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Author SHA1 Message Date
ehofman
b607f3a135 Add David Culp's paraglider model 2003-07-12 13:17:57 +00:00
ehofman
cb58c64016 Use a common z-offset definiton for all external views 2003-07-12 13:10:56 +00:00
ehofman
d4520fd1e1 Add David Culp's SGS-126 sailplane model 2003-07-04 17:22:54 +00:00
ehofman
c300d98fc8 Use the right property 2003-06-28 21:46:15 +00:00
ehofman
4d4fef591b Melchior FRANZ:
These patches add a clock instrument, which allows to model failure ("serviceable") and to adjust the time independently of the system time (defaults to GMT). The main incentive is to make the p51d clock work and adjustable via the knob.

 o Offers a time string ("12:03:15") for the LCD or for LED
   clocks, or an empty string in case of failure/power off. The
   instrument assumes that digital clocks are battery buffered,
   so they will be updated even if there's nothing on the display.

 o Offers the number of seconds since midnight for analog
   clocks, like in the p51d. This number is not increased
   if !serviceable. So the clock will stand still and continue
   where it stopped when it's serviceable again.

I did not consider voltage yet, because the Mustang's clock will need a lot more current than the LCD clock. The instrument is updated 4 times per second but returns immediately if neither time nor offset changed. The function getGMTString() in fg_props.cxx could be removed after applying these patches.
2003-06-27 08:45:35 +00:00
ehofman
c9ab961f68 The current heading mark is severely off. The AP's HDG Lock doesn't fly in this direction. 2003-06-22 08:29:40 +00:00
ehofman
249fe3fccb Add Frederic Bouvier's A320 model 2003-06-22 08:22:17 +00:00
ehofman
c18a2b580a The reported breakage of the hsi was caused by wrong lower limits. 2003-06-22 08:14:32 +00:00
ehofman
ce753093a2 Melchior FRANZ:
I'm not sure if I connected adf and dme to the correct bus, but it's time that c310s have them working. There was a temporary workaround in c310-ifr-set.xml, but not for the c310-3d (= c310u3a-3d), the plain c310 and eventually others.
2003-06-22 08:11:55 +00:00
ehofman
54d29a4a4f Fix the marker control light 2003-06-22 08:08:49 +00:00
ehofman
e367da16d2 Fix the path 2003-06-22 08:07:13 +00:00
curt
88b3a553d4 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
mselig
f8dcdaf8ca Changes chase view to look in the direction of flight, not the heading 2003-06-08 22:50:34 +00:00
mselig
033afdd627 Changes chase view to look in the direction of flight, not the heading 2003-06-08 22:39:28 +00:00
ehofman
dd18220d95 David Culp:
For the base package I have some more files for the JSBSim airplanes.  All of the main configuration files now have a rudder aerosurface scale component, so that rudders can be animated.  This was not on my earlier models.  I also put fuel in the tanks, even though this seems not to work yet.

Also attached are the -set files for all the airplanes.  They now all specify  a fuel load.
2003-06-08 11:13:52 +00:00
jimw
201e4c953b Changed to standard config file layout. Also default first stage booster
on for p51d-yasim.
2003-06-04 21:53:09 +00:00
curt
9b1e230b87 Lee Elliott:
I've been messing with the yf23 some more.  I think it flies a bit better now
and has more reasonable auto-pilot take-off characteristics - just apply full
power and go, and it doesn't go into such a steep climb.

Out of curiosity, I've also taken the rudder control input and linked it to
the stabilators/elevators and ailerons.  Now, with some slick joystick
manipulation it's possible to fly it at about 30 deg off-axis in more or less
level flight (actually, with full 'rudder' input, it looks nearer to 40 deg
to me and you end up tracing a very long curve).

If no rudder input is used it flies 'normally'.

I'd like to be able to 'tune' it so that it's more stable while transitioning
but I'm not sure if that's going to be possible.  It's also high-lighted some
problems I'm having with my Sidewinder joystick - when I use the rudder
control, the engine No.2 throttle jumps to 50% unless auto-throttle is
engaged (this also happens with the b52 too), and there seems to be some
interaction between the different axis if all three (roll, pitch and rudder)
are changed at the same time - difficult to be sure on that one though.

I'll probably un-map the throttle control from the joystick as I tend to use
the keyboard for engine control anyway, especially for landing.
2003-06-04 17:54:08 +00:00
jimw
15921c254f Adjustments to translation offsets and added them to tower views. 2003-06-04 16:04:21 +00:00
jimw
e9e8022288 Fixed bug with field of view setting and adjusted pilot's eye location a very
tiny amount.
2003-06-04 15:30:46 +00:00
jimw
f2cf08fe2c gear volume setting for 747. 2003-06-04 14:45:04 +00:00
jimw
1d855479ab Adjusted view from 3d cockpit slightly. 2003-06-03 19:47:42 +00:00
mselig
e9cde09541 Adding ornithopter. This models Prof DeLaurier's C-GPTR Ornithoper found here http://www.ornithopter.net. 2003-06-03 07:15:22 +00:00
jimw
b19baee40b Converted ov10 3d model to ac3d format. Fixed glitches.
Labeled objects.  Animated props.
2003-06-03 01:18:51 +00:00
david
463fd28a5c Retrim for JSBSim fixes. 2003-06-02 20:29:09 +00:00
mselig
e97004b2a5 updates A4 2D/3D panel function 2003-05-29 16:37:13 +00:00
mselig
fd7f5eca61 adds mini panel to A4 2003-05-29 05:21:11 +00:00
curt
1b107b3530 Point vacamp.xml at new suction model. 2003-05-28 21:06:30 +00:00
curt
d7fc05e5ba Lee Elliott:
Here's a quick update to the yf23 fdm and auto-pilot settings.  It flies and
takes-off reasonably well - still haven't tried landing it yet;)  It can
still be a bit wobbly at times though and It's not very good at terrain
following either.

Taking off on auto-pilot is quite fun.  Set full flaps and CTRL-a (assuming
you're near sea level), hit F6 to make it go straight and apply power - about
50% until it rotates then apply full power.  Retract the gear as soon as it
gets off the ground and by the time you#ve done that, retract the flaps.
Quite entertaining from a tower view:)

It's not really an ideal a/c to model but apart from the aesthetics, which
appeal to me, I was curious about not having a rudder.

There's a new texture sheet too but it only makes the a/c a paler shade of
grey.
2003-05-28 15:11:22 +00:00
curt
323fce18f7 Lee Elliott:
I've attached an update for the yf23 and I think I've included all the right
files - the model is unchanged (I think I'll eventually paint it in an
imaginary NASA scheme, perhaps a bit like the HIDEC F-15, until I can get
some newer pictures and see what they've done with it) so I've not included
it again.

The fdm still needs quite a bit of work - it can be a bit twitchy and wobbly
at times, and the auto-pilot roll-out and smooth need tightening up, but it's
flyable.  Haven't tried landing it yet though;)
2003-05-28 15:09:30 +00:00
curt
4667e2f9f1 - Make hi-res c172s instrument knobs drawn conditionally.
- HSI GS needles shouldn't disappear when they hit their limits, only when
  there is no GS signal.
- Make vac/amp gauge driven by new minimalistic amp model.
- Update digital clock face color to look more "LCD-ish" based on a real
  C172-S cockpit photo.
- Add an OAT gauge to the old C172 2d panel.
2003-05-27 19:58:52 +00:00
curt
053610a636 Configure to omit instrument knobs by default. 2003-05-27 19:54:04 +00:00
mselig
a6e1f0f3dc removes mini panel 2003-05-24 04:00:22 +00:00
jimw
3857d9ce4f Added default fuel level config 2003-05-23 01:44:31 +00:00
mselig
1f89fcfab5 UIUC A4 model added. See Aircraft/UIUC/a4-v1-nl/README.a4.html for details. 2003-05-22 14:21:21 +00:00
jimw
5c4d69f648 Added hackish binding for booster to allow for two stages of pressure.
Added electrical system so that turn indicator works (real P-51D has
vacuum powered turn indicator).
2003-05-22 13:50:26 +00:00
ehofman
d6b41a3e3b Add David Culp's North American OV-10A Bronco and T-6A Texan II aircraft 2003-05-22 10:05:44 +00:00
jimw
8c9d1b4ca7 Added target offset to view[4] 2003-05-20 16:41:32 +00:00
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