1
0
Fork 0
fgdata/Aircraft/c172p/Nasal/physics.nas
Stuart Buchanan f44db83b25 Merge of the c172p-detailed
From https://github.com/Juanvvc/c172p-detailed/ release/2016.1
commit 3f33b88bb015a8ee685ab3178932d16d6e072410

A big Thank-You to the c172p-detailed team for their ongoing work.
2016-02-10 21:32:19 +00:00

108 lines
3.5 KiB
Text

var reset_all_damage = func
{
setprop("/engines/active-engine/crash-engine", 0);
setprop("/engines/active-engine/kill-engine", 0);
# Landing gear
setprop("/fdm/jsbsim/gear/unit[0]/broken", 0);
setprop("/fdm/jsbsim/gear/unit[1]/broken", 0);
setprop("/fdm/jsbsim/gear/unit[2]/broken", 0);
# Wings
setprop("/fdm/jsbsim/wing-damage/left-wing", 0);
setprop("/fdm/jsbsim/wing-damage/right-wing", 0);
# Collapsed wings
setprop("/fdm/jsbsim/crash", 0);
# Pontoons
setprop("/fdm/jsbsim/pontoon-damage/left-pontoon", 0);
setprop("/fdm/jsbsim/pontoon-damage/right-pontoon", 0);
}
var repair_damage = func {
set_bushkit(getprop("/fdm/jsbsim/bushkit"));
};
var killengine = func
{
if (getprop("/fdm/jsbsim/settings/damage"))
setprop("/engines/active-engine/crash-engine", 1);
}
# Check if on water
var poll_surface = func
{
var engine_rpm = getprop("fdm/jsbsim/propulsion/engine/engine-rpm");
var hydro_active_norm = getprop("/fdm/jsbsim/hydro/active-norm");
var ground_splash_norm = getprop("/environment/aircraft-effects/ground-splash-norm");
# Use engine RPM and speed to control ground splash if on the water
# and below 2 meter AGL
if (getprop("position/altitude-agl-m") < 2 and hydro_active_norm > 0) {
var groundspeed_half_pc = 0.005 * getprop("velocities/groundspeed-kt");
var engine_rpm_almost_nothing = 0.005 * 0.065 * engine_rpm;
var splash_norm = std.max(engine_rpm_almost_nothing, groundspeed_half_pc);
setprop("/environment/aircraft-effects/ground-splash-norm", splash_norm);
}
elsif (ground_splash_norm > 0)
setprop("/environment/aircraft-effects/ground-splash-norm", ground_splash_norm - 0.005);
}
# Duration in which no damage will occur. Assumes the aircraft has
# stabilized within this duration.
var bushkit_change_timeout = 3.0;
var physics_loop = func
{
if (getprop("/sim/freeze/replay-state")) {
return;
}
if (getprop("/fdm/jsbsim/bushkit") == 3 or getprop("/fdm/jsbsim/bushkit") == 4)
poll_surface();
if (getprop("/fdm/jsbsim/contact/unit[9]/WOW") or getprop("/fdm/jsbsim/contact/unit[10]/WOW"))
killengine();
}
var set_bushkit = func (bushkit) {
setprop("/fdm/jsbsim/damage/repairing", 1);
reset_all_damage();
bushkit_changed_timer.restart(bushkit_change_timeout);
};
# This timer object is used to enable damage again a short time after
# changing to the last bush kit option.
var bushkit_changed_timer = maketimer(bushkit_change_timeout, func {
setprop("/fdm/jsbsim/damage/repairing", 0);
});
bushkit_changed_timer.singleShot = 1;
setlistener("/sim/signals/fdm-initialized", func {
# Update the 3D model when changing bush kit
setlistener("/fdm/jsbsim/bushkit", func (n) {
set_bushkit(n.getValue());
}, 1, 0);
setlistener("/fdm/jsbsim/crash", func (n) {
if (n.getBoolValue() and getprop("position/altitude-agl-m") < 10) {
killengine();
}
}, 0, 0);
setlistener("/fdm/jsbsim/wing-damage/left-wing", func (n) {
var damage = n.getValue();
var altitude = getprop("position/altitude-agl-m");
if (damage < 1.0 and damage > 0.0 and altitude < 10.0)
killengine();
}, 0, 0);
setlistener("/fdm/jsbsim/wing-damage/right-wing", func (n) {
var damage = n.getValue();
var altitude = getprop("position/altitude-agl-m");
if (damage < 1.0 and damage > 0.0 and altitude < 10.0)
killengine();
}, 0, 0);
});