04-05 15:03:37 +00:00
david
b500e311f3 The AI for the C172 should tumble in extreme attitudes. 2003-04-04 22:42:32 +00:00
curt
263992cad3 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
ehofman
413f9b3f5f Some more small controls updates 2003-04-02 08:45:35 +00:00
ehofman
7c3394b167 Some additional updates for the controls change 2003-04-01 17:51:22 +00:00
david
8118e6a482 Fix to use renamed /control properties. 2003-04-01 15:46:50 +00:00
ehofman
759d86d947 Updates to refelect the controls update of FlightGear. It could be there are a few unupdated controls left. To simplify the transisition there is a file called README.properties in the docs-mini directory of FlightGear that explains the new controls layout. 2003-04-01 12:41:12 +00:00
jimw
4266ac5297 Changed pitch offset. 2003-04-01 02:05:05 +00:00
curt
194ae00ac1 Draw the panel the otherway up. 2003-03-29 02:29:07 +00:00
curt
a39895565d Tweaks to the c172 egt and hsi instruments. 2003-03-29 02:25:58 +00:00
ehofman
6f1088913b make some new aircraft available 2003-03-26 19:01:07 +00:00
jimw
da04163071 Adding P-51D
- JimW
2003-03-24 01:00:00 +00:00
curt
99010b1a22 Martin Dressler:
Added a new hi res bendix-king HSI.
2003-03-21 15:52:01 +00:00
curt
acfabcfaeb Add an electrical system to the seahawk 2003-03-21 15:45:12 +00:00
j4strngs
c3500b4db9 Updated HSI from Paul Mcann 2003-03-20 01:36:52 +00:00
j4strngs
8b78a4988b f16 updates from Erik 2003-03-12 21:07:32 +00:00
david
0b58d7774b Start with a slight downwards view angle. 2003-03-11 03:48:18 +00:00
david
426631620a Use the new DME support under /instrumentation/ instead of the old
support under /radios/.

The display now goes dark when the switch is turned off.

The switch position is now handled entirely within the XML -- the C++
code is generic, so that other DME receiver types can also be
modelled.
2003-03-09 04:13:18 +00:00
david
b6d3f56829 Modified to work with changed "switch" layer. 2003-03-09 03:41:48 +00:00
curt
f506ea3fc3 Oops, fixed the "on" indicator to be driven electrically as well as the "off"
indicator.
2003-03-07 17:16:11 +00:00
curt
9ef922266e Martin Dressler:
New *high* fidelity C172-S ADF and VOR1 and VOR2 instruments.
2003-03-07 15:06:00 +00:00
curt
bbcd133e9a Martin Dressler:
Hi-res C172-S ADF and VOR textures.
2003-03-07 15:05:10 +00:00
curt
5f2d105e3b Lee Elliott:
Fix the AoA intruments to point to /orientation/alpha-deg instead of the
old /velocities/alpha-deg
2003-03-07 14:40:21 +00:00
david
5d12ce5a80 Point to c172p instead of c172r. 2003-03-02 15:00:59 +00:00
david
d561533035 Point to c172p-3d instead of c172r-3d. 2003-03-02 15:00:49 +00:00
david
174097894d Change to an alias. 2003-03-02 13:45:20 +00:00
curt
e583e70d24 Updates to the "Generic" electrical system to make it current with recent
electrical system code changes.
2003-03-01 19:46:48 +00:00
curt
44f334662d Add a generic electrical system. 2003-03-01 19:26:02 +00:00
j4strngs
0170917f51 latest F16 from Erik Hofman 2003-02-28 21:25:04 +00:00
j4strngs
85d1c6bbf7 improved f-16 from Erik Hofman 2003-02-25 03:30:53 +00:00
david
1dceef83c0 Move back the viewpoint slightly so that all of the radios are visible. 2003-02-18 16:53:18 +00:00
curt
dafcf3416d Revert to original RPM gauge. If you want to use the new one on a panel,
refer to rpm-c172s.xml.

Curt.
2003-02-16 20:48:33 +00:00
curt
002b4be49e Missed one instrument. 2003-02-16 20:42:02 +00:00
jimw
0ca7d15aef Fixed texture mapping for needle 2003-02-16 16:46:14 +00:00
curt
4f55e5e810 Updates to the C172-S instruments and some renaming. 2003-02-10 18:45:56 +00:00