> > Here's a patch to add manual-pitch control to the propeller in YASim. A new
> > control axis "PROPPITCH" is added. Requires "manual-pitch" boolean property
> > in the "propeller" tag.
> >
> > Tags and Properties to add in order to enable:
> >
> > manual-pitch="true"
> >
> > <control-input axis="/controls/engines/engine[0]/propeller-pitch"
> > control="PROPPITCH" src0="0" src1="1" dst0="0.40" dst1="0.80"/>
> >
> > Note that for the time being, excessively low RPM or excessively high RPM is
> > brought undercontrol by a scaling range defined in the control-input tag
> > (see "dst0" and "dst1" properties).
I have attached some revisions for the UIUCModel and some LaRCsim.
The only thing you should need to check is LaRCsim.cxx. The file
I attached is a revised version of 1.5 and the latest is 1.7. Also,
uiuc_getwind.c and uiuc_getwind.h are no longer in the LaRCsim
directory. They have been moved over to UIUCModel.
I split the FGModelPlacement code out into it's own set of source files.
I created two versions of the fgLoad3DModel() routine. One that is
unecumbered by a panelnode dependency and one that is. acmodel.cxx is
the only place that needs to load an aircraft with instrument panels.
model.[ch]xx are now pretty much free to move over into simgear.
loader.[ch]xx should be able to follow closely behind.
This will be a big step towards being able to move the material management
code over into simgear.
scene management code and organizing it within simgear. My strategy is
to identify the code I want to move, and break it's direct flightgear
dependencies. Then it will be free to move over into the simgear package.
- Moved some property specific code into simgear/props/
- Split out the condition code from fgfs/src/Main/fg_props and put it
in it's own source file in simgear/props/
- Created a scene subdirectory for scenery, model, and material property
related code.
- Moved location.[ch]xx into simgear/scene/model/
- The location and condition code had dependencies on flightgear's global
state (all the globals-> stuff, the flightgear property tree, etc.) SimGear
code can't depend on it so that data has to be passed as parameters to the
functions/methods/constructors.
- This need to pass data as function parameters had a dramatic cascading
effect throughout the FlightGear code.
that after a reset or reposition, several FDM variable were not unbound
correctly and left dangling pointing to unallocated memory. This wasn't
a crash type bug, but those properties then had bogus values. This
specifically prevented the turn coordinator gyro modeling from working after
a reset or reposition.
ttStandard is copied from ttBerndt, with the following modifications:
1. All turbulence is diminished within three wingspans of the ground.
2. The horizontal forces are used to calculate the moments, but then
zeroed out so that only the vertical force is actually applied to
the aircraft.
3. The yaw moment is not used.
In fact, the horizontal forces and the yaw moment should be allowed,
but they are extremely rare compared to the vertical force and the
pitch/roll moments. For now, simply zeroing them gives the most
accurate feel.
FGExternalPipe is destructed.) This leaves the name pipe hanging around
even after flightgear exits, but assuming we put the files in /tmp that
shouldn't be a big deal.
ExternalNet interface:
- allows a much more closely coupled execution. A remote network FDM will run
at it's own rate, and maybe a particular data packets will come, maybe it
won't. This makes it very hard to control timing and keep the animation
smooth. There are also cpu scheduling issues with running multiple
processes on a single machine. The linux scheduler by default runs at
100hz. If an FDM process uses a sleep/alarm system to avoid wasting
CPU, it will be forced to run at 100hz, 50hz, 25hz, 20hz, etc. This
makes it *impossible* to serve a display system running at 60hz without
dropping frames.
- the downside is that the FDM process must now run on the same machine as
the master flightgear process.
- NED and UVW are working correctly
- knots is giving true airspeed instead of calibrated airspeed
- mach is not working at all
This desperately needs a trimming routine.
Some more cmall changes to the SimGear header files and removed the
SG_HAVE_NATIVE_SGI_COMPILERS dependancies from FlightGear.
I've added a seperate JSBSim patch for the JSBSim source tree.
really useful unless we simultaneously change the per-iteration deltas
to be smaller. Add another pseudo-tunable to control the speed with
which we change values across iterations. As it turns out, this is
much more effective than the threshold tunable. It does come at the
cost of lower solution performance, however.
Link the standalone executable against the source files explicitly rather
than libYASim, as the Irix linker can't handle the unneeded dependance on
other parts of FlightGear.
isn't well-constrained by the solution process is the drag-vs-aoa curve.
The default value that YASim picked was very steep, and resulted in most
of the jets flying their approaches *way* behind the power curve. This
changes the default to be more forgiving, and adds an "idrag" tunable
to the configuration file for tweakers.
Also, change the default gear springiness to be less stiff.
Changed steering to use the rudder command rather than the rudder
position. During taxi, the rudder trim shouldn't affect the steering
in any serious way.
This should be configurable in the aircraft file, since not all
aircraft use the rudder pedals for ground steering.
[In FlightGear, this may make it easier to taxi straight.]
The general idea is to help clean up some aspects of the FDM init and be
able to provide startup conditions in a less ambiguous manner.
Previously, things like positions, orientations, and velocites were set on
"the bus". These had to be read by the FDMs which then were supposed to
initialized themselves to those values and turn write around and start
modifying those values. It was messy and cumbersome.
Now, all the initial fdm conditions are written to a sub-[property-]tree
under /sim/presets/
The values in /sim/presets/ always stay set to what the user has specified.
The user can change these at his/her liesure, and then request a "reset"
which will reset to the new conditions. I don't even want to say how this
worked before. :-)
Now, an script, or gui interface can stage a set of initial conditions while
the sim is running (without disrupting it), and then call "reset" to commit
the change.
People who should worry about all this are FDM writters, and a small few
others who care about over all program structure and flow.