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.
places now use sgCartToGeod() instead of rolling their own
approximation. And YASim is now using exactly the same 3D coordinate
system as the rest of FlightGear is.
the core YASim stuff. Mostly cosmetic: whitespace adjustment, dead
code & meaningless comment removal, a little code motion to better
partition the helicopter handling from the original code (no more
giant if() { ... } around the solver). Added a warning to the parser
to try to eliminate the string booleans that crept in.
There should be NO behavioral changes with this checkin.
now read the config file out of the individual aircraft directory rather
than the collective Aircraft-yasim/ directory (which is now obsolete.)
This requires a corresponding update of the base package cvs.
The Propeller class ignored negative RPM but still returned a torque
value, which ratcheted up a higher and higher negative RPM until drag
overwhelmed the aircraft.
In reality, the propeller should windmill at a reasonable postive RPM,
introducing a constant drag on the aircraft -- the propeller should
*not* stop unless the plane is flying very slowly. That's a future
project.
> > 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 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.