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 :)
I've taken the liberty of attaching a .tar.gz file containing a .3ds model of
a BAC-TSR2, a yasim config file based on the correct figures (where I could
find them) and the -set.xml and model.xml files to fly it.
I'm primarily a 3d'er and originally did the TSR2 for a picture I'm working
on but when I got fgfs running (Debian Linux) I couldn't resist loading it in
and trying to get it to fly. The model was created in Realsoft3D and
exported as .3ds.
I've been able to tag the various sub-objects, to animate them but the export
process appears to 'flatten' any object hierarchy I set up and I'm guessing
this is necessary for sequential animations - I couldn't set up the correct
sequential rotations to properly bring the main u/c in. Also, in real life,
there are several other u/c doors that should open and close in sequence to
get the gear in and apparently the sequence was quite complex.
On the ground though, it is as shown (so I didn't need to model the extra
doors for my picture anyway;)
It could do with some airbrakes too, both for the model and for the fdm. As
with the extra u/c doors, I didn't need them for the picture and they haven't
been modelled.
As well as not being able to preserve object hierarchies when I export from
Realsoft3D's native object format to .3ds, I'm not able to preserve textures
or colour-mapping either, so the aircraft appears all white.
Hopefully, someone might like to add the extra doors and airbrakes, which
shouldn't be too difficult, and put some texturing on it - mostly white
anyway, for the prototypes, or a contemporary RAF scheme if someone wants to
pretend that it entered service.
The yasim fdm model, as said, cannot be regarded as accurate. However, while
it is based on the specs for the real aircraft, where I could find them, the
measurments are probably only accurate to about 1 metre. That's assuming I
was measuring the right things in the first place;) Other bits that I wasn't
sure about i.e. flaps, ailerons etc. have been hacked out of the a4 or the
747.
It could do with some 'refinment' by people who know what they're doing, but
it seems to fly about right, or rather, as I'd imagine:) (me want a
forward-looking ski-toe terrain avoidance radar:)
Anyway, I'm happy for the whole lot to be released under the same licence and
conditions as the rest of the fgfs stuff, either as a part of fgfs or by
anyone else who will also follow those same licence and condition terms.
I've also got a reasonable yasim b52 flying but no moveable bits on the model
yet, a vulcan with a similar simple 3d model using a grossly hacked c310
jbsim fdm (right numbers where I could find them but powered by a couple of
XLRs) and a Saunders-Roe SR45 Princess flying boat model and yasim fdm (can't
get it into the air with propellors but substituting equivilent jets (2.5x
factor) got it flying. I've started on a EE/BAC Lighting FMk6 model but I'll
probably be doing a Fairchild A-10 and an Antonov An-225 first.
I figure this is the best way I can contribute to the fgfs project, and l'd
like to be able to offer something.
Make the plane much sloppier at high alpha and/or with the flaps
extended. In slow flight, there's much more lateral instability now,
and adverse yaw is more obvious at the start of a turn using only
ailerons.
Added a --runway= option which can be used in conjunction with the --airport=
option to specify a starting airport + specific runway. If you don't specify
a runway, you get the one that's closest to your specified (or default)
heading.
there was only the addition of the 5th view discussed, and a developer noted
that the Lookfrom Tower view was useful for multi-aircraft development. So
this patch preserves the new 5th view, returns the Lookfrom Tower and removes
the second Lookat Tower. One is enough for now IMHO, but still open for
discussion of course.
-- Jim