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Concorde cockpit redesign

Discussion about creating 2d and 3d cockpits.

Re: Concorde cockpit redesign

Postby wkitty42 » Sat Apr 04, 2020 5:23 pm

if you are trying to answer the question of "which of the three or four OSGs did you use?" you did not succeed...

you did, however, eliminate your distro supplied version since ubuntu is shipping OSG 3.6.4 ;)

so we're down to "is your build process pulling from the official OSG repo or from FG's OSG repo?"
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
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Re: Concorde cockpit redesign

Postby V12 » Sat Apr 04, 2020 6:06 pm

Fly high, fly fast - fly Concorde !
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Re: Concorde cockpit redesign

Postby wkitty42 » Sat Apr 04, 2020 7:40 pm

i know exactly how it works... i'm one of the people that has fixed/modified/updated the dnc script...

you've still not answered the question above or corrected the original statement about "badly installed OpenSceneGraphs" which i've shown is a false statement ;)
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
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Re: Concorde cockpit redesign

Postby V12 » Sat Apr 04, 2020 8:47 pm

IMHO, when OSG X.Y.Z version doesn't work good and version A.B.C working flawless, I can designate X.Y.Z version as bad, or badly installed.
Fly high, fly fast - fly Concorde !
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Re: Concorde cockpit redesign

Postby legoboyvdlp » Sun Apr 05, 2020 12:46 am

a) does this have to be in this topic? (i.e. maybe it could be split into a (pinned?) post about OSG?)

b) do we have to go on... and on... and on... about something that we already know for years now?
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Re: Concorde cockpit redesign

Postby V12 » Sun Apr 05, 2020 6:44 am

IMHO, not.
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Re: Concorde cockpit redesign

Postby fmanu » Sun Apr 05, 2020 11:24 am

That's a good question for redesign. I don't know the tools. The files are quite complicated. This plane is a very good work. :)
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Re: Concorde cockpit redesign

Postby fmanu » Sun Apr 05, 2020 12:08 pm

I found something cool. on the file Concorde.xml, i modified the value Drag_due_to_Elevator_Deflection from 0.0055 to 0.055. I started climbing and then i transfered all the fuel on the tail tank to the front tank. Here what happened.

Image

Image

The plane could not climb anymore. I don't know the real value of drag due to elevator, but i know where to act to add more realsim on the plane balancing. :)

What do you think? :)
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Re: Concorde cockpit redesign

Postby V12 » Sun Apr 05, 2020 3:13 pm

Excellent !!!
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Re: Concorde cockpit redesign

Postby fmanu » Sun Apr 05, 2020 4:04 pm

Thank you. :)

But i don't know the good coefficient. :s

What software do you use for modelling? I'm on archlinux.
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Re: Concorde cockpit redesign

Postby D-ECHO » Sun Apr 05, 2020 4:37 pm

What part of modelling do you mean? ;)
3D mesh? Texture? Systems? Flight Dynamics? :D
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Re: Concorde cockpit redesign

Postby V12 » Sun Apr 05, 2020 7:02 pm

I use Blender for 3D models and Gimp for textures.
I try to found some drag data in old FSLabs Concorde, if I remember correctly, this effects was simulated very good.
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Re: Concorde cockpit redesign

Postby fmanu » Sun Apr 05, 2020 8:53 pm

Finally, i think that 0.0055 was the good coefficient.
Higher, we can not climb to FL500 or go to max range.
I thought i could easily improve. I'm sorry.... It's a big work. You made a good plane. :)
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Re: Concorde cockpit redesign

Postby V12 » Sun Apr 05, 2020 9:53 pm

No, I did not made this plane. I reworked exists plane from 2D cockpit to 3D one and fixed many bugs.
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Re: Concorde cockpit redesign

Postby V12 » Tue Apr 07, 2020 10:15 am

fmanu wrote in Sun Apr 05, 2020 8:53 pm:I thought i could easily improve.

Table with independent altitude and dependent drag coefficient should solve this problem.
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