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.
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.
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
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>
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>
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.
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>.