c70491368a
is the same "wrong sign" issue that affected the wing location). Adjust the ballast accordingly. Tune the surfaces a little bit. Also adjust the location of the tail wheel, presumably to get the on-ground orientation right. |
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.. | ||
747.xml | ||
a4.xml | ||
c172.xml | ||
c310.xml | ||
dc3.xml | ||
harrier.xml | ||
j3cub.xml | ||
README.j3cub | ||
README.yasim |
Coordinate system notes: All positions specified are in meters (which is weird, since all other units in the file are English). The X axis points forward, Y is left, and Z is up. Take your right hand, and hold it like a gun. Your first and second fingers are the X and Y axes, and your upwards-pointing thumb is the Z. This is slightly different from the coordinate system used by JSBSim. Sorry. The origin can be placed anywhere, so long as you are consistent. I use the nose of the aircraft. XML Tags -------- airplane: The top-level tag for the file. It contains only one attribute: mass: The empty (no fuel) weight, in pounds. approach: The approach parameters for the aircraft. The solver will generate an aircraft that matches these settings. The tag can (and should) contain <control> tags indicating pilot input settings, such as flaps and throttle, for the approach. speed: The approach airspeed, in knots TAS. aoa: The approach angle of attack, in degrees cruise: The cruise speed and altitude for the solver to match. As above, this should contain <control> tags indicating aircraft configuration. Especially, make sure the engines are generating enough thrust at cruise! speed: The cruise speed, in knots TAS. alt: The cruise altitude, in feet MSL. cockpit: The location of the cockpit (pilot eyepoint). x,y,z: eyepoint location (see coordinates note) fuselage: This defines a tubelike structure. It will be given an even mass and aerodynamic force distribution by the solver. You can have as many as you like, in any orientation you please. ax,ay,az: One end of the tube (typically the front) bx,by,bz: The other ("back") end. width: The width of the tube, in meters. wing: This defines the main wing of the aircraft. You can have only one (but see below about using vstab objects for extra lifting surfaces). The wing should have a <stall> subtag to indicate stall behavior, control surface subtags (flap0, flap1, spoiler, slat) to indicate what and where the control surfaces are, and <control> subtags to map user input properties to the control surfaces. x,y,z: The "base" of the wing, specified as the location of the mid-chord (not leading edge, trailing edge, or aerodynamic center) point at the root of the LEFT (!) wing. length: The length from the base of the wing to the midchord point at the tip. Note that this is not the same thing as span. chord: The chord of the wing at its base, along the X axis (not normal to the leading edge, as it is sometimes defined). taper: The taper fraction, expressed as the tip chord divided by the root chord. A taper of one is a hershey bar wing, and zero would be a wing ending at a point. Defaults to one. sweep: The sweep angle of the wing, in degrees. Zero is no sweep, positive angles are swept back. Defaults to zero. dihedral: The dihedral angle of the wing. Positive angles are upward dihedral. Defaults to zero. hstab: These defines the horizontal stabilizer of the aircraft. Internally, it is just awing objects and therefore work the same in XML. You are allowed only one hstab object; the solver needs to know which wing's incidence to play with to get the aircraft trimmed correctly. vstab: A "vertical" stabilizer. Like hstab, this is just another wing, with a few special properties. The surface is not "mirrored" as are wing and hstab objects. If you define a left wing only, you'll only get a left wing. The default dihedral, if unspecified, is 90 degrees instead of zero. But all parameters are equally settable, so there's no requirement that this object be "vertical" at all. You can use it for anything you like, such as extra wings for biplanes. Most importantly, these surfaces are not involved with the solver computation, so you can have none, or as many as you like. stall: A subtag of a wing (or hstab/vstab) that specifies the stall behavior. aoa: The stall angle (maximum lift) in degrees. width: The "width" of the stall, in degrees. A high value indicates a gentle stall. Low values are viscious. peak: The height of the lift peak, relative to the post-stall secondary lift peak at 45 degrees. Defaults to 1.5. This one is deep voodoo, and probably doesn't need to change much. Bug me for an explanation if you're curious. flap0, flap1, slat, spoiler: These are subtags of wing/hstab/vstab objects, and specify the location and effectiveness of the control surfaces. start: The positition along the wing where the control surface begins. Zero is the root, one is the tip. end: The position where the surface ends, as above. lift: The lift multiplier for a flap or slat at full extension. One is a no-op, a typical aileron might be 1.2 or so, a giant jetliner flap 2.0, and a spoiler 0.0. For spoilers, the interpretation is a little different -- they spoil only "prestall" lift. Lift due purely to "flat plate" effects isn't affected. For typical wings that stall at low AoA's essentially all lift is pre-stall and you don't have to care. Jet fighters tend not to have wing spoilers, for exactly this reason. This value is not applicable to slats, which affect stall AoA only. drag: The drag multiplier, as above. Typically should be higher than the lift multiplier for flaps. aoa: Applicable only to slats. This indicates the angle by which the stall AoA is translated by the slat extension. jet: A turbojet/fan engine. Really cheezy right now, so there's not much to set. It accepts a <control> subtag to map a property to its throttle setting, and an <actionpt> subtag to place the action point of the thrust at a different position than the mass of the engine. x,y,z: The location of the engine, as a point mass. If no actionpt is specified, this will also be the point of application of thrust. mass: The mass of the engine, in pounds. thrust: The maximum sea-level thrust, in pounds. propeller: A propeller connected to a non-turbocharged piston engine The engine model is evolving, this tag is likely to change radically in the future. x,y,z: The position of the mass (!) of the engine/propeller combination. If the point of force application is different (and it will be) it should be set with an <actionpt> subtag. mass: The mass of the engine/propeller, in pounds. moment: The moment, in kg-meters. This has to be hand calculated and guessed at for now. A more automated system will be forthcoming. radius: The radius, in meters, or the propeller. cruise-speed: The max efficiency cruise speed of the propeller. Generally not the same as the aircraft's cruise speed. cruise-rpm: The RPM of the propeller at max-eff. cruise. alt: The cruise altitude. takeoff-power: The takeoff power required by the propeller... takeoff-rpm: ...at the given takeoff RPM. actionpt: Defines an "action point" for an enclosing jet or propeller tag. This is the location where the force from the thruster will be applied. x,y,z: The location of force application. gear: Defines a landing gear. Accepts <control> subtags to map properties to steering and braking. x,y,z: The location of the fully-extended gear tip. compression: The distance along the Z axis that the gear will compress. Compression along other vectors is supported internally, but not in the XML parser. Bug me if you wantthis added. sfric: Static (non-skidding) coefficient of friction. Defaults to 0.8. dfric: Dynamic friction. Defaults to 0.7. retract-time: The time, in seconds, that the gear takes to fully retract or extend. Defaults to zero, which indicates a non-retractable gear. tank: A fuel tank. Tanks in the aircraft are identified numerically (starting from zero), in the order they are defined in the file. If the left tank is first, "tank[0]" will be the left tank. x,y,z: The location of the tank. capacity: The maximum contents of the tank, in pounds. Not gallons -- YASim supports fuels of varying densities. jet: A boolean. If present, this causes the fuel density to be treated as Jet-A. Otherwise, gasoline density is used. A more elaborate density setting (in pounds per gallon, for example) would be easy to implement. Bug me. ballast: This is a mechanism for modifying the mass distribution of the aircraft. A ballast setting specifies that a particular amount of the empty weight of the aircraft must be placed at a given location. The remaining non-ballast weight will be distributed "intelligently" across the fuselage and wing objects. Note again: this does NOT change the empty weight of the aircraft. x,y,z: The location of the ballast. mass: How much mass, in pounds, to put there. Note that this value can be negative. I find that I often need to "lighten" the tail of the aircraft. weight: This is an added weight, something not part of the empty weight of the aircraft, like passengers, cargo, or external stores. The actual value of the mass is not specified here, instead, a mapping to a propery is used. This allows external code, such as the panel, to control the weight (loading a given cargo configuration from preference files, dropping bombs at runtime, etc...) x,y,z: The location of the weight. mass-prop: The name of the fgfs property containing the mass, in pounds, of this weight. size: The aerodynamic "size", in meters, of the object. This is important for external stores, which will cause drag. For reasonably aerodynamic stuff like bombs, the size should be roughly the width of the object. For other stuff, you're on your own. The default is zero, which results in no aerodynamic force (internal cargo). control: This tag, which can appear in two different contexts, manages a mapping from fgfs properties (user input) to settable values on the aircraft's objects. Note that the value to be set MUST (!) be valid on the given object type. This is not checked for by the parser, and will cause a runtime crash if you try it. Wing's don't have throttle controls, etc... Note that multiple axes may be set on the same value. They are summed before setting. One serious shortcoming of the current implementation is that there is no provision for modifying the values read from properties. There needs to be a way to scale, translate and truncate the values. On its way, I promise. axis: The name of the double-valued fgfs property "axis" to use as input, such as "/controls/aileron". output: Which property to set on the objects. It can have the following values: THROTTLE - The throttle on a jet or propeller. MIXTURE - The mixture on a propeller. REHEAT - The afterburner on a jet (unimpl.). PROP - The propeller advance (unimpl.) BRAKE - The brake on a gear. STEER - The steering angle on a gear. INCIDENCE - The incidence angle of a wing. FLAP0 - The flap0 deflection of a wing. FLAP1 - The flap1 deflection of a wing. SLAT - The slat extension of a wing. SPOILER - The spoiler extension for a wing. invert: Negate the value of the property before setting on the object. split: Applicable to wing control surfaces. Sets the normal value on the left wing, and a negated value on the right wing. square: Squares the value before setting. Useful for controls like steering that need a wide range, yet lots of sensitiviy in the center. Obviously only applicable to values that have a range of [-1:1] or [0:1]. A control tag can also appear inside of an <approach> or <cruise> tag. Here, it specifies a particular value of an axis mapping that should be true under the given conditions. At cruise, the throttle is generally at a high setting, the flaps and slats are up During approach the flaps and slats are down, etc... axis: As above, the name of the input property. value: A floating point number that the property is expected to hold.