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flightgear/src/AIModel/AIAircraft.cxx

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// FGAIAircraft - FGAIBase-derived class creates an AI airplane
//
// Written by David Culp, started October 2003.
//
// Copyright (C) 2003 David P. Culp - davidculp2@comcast.net
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/math/point3d.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
#include <string>
#include <math.h>
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#include <time.h>
SG_USING_STD(string);
#include "AIAircraft.hxx"
//
// accel, decel, climb_rate, descent_rate, takeoff_speed, climb_speed,
// cruise_speed, descent_speed, land_speed
//
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const FGAIAircraft::PERF_STRUCT FGAIAircraft::settings[] = {
// light aircraft
{2.0, 2.0, 450.0, 1000.0, 70.0, 80.0, 100.0, 80.0, 60.0},
// ww2_fighter
{4.0, 2.0, 3000.0, 1500.0, 110.0, 180.0, 250.0, 200.0, 100.0},
// jet_transport
{5.0, 2.0, 3000.0, 1500.0, 140.0, 300.0, 430.0, 300.0, 130.0},
// jet_fighter
David Culp: Here's some additions to AI that allow refueling from an AI tanker (the actual onload of fuel must be handled by the user's FDM of course, this just lets the FDM know that the user is in position to refuel). I've added a new class of AIAircraft called "tanker". It uses the same performance struct as a jet transport. An AI tanker is just like an AI jet transport, except it uses the already-existing radar data to control the boolean property systems/refuel/contact. The code change was minimal. An AI tanker can be created like this: <entry> <callsign>Esso 1</callsign> <type>aircraft</type> <class>tanker</class> <model>Aircraft/737/Models/boeing733.xml</model> <latitude>37.61633</latitude> <longitude>-122.38334</longitude> <altitude>3000</altitude> <heading>020</heading> <speed>280</speed> <roll>-15</roll> </entry> This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the user gets within refueling range (contact position) then the property systems/refuel/contact will be true. Otherwise it is false. The dimensions of the refueling envelope are pretty rough right now, but still usable. The user must be behind the tanker (ie. radar y_offset > 0). The user must be at or below the tanker's altitude (ie. radar elevation > 0). The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar range_ft < 250). This last requirement is loose because the radar data is only updated every 100 ms, which is accurate enough for radar use, but which is sloppy for air refueling. This could be tightened up by increasing the radar update rate to once every sim cycle. I'm going to add a light to the T-38 instrument panel that will monitor the property systems/refuel/contact. This will make it easier to explore the boundaries of the refueling envelope.
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{7.0, 3.0, 4000.0, 2000.0, 150.0, 350.0, 500.0, 350.0, 150.0},
// tanker
{5.0, 2.0, 3000.0, 1500.0, 140.0, 300.0, 430.0, 300.0, 130.0}
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};
FGAIAircraft::FGAIAircraft(FGAIManager* mgr, FGAISchedule *ref) {
trafficRef = ref;
David Culp: Here's a new batch of AI code which includes a working radar instrument. I put the radar calculations into the existing AIAircraft class. It was easier that way, and it can always be migrated out later if we have to. Every tenth sim cycle the AIManager makes a copy of the current user state information. When the AIAircraft updates it uses this information to calculate the radar numbers. It calculates: 1) bearing from user to target 2) range to target in nautical miles 3) "horizontal offset" to target. This is the angle from the nose to the target, in degrees, from -180 to 180. This will be useful later for a HUD. 4) elevation, in degrees (vertical angle from user's position to target position) 5) vertical offset, in degrees (this is elevation corrected for user's pitch) 6) rdot (range rate in knots, note: not working yet, so I commented it out) and three items used by the radar instrument to place the "blip" 7) y_shift, in nautical miles 8) x_shift, in nautical miles 9) rotation, in degrees The radar instrument uses the above three items, and applies a scale factor to the x-shift and y-shift in order to match the instrument's scale. Changing the display scale can be done entirely in the XML code for the instrument. Right now it's set up only to display a 40 mile scale. The radar is an AWACS view, which is not very realistic, but it is useful and demonstrates the technology. With just a little more work I can get a HUD marker. All I need to do there is make a bank angle adjustment to the current values.
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manager = mgr;
_type_str = "aircraft";
_otype = otAircraft;
fp = 0;
dt_count = 0;
use_perf_vs = true;
David Culp: Here's some additions to AI that allow refueling from an AI tanker (the actual onload of fuel must be handled by the user's FDM of course, this just lets the FDM know that the user is in position to refuel). I've added a new class of AIAircraft called "tanker". It uses the same performance struct as a jet transport. An AI tanker is just like an AI jet transport, except it uses the already-existing radar data to control the boolean property systems/refuel/contact. The code change was minimal. An AI tanker can be created like this: <entry> <callsign>Esso 1</callsign> <type>aircraft</type> <class>tanker</class> <model>Aircraft/737/Models/boeing733.xml</model> <latitude>37.61633</latitude> <longitude>-122.38334</longitude> <altitude>3000</altitude> <heading>020</heading> <speed>280</speed> <roll>-15</roll> </entry> This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the user gets within refueling range (contact position) then the property systems/refuel/contact will be true. Otherwise it is false. The dimensions of the refueling envelope are pretty rough right now, but still usable. The user must be behind the tanker (ie. radar y_offset > 0). The user must be at or below the tanker's altitude (ie. radar elevation > 0). The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar range_ft < 250). This last requirement is loose because the radar data is only updated every 100 ms, which is accurate enough for radar use, but which is sloppy for air refueling. This could be tightened up by increasing the radar update rate to once every sim cycle. I'm going to add a light to the T-38 instrument panel that will monitor the property systems/refuel/contact. This will make it easier to explore the boundaries of the refueling envelope.
2004-06-06 08:50:17 +00:00
isTanker = false;
// set heading and altitude locks
hdg_lock = false;
alt_lock = false;
}
FGAIAircraft::~FGAIAircraft() {
}
bool FGAIAircraft::init() {
David Culp: Here's some additions to AI that allow refueling from an AI tanker (the actual onload of fuel must be handled by the user's FDM of course, this just lets the FDM know that the user is in position to refuel). I've added a new class of AIAircraft called "tanker". It uses the same performance struct as a jet transport. An AI tanker is just like an AI jet transport, except it uses the already-existing radar data to control the boolean property systems/refuel/contact. The code change was minimal. An AI tanker can be created like this: <entry> <callsign>Esso 1</callsign> <type>aircraft</type> <class>tanker</class> <model>Aircraft/737/Models/boeing733.xml</model> <latitude>37.61633</latitude> <longitude>-122.38334</longitude> <altitude>3000</altitude> <heading>020</heading> <speed>280</speed> <roll>-15</roll> </entry> This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the user gets within refueling range (contact position) then the property systems/refuel/contact will be true. Otherwise it is false. The dimensions of the refueling envelope are pretty rough right now, but still usable. The user must be behind the tanker (ie. radar y_offset > 0). The user must be at or below the tanker's altitude (ie. radar elevation > 0). The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar range_ft < 250). This last requirement is loose because the radar data is only updated every 100 ms, which is accurate enough for radar use, but which is sloppy for air refueling. This could be tightened up by increasing the radar update rate to once every sim cycle. I'm going to add a light to the T-38 instrument panel that will monitor the property systems/refuel/contact. This will make it easier to explore the boundaries of the refueling envelope.
2004-06-06 08:50:17 +00:00
refuel_node = fgGetNode("systems/refuel/contact", true);
return FGAIBase::init();
}
void FGAIAircraft::bind() {
FGAIBase::bind();
props->tie("controls/gear/gear-down",
SGRawValueMethods<FGAIAircraft,bool>(*this,
&FGAIAircraft::_getGearDown));
#if 0
props->getNode("controls/lighting/landing-lights", true)
->alias("controls/gear/gear-down");
#endif
}
void FGAIAircraft::unbind() {
FGAIBase::unbind();
props->untie("controls/gear/gear-down");
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#if 0
props->getNode("controls/lighting/landing-lights")->unalias();
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#endif
}
void FGAIAircraft::update(double dt) {
FGAIBase::update(dt);
Run(dt);
Transform();
}
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void FGAIAircraft::SetPerformance(const PERF_STRUCT *ps) {
performance = ps;
}
void FGAIAircraft::Run(double dt) {
FGAIAircraft::dt = dt;
if (fp)
{
ProcessFlightPlan(dt);
time_t now = time(NULL) + fgGetLong("/sim/time/warp");
if (now < fp->getStartTime())
return;
//ProcessFlightPlan(dt);
}
double turn_radius_ft;
double turn_circum_ft;
double speed_north_deg_sec;
double speed_east_deg_sec;
double dist_covered_ft;
double alpha;
// adjust speed
double speed_diff = tgt_speed - speed;
if (fabs(speed_diff) > 0.2) {
2003-12-21 13:42:01 +00:00
if (speed_diff > 0.0) speed += performance->accel * dt;
if (speed_diff < 0.0) {
if (!no_roll) {
speed -= performance->decel * dt * 3;
} else {
speed -= performance->decel * dt;
}
}
}
// convert speed to degrees per second
speed_north_deg_sec = cos( hdg / SG_RADIANS_TO_DEGREES )
* speed * 1.686 / ft_per_deg_lat;
speed_east_deg_sec = sin( hdg / SG_RADIANS_TO_DEGREES )
* speed * 1.686 / ft_per_deg_lon;
// set new position
pos.setlat( pos.lat() + speed_north_deg_sec * dt);
pos.setlon( pos.lon() + speed_east_deg_sec * dt);
// adjust heading based on current bank angle
if (roll != 0.0) {
turn_radius_ft = 0.088362 * speed * speed
/ tan( fabs(roll) / SG_RADIANS_TO_DEGREES );
turn_circum_ft = SGD_2PI * turn_radius_ft;
dist_covered_ft = speed * 1.686 * dt;
alpha = dist_covered_ft / turn_circum_ft * 360.0;
hdg += alpha * sign( roll );
if ( hdg > 360.0 ) hdg -= 360.0;
if ( hdg < 0.0) hdg += 360.0;
}
// adjust target bank angle if heading lock engaged
if (hdg_lock) {
double bank_sense = 0.0;
double diff = fabs(hdg - tgt_heading);
if (diff > 180) diff = fabs(diff - 360);
double sum = hdg + diff;
if (sum > 360.0) sum -= 360.0;
if (fabs(sum - tgt_heading) < 1.0) {
bank_sense = 1.0; // right turn
} else {
bank_sense = -1.0; // left turn
}
if (diff < 30) {
tgt_roll = diff * bank_sense;
} else {
tgt_roll = 30.0 * bank_sense;
}
}
// adjust bank angle, use 9 degrees per second
double bank_diff = tgt_roll - roll;
if (fabs(bank_diff) > 0.2) {
if (bank_diff > 0.0) roll += 9.0 * dt;
if (bank_diff < 0.0) roll -= 9.0 * dt;
}
// adjust altitude (meters) based on current vertical speed (fpm)
altitude += vs / 60.0 * dt;
pos.setelev(altitude * SG_FEET_TO_METER);
double altitude_ft = altitude;
// find target vertical speed if altitude lock engaged
if (alt_lock && use_perf_vs) {
if (altitude_ft < tgt_altitude) {
tgt_vs = tgt_altitude - altitude_ft;
if (tgt_vs > performance->climb_rate)
tgt_vs = performance->climb_rate;
} else {
tgt_vs = tgt_altitude - altitude_ft;
if (tgt_vs < (-performance->descent_rate))
tgt_vs = -performance->descent_rate;
}
}
if (alt_lock && !use_perf_vs) {
double max_vs = 4*(tgt_altitude - altitude);
double min_vs = 100;
if (tgt_altitude < altitude) min_vs = -100.0;
if ((fabs(tgt_altitude - altitude) < 1500.0) &&
(fabs(max_vs) < fabs(tgt_vs))) tgt_vs = max_vs;
if (fabs(tgt_vs) < fabs(min_vs)) tgt_vs = min_vs;
}
// adjust vertical speed
double vs_diff = tgt_vs - vs;
if (fabs(vs_diff) > 10.0) {
if (vs_diff > 0.0) {
vs += 900.0 * dt;
if (vs > tgt_vs) vs = tgt_vs;
} else {
vs -= 400.0 * dt;
if (vs < tgt_vs) vs = tgt_vs;
}
}
// match pitch angle to vertical speed
if (vs > 0){
pitch = vs * 0.005;
} else {
pitch = vs * 0.002;
}
David Culp: Here's a new batch of AI code which includes a working radar instrument. I put the radar calculations into the existing AIAircraft class. It was easier that way, and it can always be migrated out later if we have to. Every tenth sim cycle the AIManager makes a copy of the current user state information. When the AIAircraft updates it uses this information to calculate the radar numbers. It calculates: 1) bearing from user to target 2) range to target in nautical miles 3) "horizontal offset" to target. This is the angle from the nose to the target, in degrees, from -180 to 180. This will be useful later for a HUD. 4) elevation, in degrees (vertical angle from user's position to target position) 5) vertical offset, in degrees (this is elevation corrected for user's pitch) 6) rdot (range rate in knots, note: not working yet, so I commented it out) and three items used by the radar instrument to place the "blip" 7) y_shift, in nautical miles 8) x_shift, in nautical miles 9) rotation, in degrees The radar instrument uses the above three items, and applies a scale factor to the x-shift and y-shift in order to match the instrument's scale. Changing the display scale can be done entirely in the XML code for the instrument. Right now it's set up only to display a 40 mile scale. The radar is an AWACS view, which is not very realistic, but it is useful and demonstrates the technology. With just a little more work I can get a HUD marker. All I need to do there is make a bank angle adjustment to the current values.
2004-02-27 10:20:17 +00:00
//###########################//
// do calculations for radar //
//###########################//
double range_ft2 = UpdateRadar(manager);
David Culp: Here's a new batch of AI code which includes a working radar instrument. I put the radar calculations into the existing AIAircraft class. It was easier that way, and it can always be migrated out later if we have to. Every tenth sim cycle the AIManager makes a copy of the current user state information. When the AIAircraft updates it uses this information to calculate the radar numbers. It calculates: 1) bearing from user to target 2) range to target in nautical miles 3) "horizontal offset" to target. This is the angle from the nose to the target, in degrees, from -180 to 180. This will be useful later for a HUD. 4) elevation, in degrees (vertical angle from user's position to target position) 5) vertical offset, in degrees (this is elevation corrected for user's pitch) 6) rdot (range rate in knots, note: not working yet, so I commented it out) and three items used by the radar instrument to place the "blip" 7) y_shift, in nautical miles 8) x_shift, in nautical miles 9) rotation, in degrees The radar instrument uses the above three items, and applies a scale factor to the x-shift and y-shift in order to match the instrument's scale. Changing the display scale can be done entirely in the XML code for the instrument. Right now it's set up only to display a 40 mile scale. The radar is an AWACS view, which is not very realistic, but it is useful and demonstrates the technology. With just a little more work I can get a HUD marker. All I need to do there is make a bank angle adjustment to the current values.
2004-02-27 10:20:17 +00:00
David Culp: Here's some additions to AI that allow refueling from an AI tanker (the actual onload of fuel must be handled by the user's FDM of course, this just lets the FDM know that the user is in position to refuel). I've added a new class of AIAircraft called "tanker". It uses the same performance struct as a jet transport. An AI tanker is just like an AI jet transport, except it uses the already-existing radar data to control the boolean property systems/refuel/contact. The code change was minimal. An AI tanker can be created like this: <entry> <callsign>Esso 1</callsign> <type>aircraft</type> <class>tanker</class> <model>Aircraft/737/Models/boeing733.xml</model> <latitude>37.61633</latitude> <longitude>-122.38334</longitude> <altitude>3000</altitude> <heading>020</heading> <speed>280</speed> <roll>-15</roll> </entry> This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the user gets within refueling range (contact position) then the property systems/refuel/contact will be true. Otherwise it is false. The dimensions of the refueling envelope are pretty rough right now, but still usable. The user must be behind the tanker (ie. radar y_offset > 0). The user must be at or below the tanker's altitude (ie. radar elevation > 0). The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar range_ft < 250). This last requirement is loose because the radar data is only updated every 100 ms, which is accurate enough for radar use, but which is sloppy for air refueling. This could be tightened up by increasing the radar update rate to once every sim cycle. I'm going to add a light to the T-38 instrument panel that will monitor the property systems/refuel/contact. This will make it easier to explore the boundaries of the refueling envelope.
2004-06-06 08:50:17 +00:00
//************************************//
// Tanker code //
//************************************//
if ( isTanker) {
if ( (range_ft2 < 250.0 * 250.0) &&
David Culp: Here's some additions to AI that allow refueling from an AI tanker (the actual onload of fuel must be handled by the user's FDM of course, this just lets the FDM know that the user is in position to refuel). I've added a new class of AIAircraft called "tanker". It uses the same performance struct as a jet transport. An AI tanker is just like an AI jet transport, except it uses the already-existing radar data to control the boolean property systems/refuel/contact. The code change was minimal. An AI tanker can be created like this: <entry> <callsign>Esso 1</callsign> <type>aircraft</type> <class>tanker</class> <model>Aircraft/737/Models/boeing733.xml</model> <latitude>37.61633</latitude> <longitude>-122.38334</longitude> <altitude>3000</altitude> <heading>020</heading> <speed>280</speed> <roll>-15</roll> </entry> This puts a tanker over KSFO at 3000 feet, in a left-hand orbit. When the user gets within refueling range (contact position) then the property systems/refuel/contact will be true. Otherwise it is false. The dimensions of the refueling envelope are pretty rough right now, but still usable. The user must be behind the tanker (ie. radar y_offset > 0). The user must be at or below the tanker's altitude (ie. radar elevation > 0). The user's lat/lon must be within 250 feet of the tanker's lat/lon (ie. radar range_ft < 250). This last requirement is loose because the radar data is only updated every 100 ms, which is accurate enough for radar use, but which is sloppy for air refueling. This could be tightened up by increasing the radar update rate to once every sim cycle. I'm going to add a light to the T-38 instrument panel that will monitor the property systems/refuel/contact. This will make it easier to explore the boundaries of the refueling envelope.
2004-06-06 08:50:17 +00:00
(y_shift > 0.0) &&
(elevation > 0.0) ) {
refuel_node->setBoolValue(true);
} else {
refuel_node->setBoolValue(false);
}
}
}
void FGAIAircraft::AccelTo(double speed) {
tgt_speed = speed;
}
void FGAIAircraft::PitchTo(double angle) {
tgt_pitch = angle;
alt_lock = false;
}
void FGAIAircraft::RollTo(double angle) {
tgt_roll = angle;
hdg_lock = false;
}
void FGAIAircraft::YawTo(double angle) {
tgt_yaw = angle;
}
void FGAIAircraft::ClimbTo(double altitude) {
tgt_altitude = altitude;
alt_lock = true;
}
void FGAIAircraft::TurnTo(double heading) {
tgt_heading = heading;
hdg_lock = true;
}
double FGAIAircraft::sign(double x) {
if ( x < 0.0 ) { return -1.0; }
else { return 1.0; }
}
void FGAIAircraft::SetFlightPlan(FGAIFlightPlan *f) {
fp = f;
}
void FGAIAircraft::ProcessFlightPlan( double dt ) {
FGAIFlightPlan::waypoint* prev = 0; // the one behind you
FGAIFlightPlan::waypoint* curr = 0; // the one ahead
FGAIFlightPlan::waypoint* next = 0; // the next plus 1
prev = fp->getPreviousWaypoint();
curr = fp->getCurrentWaypoint();
next = fp->getNextWaypoint();
dt_count += dt;
if (!prev) { //beginning of flightplan, do this initialization once
fp->IncrementWaypoint();
prev = fp->getPreviousWaypoint(); //first waypoint
curr = fp->getCurrentWaypoint(); //second waypoint
next = fp->getNextWaypoint(); //third waypoint (might not exist!)
setLatitude(prev->latitude);
setLongitude(prev->longitude);
setSpeed(prev->speed);
setAltitude(prev->altitude);
setHeading(fp->getBearing(prev->latitude, prev->longitude, curr));
if (next) fp->setLeadDistance(speed, hdg, curr, next);
if (curr->crossat > -1000.0) { //use a calculated descent/climb rate
use_perf_vs = false;
tgt_vs = (curr->crossat - prev->altitude)/
(fp->getDistanceToGo(pos.lat(), pos.lon(), curr)/
6076.0/prev->speed*60.0);
tgt_altitude = curr->crossat;
} else {
use_perf_vs = true;
tgt_altitude = prev->altitude;
}
alt_lock = hdg_lock = true;
no_roll = prev->on_ground;
//cout << "First waypoint: " << prev->name << endl;
//cout << " Target speed: " << tgt_speed << endl;
//cout << " Target altitude: " << tgt_altitude << endl;
//cout << " Target heading: " << tgt_heading << endl << endl;
return;
} // end of initialization
// let's only process the flight plan every 100 ms.
if (dt_count < 0.1) {
return;
} else {
dt_count = 0;
// check to see if we've reached the lead point for our next turn
double dist_to_go = fp->getDistanceToGo(pos.lat(), pos.lon(), curr);
double lead_dist = fp->getLeadDistance();
if (lead_dist < (2*speed)) lead_dist = 2*speed; //don't skip over the waypoint
//cout << "dist_to_go: " << dist_to_go << ", lead_dist: " << lead_dist << endl;
if ( dist_to_go < lead_dist ) {
if (curr->finished) { //end of the flight plan, so terminate
if (trafficRef)
{
delete fp;
//time_t now = time(NULL) + fgGetLong("/sim/time/warp");
trafficRef->next();
FGAIModelEntity entity;
entity.m_class = "jet_transport";
//entity.path = modelPath.c_str();
entity.flightplan = "none";
entity.latitude = _getLatitude();
entity.longitude = _getLongitude();
entity.altitude = trafficRef->getCruiseAlt() * 100; // convert from FL to feet
entity.speed = 450;
//entity.fp = new FGAIFlightPlan(&entity, courseToDest, i->getDepartureTime(), dep, arr);
entity.fp = new FGAIFlightPlan(&entity,
999, // A hack
trafficRef->getDepartureTime(),
trafficRef->getDepartureAirport(),
trafficRef->getArrivalAirport());
SetFlightPlan(entity.fp);
}
else
{
setDie(true);
return;
}
}
// we've reached the lead-point for the waypoint ahead
if (next) tgt_heading = fp->getBearing(curr, next);
fp->IncrementWaypoint();
prev = fp->getPreviousWaypoint();
curr = fp->getCurrentWaypoint();
next = fp->getNextWaypoint();
if (next) fp->setLeadDistance(speed, tgt_heading, curr, next);
if (curr->crossat > -1000.0) {
use_perf_vs = false;
tgt_vs = (curr->crossat - altitude)/
(fp->getDistanceToGo(pos.lat(), pos.lon(), curr)/6076.0/speed*60.0);
tgt_altitude = curr->crossat;
} else {
use_perf_vs = true;
tgt_altitude = prev->altitude;
}
tgt_speed = prev->speed;
hdg_lock = alt_lock = true;
no_roll = prev->on_ground;
//cout << "Crossing waypoint: " << prev->name << endl;
//cout << " Target speed: " << tgt_speed << endl;
//cout << " Target altitude: " << tgt_altitude << endl;
//cout << " Target heading: " << tgt_heading << endl << endl;
} else {
double calc_bearing = fp->getBearing(pos.lat(), pos.lon(), curr);
double hdg_error = calc_bearing - tgt_heading;
if (fabs(hdg_error) > 1.0) {
TurnTo( calc_bearing );
}
}
}
}
bool FGAIAircraft::_getGearDown() const {
return ((props->getFloatValue("position/altitude-agl-ft") < 900.0)
&& (props->getFloatValue("velocities/airspeed-kt")
< performance->land_speed*1.25));
}