OK -- thanks. I have now fixed up all the other XML files in the base
package that use "max" and "wrap". Those affected are all in
Aircraft/Instruments/. In these files I have also corrected the
indentation in some places, and corrected the frequency controls in
nav3.xml (which does not seem to be in use), and corrected a few obvious
hotspot position bugs. Where the radios used wrapping to toggle the
ident button between 0 and 1, I have changed this to use
"property-toggle" instead.
speed/cruise speed setting was better and I've reverted to that - they were
too fast at altitude:) They are closer using Andy's figure.
They don't quite have the required range though:(
There's now another a10 variant - a ferry load configuration - no weapons but
3 x 600 us gal external tanks. This seems to be the heaviest confguration
for an a10. I also found a performance graph for the a10 in clean
configuration and it showed max speeds of 275 knots at 45000 ft and 398 knots
at 1200 ft. As things seem to get a bit squiffy above 35000 ft, in my
experience, I used the 1200 ft figure. This is pretty close the the figure
that Andy Ross found (380 knots at 0 ft) and I've also tried to incorporate
his mods into the new configs, with a better balanced wing/hstab settings.
After getting a good clean config, I added the extra masses/fuel
tanks/fueselages but didn't change any of the rest of the config, and it
still seems to work properly. The external tanks were done as fuel tank
entries, with corresponding fuselage entries, whereas I'm not sure how to
handle the 'weight' entries in yasim yet so the weapon load is still done
with an increased total mass and ballast entries.
There'll be some stuff in the archives that haven't changed i.e. the cl & wl
a10 and seahawk models, but until I get using cvs for my own bits and pieces
it was easier to do the whole directory. I hope this isn't a problem.
Finally, I've set up some panels, based on the c310 vfr and mini panels. The
vfr panels have a lot of additional instruments on them but impose quite a
high frame-rate hit on my system. The mini panels also have some additional
instruments but seem to work without noticable penalty here. I've set these
panels as the defaults for these aircraft but I'm not sure it's a good idea
to have the vfr panels by default due to the performance hit. Using them as
default will should give some feedback though;)
To go with the new panels are a number of rough and ready instruments I
hacked, mostly out of one of the rpm gauges, but I've adapted the throttle
quadrent (jet-throttle-quadrant) to funstion for throttle, flaps and reheat.
All the gauge faces were based on an existing ffgfs instrument texture, so
there's no problem with copyright there. All the other bits that I've done
may be distributed under the same conditions as fgfs.
The only real changes to the seahawk stuff were to add the panels, but I
found that Sea Hawks have three fuel tanks, with a 'saddle tank' over the
engine feeding fuel into the second/rear tank, so the yasim config's changed.
Here are some more updates, and bits and pieces.
The tsr2 is mostly a re-write, with more reasonable figures for the wing and
hstab. I've also tried to reduce the poly count on the model whilst adding
the airbrakes and canopies.
Finally, I've set up some panels, based on the c310 vfr and mini panels. The
vfr panels have a lot of additional instruments on them but impose quite a
high frame-rate hit on my system. The mini panels also have some additional
instruments but seem to work without noticable penalty here. I've set these
panels as the defaults for these aircraft but I'm not sure it's a good idea
to have the vfr panels by default due to the performance hit. Using them as
default will should give some feedback though;)
To go with the new panels are a number of rough and ready instruments I
hacked, mostly out of one of the rpm gauges, but I've adapted the throttle
quadrent (jet-throttle-quadrant) to funstion for throttle, flaps and reheat.
All the gauge faces were based on an existing ffgfs instrument texture, so
there's no problem with copyright there. All the other bits that I've done
may be distributed under the same conditions as fgfs.
[ In support of the TSR2, SeaHawk and A-10 ]
I've set up some panels, based on the c310 vfr and mini panels. The
vfr panels have a lot of additional instruments on them but impose quite a
high frame-rate hit on my system. The mini panels also have some additional
instruments but seem to work without noticable penalty here. I've set these
panels as the defaults for these aircraft but I'm not sure it's a good idea
to have the vfr panels by default due to the performance hit. Using them as
default will should give some feedback though;)
To go with the new panels are a number of rough and ready instruments I
hacked, mostly out of one of the rpm gauges, but I've adapted the throttle
quadrent (jet-throttle-quadrant) to funstion for throttle, flaps and reheat.
All the gauge faces were based on an existing ffgfs instrument texture, so
there's no problem with copyright there. All the other bits that I've done
may be distributed under the same conditions as fgfs.
The other stuff isn't really an update but something I did for a bit of a
laugh. The idea ocurred to me after animating the folding wings on the
seahawk and seeing that the aileron and flap axis still worked...
Here're a couple of updates. Well, one's an update - the tsr2 and this now
has reasonable wing and hstab values. The roll rate was very high and I
figured that as it was going to be a hack anyway, due to the all moving
tailplanes, I just made them very ineffective and linked them top the
tailplanes in the model file. I think I may have over factored them a bit
too much but it's interesting watch them in chase view. If the autopilot
roll-out-deg is dropped to about two it'll start oscillating, and from behind
it looks like it's paddling:)
It adds a command line options to enable/disbale distance attenuation
using a property rather than using a #define inside the code. It also
adds a small change for systems that don't support the OpenGL extension,
so that the lights *do* fade away as they get furher away but they don't
get smaller in size.
you simply click with the left mouse button to advance to 'both';
after that, if you click again, the start engages until you let go of
the mouse button, at which point the knob snaps back to 'both'.
and crash on startup. The defaults tend to assume that load is borne in
proportion to the gear's distance from the c.g., but taildraggers are more
complicated. Increase the spring strength.
Updated FAQ ...
o Added a section for FG v0.9.0
o Added the UIUC FDM to the FDM qna (M. Selig)
o Updated combat qna (M. Selig)
o Fixed some typos (M. Selig)
o Fixed section number generation bug in XSLT
Here's a B52-H that I've done and it can be distributed under the same
conditions etc. as fgfs. It seems to fly ok but I'm sure it could do with a
bit of adjustment - perhaps Andy R. will have a look and give it a few tweaks.
It wouldn't need too much work to convert it to an -A model (different
engines, taller fin etc.) and then it could be teamed up with the X15 :)
I still can't get textures on the models but it occurred to me that if
someone could apply blank texture maps to the models I could then fill in the
blanks, as it were.
I also noticed that there don't appear to be models included for the F-104,
F-15 & F-16 and I think I could probably do some and animate them for fgfs if
they'd be useful.
Re the A10 - Andy said he'd had a look at it and made a few changes to fix a
few things that I'd done incorrectly and asked if I wanted to keep tinkering
with it or should he roll his changes into the fgfs cvs? I said to him that
I'd be happy to go with his changes as they'll be more realistic/accurate than
the stuff I've done.
I've certainly no problem with anyone doing anything with any of the stuff
I've done, so long as it's an improvement :)
Here's a B52-H that I've done and it can be distributed under the same
conditions etc. as fgfs. It seems to fly ok but I'm sure it could do with a
bit of adjustment - perhaps Andy R. will have a look and give it a few tweaks.
It wouldn't need too much work to convert it to an -A model (different
engines, taller fin etc.) and then it could be teamed up with the X15 :)
I still can't get textures on the models but it occurred to me that if
someone could apply blank texture maps to the models I could then fill in the
blanks, as it were.
I also noticed that there don't appear to be models included for the F-104,
F-15 & F-16 and I think I could probably do some and animate them for fgfs if
they'd be useful.
Re the A10 - Andy said he'd had a look at it and made a few changes to fix a
few things that I'd done incorrectly and asked if I wanted to keep tinkering
with it or should he roll his changes into the fgfs cvs? I said to him that
I'd be happy to go with his changes as they'll be more realistic/accurate than
the stuff I've done.
I've certainly no problem with anyone doing anything with any of the stuff
I've done, so long as it's an improvement :)