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Re: Beagle Pup experiment

Posted: Mon Nov 28, 2016 6:20 pm
by bomber
Oh I know what I forgot to mention with my beagle pup and that is damage..

if you go into the property tree under jsbsim/T4T/damage you'll see a whole list of properties that can be damaged...

Within a combat flight sim these will be linked to the probability engine that determines severity of damage once a hit has occurred but at present they're just hooks into the fdm..

A value of 1 is undamaged with zero being missing... please note if you decide that the inner wing (1) is missing all outer parts of the wing will also go with it... same for any other number of wing section.

regards

Simon

Re: Beagle Pup experiment

Posted: Mon Nov 28, 2016 6:30 pm
by IAHM-COL
are you saying that flying your pup I am vulnerable to being shot down by J. Maverick or any other OPFOR gunner?
Now that's an scary thought!!!

Re: Beagle Pup experiment

Posted: Mon Nov 28, 2016 7:12 pm
by bomber
sanhozay wrote:
When I conduct a glide test it doesn't respond as well as some other aircraft, but it does glide and it took a lot of repeated tests adjusting the AeroRP and CoG to get it to do so. Even with CG on the longitudinal axis, it tends to roll to one side, something I don't yet know how to correct. If Richard's FDM does the same as my Aeromatic FDM and Bomber's composite FDM doesn't, there is an opportunity to learn something.


Check your aileron code there's something odd.

Infact check all control surface code, they're all none zero

Re: Beagle Pup experiment

Posted: Mon Nov 28, 2016 7:18 pm
by bomber
Ah sanhozzay.... does FG have the capability of putting out smoke particles from the wing tips ? if so could you implement it when you get time, so as we can look at the smoke trail and see if it aligns with video evidence of how the smoke actual behaves during a spin ?

Regards

Simon

Re: Beagle Pup experiment

Posted: Mon Nov 28, 2016 8:41 pm
by bomber
Guys anyone know what fuel system is fitted on the 100hp engine ?

Basically need to know if it suffers fuel starvation during -ve G manoeuvrers, if so will add it into fuel system.

Re: Beagle Pup experiment

Posted: Mon Nov 28, 2016 10:45 pm
by sanhozay
Don't worry about the trim offsets, I know what they are -- I was experimenting with fixed trim tabs.

Smoke -- I suppose you'll be wanting different colours on each wing too? :roll:

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EDIT: Base version with generic autopilot and wing tip smoke is here: Bomber Base Beagle Pup. If you want to fiddle with the smoke, look in Models/Effects at tiptrailL.xml and tiptrailR.xml and refer to Flightgear Particle System. It is off by default; to turn it on, you need to open up the property browser and set "controls/smoke" to 1.

Fuel system is a pretty standard setup. Wing tanks, four position selector (off/left/right/both), engine driven fuel pump, boost pump which should be on for takeoff and landing. There is a known issue with having both tanks selected when fuel contents are below 2 gallons in a tank and you'll see a placard along the lines of "When fuel gauge is in yellow sector switch fuel cock to individual tank" on some aircraft.

https://assets.publishing.service.gov.u ... G-AXNL.pdf
http://www.airport-data.com/aircraft/ph ... 44806.html

Re: Beagle Pup experiment

Posted: Tue Nov 29, 2016 7:24 pm
by bomber
ooooooh lovely thanks

Can I ask a question.. Is that the standard way of doing smoke, or was it just a quick n dirty to get me up and running ?

I ask because combat sim specialists would have refined smoke as it's extremely important to their simulation and if it's the standard way then I could help in getting the effect a lot better for less frame rate hits.

Particle animation was the first skill I was interested in at Targetware.

Re: Beagle Pup experiment

Posted: Tue Nov 29, 2016 7:51 pm
by sanhozay
The particle system is the only way I know to do it. You should read the notes at the top of the Wiki page and the persistent contrails link. It was only quick and dirty in the sense that I nicked it from another aircraft (737-100) and it may be configured (particle size and so on) for vapour rather than smoke. I think power stations, boats, some contrails, startup smoke and so on are all done with the same basic recipe. I kept the number of particles and lifetime reasonably conservative because it can have a frame rate impact.

Re: Beagle Pup experiment

Posted: Tue Nov 29, 2016 9:13 pm
by bomber
The trick is not to use a single style but instead use multiple 'cheap' styles and to overlay one on top of each other... that way you build up the smoke with depth whilst not overpowering the machine

Re: Beagle Pup experiment

Posted: Tue Nov 29, 2016 11:28 pm
by IAHM-COL
Bomber's Pup on an spinning run

Pictures by Bomber

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