2.
I made YASim query the the ground cache at the wrong place. This one fixed
this, one can now land the bo105 on top of the oracle buildings :)
3.
Is a followup of the scenery center update code: Register the scenery center
transform at the time it is put into the scene graph not at creation time.
4.
I held that part back from the past hitlist patch, because I hoped that it
will be sufficient (and the last one was in fact the biggest part) without.
As some test cases from Melchior showed me, it is not. We have additionally
to the wrong computed transform from the prevous patch some roundoff
problems. This patch adds some small tolerance to for the point in triangle
test.
... may be one even needs to increase the eps value further if starting at
some tile boundaries still fails.
5.
That is a big chunk.
Tested now for two days while hunting the second patch :) .
That is a partial rewrite of the groundcache to use its own datastructures for
that flat scenegraph in the cache. The basic advantage is, what Erik
suggested, to precompute some often used values of these triangles. Also
allmost all computations are now in double precision which should decrease
(hopefully fix), together with a similar tolerance for some point in triangle
tests, the problems with 'no ground below aircraft'.
I am playing with octrees for the groundcache, that will finally solve the
performance problem when high triangular count models end up in the
groundcache. This patch is also some prework for those octrees ...
popping up and crashing when the B-29 model is in use. This isn't the
right solution; we should fine the NaN condition. But it's harmless
and allows development with the B-29 to continue.
back, but forgot to put the same fix into the runtime code. Also
added some comments so I don't get confused again the next time I come
through here. :)
currently just returns a lagged normalized value in the range of 0-1 that
is proportional to N1. It's up to the engine gauge to scale to the right
range. This is for lack of a real model of these items so we can have
something to drive the engine gauges.
As I had reported on 2004/8/4 00:02:56 ("yasim + bo105 + vrp + @#%$#@ == argh!")
there must be a bug somewhere in YASim, which is responsible for the Bo105
turning around the FDM origin (nose tip) rather than the CG. Some people assumed
that I was just another victim of the "view offset" illusion, but this wasn't
and isn't the case.
Maik Justus (the rotor man) has now supposedly found the bug in YASim[1].
Look at this code in FDM/YASim/Integrator.cpp:35--66:
Stub in hooks for Propeller feathering controls and the turbo prop "condition"
lever.
I added a line in FGFDM.cpp to force control properties to exist if they
don't already. This way you can specify anything you want and find them
in the property browser, otherwise no one else may create them and you are
stuck.
In PropEngine::solve() the code original sets _running = true at the
beginning and then sets running = false at the end. I changed this to
save the current value at the start, set to true, solve(), and then
restore the original value at the end. That way if we start off with
_running = true, we don't have to hack up the calc() routine which wasn't
using the value anyway.
Finally I added some very initial support to shut down a turbine engine
(_running = false) when the condition lever goes to zero.
the 30 seconds that Maik had originally intended, according to the comment.
This is important for the pending sound and rotor disc changes (and of course
for realism).
"slow/windmilling propeller" regime. I'm happy with the foundations
of the solution, but this hasn't been complete tested yet. The
solution behavior seems fine on the planes I tried.
PistonEngine class has grown an "Engine" superclass. Some other stuff
moved around too, and I cleaned up some property naming while I was in
there. This hasn't been tested very thorougly, hopefully I didn't
break anything.
work on the pa28 idle and without creating ridiculous side effects
(like being able to fly the aircraft with the starter motor, heh).
This one looks pretty good for now, pending work on the propeller to
get its low speed drag in line with reality.
reads the /consumables tree for input to determine weights, but
places output only in /engines/engine[n]/fuel-consumed-lbs where
it gets picked up by the Nasal code.