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Ac3d spin tires11/7/2022 Mapping top/bottom would cause the same problem to appear at the left/right edges. The fuselage is texture-mapped left/right, which makes it difficult to get a sharp edge where the blue areas angle together at the top and bottom of the fuselage. The texture is pretty, but could use some work as well. I might add a centerline "travel pod", as I've seen these in many photos of the airplane, but I'm not sure if they carry these during the show or just when traveling between shows. Remaining work to be done: wheel wells, canopy. As such there is a working smoke generator, activated by the "shift-S" key combination. The model represents the airplane used by the "August First" or "8.1" aerial demonstration team. It's a Chinese derivation of the venerable MiG-21, with a Chinese built engine, a new double-delta wing, and upgraded avionics. I've posted the Chengdu F-7 as a new project. My inclination is to go ahead and do it, using the reasoning that users who want to avoid the expense of a joystick are asking too much of the simulation to adapt to them. I want to add adverse yaw to my most popular models, the F-4 Phantoms, however this will cause some current users to stop using the models when they find it difficult, if not impossible, to fly at high AOA. Some of you may have actual rudder pedals to use as input (the ultimate solution), and some of you are stuck using the keyboard or mouse. For most of us that would be accomplished by using the "twist grip" feature of a computer joystick. The F-100D model needs to be flown like this, which means flying at high AOA will be very difficult for you unless you have a handy way to control the rudder. At high angles of attack (AOA) the pilot needed to limit aileron deflection and use rudder instead to roll the airplane. Most swept wing jets of this era had an adverse yaw problem, even though designers tried to lessen the effect by using spoilers for roll control, or by combining spoilers and ailerons. If you've flown the F-100D model from the hangar, and flown it hard, you'll notice that adverse yaw is included in the flight dynamics model. Zoom in on one of the models in the hangar while it's in a tight turn on the ground, and you'll see the inside main wheel turning at a slower speed than the outside main wheel. I'm going through all my models now and changing this because I had previously guessed that the spin animation units were degrees/sec, but I was wrong.īTW, using separate speeds for each wheel allows them to spin realistically in a turn. So, how many rpm's does a wheel of diameter "D" (in meters) spin at when moving at "wheel-speed-fps"? I use (5.82 / D). For most of my models unit 0 is the nose gear, unit 1 is the left main, and unit 2 is the right main, but you should check the FDM config to make sure. Be sure to change the "n" in the property name to match the number of your gear unit, as defined in the FDM configuration. I base the input on a property available in JSBSim called "fdm/jsbsim/gear/unit/wheel-speed-fps". Spinning wheels in FlightGear use the "spin" animation, which is looking for an input using the units "rpm", or rotations per minute.
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