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ehofman
b92f034550 Vivian Meazza:
Some quite extensive changes to the AIModel code:

1. Mathias has made major changes to the AICarrier code to provide better
alignment of an aircraft on deck with the carrier - this feature is a major
improvement on the existing, but has a bug which might cause it to fail when
the computer carries out other tasks - changing window size is a known
example. This bug is outwith this code.

2.  I have made significant changes to the AIShip code to enable a ship the
turn and roll smoothly.

3. I have added some simple AI which enables the carrier to remain within,
or return to, an operating box.

4. An automated turn into wind for flying operations.

5. A simplistic implementation of TACAN within AICarrier. I am in the course
of implementing this as a generic instrument, but this is some time off
completion.
2005-08-16 09:37:23 +00:00
ehofman
15f3ef3cfb Harald JOHNSEN:
- AIManager.cxx :
  - we can now have multiple <scenario> entries in the sim/ai entry in preferences.xml
- AIBase.cxx :
  - added an exception handler around the loading of the 3D model to not exit FG
    if the model is not found
- AIScenario.cxx :
  - removed a duplicated read of the xml file, this was also exiting FG is the xml file
    does not exist
2005-07-24 14:05:28 +00:00
ehofman
4df7a3e9f8 Mathias Fröhlich:
I have introduced the posibility to start directly on the carrier.

With that patch you will have a --carrrier=id argument where id can either be
the pennant number configured in the nimitz scenario or the carriers name
also configured in the carriers scenario.
Additionaly you can use --parkpos=id to select different positions on the
carrier. They are also configured in the scenario file.

That includes the switch of the whole FGInterface class to make use of the
groundcache.
That means that an aircraft no longer uses the current elevation value from
the scenery class. It rather has its own local cache of the aircrafts
environment which is setup in the common_init method of FGInterface and
updated either manually by calling
 FGInterface::get_groundlevel_m(lat, lon, alt_m);
or implicitly by calling the above method in the
 FGInterface::_updateGeo*Position(lat, lon, alt);
methods.
A call get_groundlevel_m rebuilds the groundcache if the request is outside
the range of the cache.

Note that for the real usage of the groundcache including the correct
information about the movement of objects and the velocity information, you
still need to set up the groundcache in the usual way like YASim and JSBSim
currently does.
If you use the native interface, you will get only static objects correctly.
But for FDM's only using one single ground level for a whole step this is IMO
sufficient.

The AIManager gets a way to return the location of a object which is placed
wrt an AI Object. At the moment it only honours AICarriers for that.
That method is a static one, which loads the scenario file for that reason and
throws it away afterwards. This looked like the aprioriate way, because the
AIManager is initialized much later in flightgears bootstrap, and I did not
find an easy way to reorder that for my needs. Since this additional load is
very small and does only happen if such a relative location is required, I
think that this is ok.

Note that moving on the carrier will only work correctly for JSBSim and YASim,
but you should now be able to start and move on every not itself moving
object with any FDM.
2005-07-03 09:39:14 +00:00
ehofman
4b5a80129d David Culp:
1)  The AIStorm sets the properties:
         /environment/turbulence/magnitude-norm
         /environment/turbulence/rate-hz

    The actual turbulence effects are handled by the FDM.
    If the effects are deemed unrealistic, then that will
    have to be fixed in the FDM(s).


2)  The zone of turbulence is cylindrical, and is centered
    at the AIStorm's lat/lon.  The diameter is set with
    <diameter-ft>, the top with <height-msl>, the bottom is
    assumed to be at <altitude> minus 1000 feet.

3)  Note that the zone of turbulence may not match well with
    the visual model of the storm.  In this case I had to
    x-offset the storm model by 4700 meters to match the zone
    of turbulence. (i.e. the storm model is 4700m off center).

4)  While I was in there I also increased the speed of the
    lightning flashes to look more realistic.
2005-05-16 09:48:00 +00:00
ehofman
50bdf6098a Mathias Fröhlich:
I have done some cleanup where I moved some values out of classes where they
do not belong and such stuff.
Also the fols offsets are now named in the carrier xml file with a more
verbose name (flols-pos/offset-*) than before (only offset-*).
There is a little preparation for definitions of parking positions on the
carrier which should later be used for starting flightgear directly on the
carrier.
2005-03-19 09:57:18 +00:00
ehofman
afe94f63ea Remove some stale cout commands. 2004-12-27 13:19:28 +00:00
ehofman
8ba9f4e3a4 Vivian Meazza:
This is a sub-system which can be added to any carrier.

These files add a functioning Fresnel Lens Optical Landing System (FLOLS).
The orange/red 'source' lights are illuminated according to the position of
the pilot's eye above/below the 3.5 deg glide slope. The apparent position
of the source light relative to the fixed green datum lights allow the pilot
to 'fly the meatball'. The green 'cut' lights flash when the pilot's eye is
below the coverage of the lowest (red) source light.

TODO - add rules for the operation of the wave-off lights.
2004-11-30 12:34:11 +00:00
ehofman
63c1f4b613 Mathias Fröhlich:
This patch makes the aircraft carrier's hardware  appear in the scenegraph.
2004-11-26 10:24:48 +00:00
ehofman
9a8eaae03d commit some pending updates from Vivian 2004-11-16 09:33:21 +00:00
ehofman
85df309a3b David Culp:
Here are files to get automated contrails working.  I've set up contrails for
the 737, using my simple, untextured contrail model.  Vivian has made another
contrail model, but I'm still trying to get his to work.  I'm hoping others
will try to make contrail models also.

Here's some code that defines a top to thermals.  When the top of a thermal is
reached the strength is phased-out linearly over the next 100 feet of
altitude.  At first I tried just capping the thermal at the top, but the
change in thermal strength was too fast for the FDM to handle well.

Included is a new version of the thermal scenario that includes a top
(height-msl) to the thermal.  The default value is 5000 feet.
2004-11-07 14:46:21 +00:00
ehofman
328053fe23 Vivian Meazza:
The calculation of submodel mass from weight has been moved from AIBallistic
to Submodel so that it is calculated only once, rather than on every
iteration as a present. The parameter <contents> has been added, primarily
so that droptanks will have the proper mass. It is the path to an
appropriate property containing a weight in lbs.

Care has to be taken with the use of <contents> because after a reset there
appears to be a delay in submodel instantiation (dt not properly reset???)
and the weight property is not always picked up before it is set to zero in
the key bindings. Slightly hard to explain. It works fine if FGFS has not
been reset though. There is a partial solution which involves the rejigging
of the fuel and gui nasal scripts, but there is still the visible delay in
instantiation to be resolved. I've nearly done the nasal fixes, which will
form part of an update to the Hunter only. I'll probably complete those
later today.
2004-09-27 14:24:20 +00:00
ehofman
1974be7faf Make the scenerio's work again (now for real) and a small number of updates. 2004-09-23 09:39:55 +00:00
ehofman
82dfd908b7 Make the scenarios work again. 2004-09-22 11:24:45 +00:00
ehofman
9d1b5164e2 fix a segmentation fault situation that is exposed at least on IRIX (but not Linux). 2004-09-22 10:03:26 +00:00
ehofman
26e6b0edcb Vivian Meazza:
I have added <Cd> and <weight> to the input parameters in the submodels.xml
script. Raw data may be used, thus avoiding the need to guestimate <eda>.
Eda remains, but should now be used to enter the proper cross-sectional
area.
2004-09-22 08:47:05 +00:00
ehofman
56f6d3b800 Fix a small number of potential problems. 2004-09-20 19:29:16 +00:00
ehofman
d158c8168d Make use of a pointer to a structure to pass multiple parameters around. 2004-09-07 09:53:23 +00:00
ehofman
fed4a2c25a Vivian Meazza:
I've added another parameter to the submodel - wind.

It's activated by the entry <wind>true</wind> in the ../submodel.xml file.
If true, the submodel is affected by the local wind, otherwise not. The
parameter defaults to false. This is useful for exhausts and smoke, and
possibly all objects.
2004-09-05 09:45:34 +00:00
ehofman
1853012d90 Vivian Meazza:
Attached are the modified files to add buoyancy as a parameter for a
ballistic object. It may be set by adding

<buoyancy>x</buoyancy> to the submodel .xml file, where x is the appropriate
value (ft per sec2):

	32   neutral buoyancy - contrails
	>32  positive buoyancy - exhaust plumes
	(0   non-op - default value)

If <buoyancy>x</buoyancy> is not used, then there is no effect on the
current ballistic model
2004-09-01 08:32:54 +00:00
ehofman
af284e4bb9 David Culp: Here are small changes that allow one to set a life-span for submodels. 2004-08-30 09:11:59 +00:00
ehofman
cfc05f5f0d David Culp:
Silly me.  I was starting the timer at zero, so the first tracer didn't fly
until 0.25 seconds after pulling the trigger.  Now the timer starts at the
same value as "delay", so the first round comes out immediately.

Also, I've added an optional configuration attribute that allows you to change
the ballistics of the submodel.  This allows parachutes, or anything else
that has ballistics different from a bullet.  The attribute is called "eda",
which is the equivalent drag area.  Default value is 0.007, which gives the
same ballistics as the current tracers.  Increasing this value gives more
drag.  A value of 2.0 looks good for a parachute.


math stuff
########################################################################
The deceleration of the ballictic object is now given by:

[ (rho) (Cd) ] / [ (1/2) (m) ] * A * (V * V)

where rho is sea-level air density, and Cd and m are fixed, bullet-like
values. So the calculation is:

0.0116918 * A * (V * V)

The value "A" is what I'm calling the "eda" (equivalent drag area).
########################################################################


A parachute model will have to be built so that the parachutist's feet
are in the forward x-direction.
Here is the submodel.xml config I use for "parachutes":

  <submodel>
    <name>flares</name>
    <model>Models/Geometry/flare.ac</model>
    <trigger>systems/submodels/submodel[0]/trigger</trigger>
    <speed>0.0</speed>
    <repeat>true</repeat>
    <delay>0.85</delay>
    <count>4</count>
    <x-offset>0.0</x-offset>
    <y-offset>0.0</y-offset>
    <z-offset>-4.0</z-offset>
    <yaw-offset>0.0</yaw-offset>
    <pitch-offset>0.0</pitch-offset>
    <eda>2.0</eda>
  </submodel>
2004-08-26 16:25:54 +00:00
ehofman
b3e9697262 Add the AIModel based air traffic subsystem from Durk Talsma. 2004-06-03 17:59:14 +00:00
ehofman
3c1a7174fb David Culp:
Here's some new AI stuff.

1)  AI objects must now be defined in a scenario file, not in preferences.xml
or a *-set file.  (Of course this doesn't prevent objects from being created
dynamically, as with Durk's traffic manager).

2)  A new demo_scenario file is attached.  It creates 3 aircraft, a sailboat,
and a thunderstorm.

3)  Objects without flightplans live forever.

4)  FGAIShip::ProcessFlightplan() is not yet implemented.

5)  preferences.xml should now define only <enabled> and <scenario>
2004-05-29 11:39:10 +00:00
ehofman
0fd9f0a704 David Culp:
First, preferences.xml will define the scenario filename.

For now, the other way of defining ai objects still works, so the sailboat
stays in preferences.xml.  Later, I'll move the sailboat into the demo
scenario.  If no scenario filename is given, then no scenario will be
processed.

I changed the demo scenario to create two 737's, one takes off on runway 01L,
and the other takes off on runway 01R.  This will make a good demo for the ai
system.  One problem, if you takeoff on 28L/R right away, you might run into
the taking-off 737's, or be scared.
2004-05-17 08:45:33 +00:00
ehofman
c3c61ae657 Use lower case letters instead. 2004-05-15 12:46:25 +00:00
ehofman
1dfe93d550 David Culp:
Here's the newest AI stuff.

The AIManager at init() creates a new scenario.  Right now the
default_scenario is hard coded in, but eventually the AIManager should get
the scenario filename from preferences.xml.

The scenario defines which AI objects will be created.  Right now it only
creates AIAircraft, but this is easily extended.  The scenario also defines
which flightplan will be assigned to the airplane.  Scenario config files go
in data/Data/AI.

The Airplane gets a pointer to a FlightPlan object.  Each airplane should get
its own flightplan object, even if two airplanes have the same flight plan.
This is because  the flightplan maintains the iterator pointing to the
current waypoint, and two airplanes might be at different locations (for
instance if they were created at different times).  The flight plan files go
in data/Data/AI/FlightPlans.

When the airplane gets to the waypoint named "END" it vanishes.  The
AIAircraft destructor deletes its flight plan (if it has one).

The last waypoint is a place holder only.  I called mine
<WPT><NAME>"EOF"</NAME></WPT>.
2004-05-15 09:07:55 +00:00