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The big glider project

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Re: The big glider project

Postby Thorsten » Wed Feb 05, 2020 5:27 pm

Basically a matrix like that - but always be aware that conventions and sign definitions might be different, so usually one has to try a few times...
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Re: The big glider project

Postby D-ECHO » Thu Feb 06, 2020 2:47 pm

Thank you.

Before I invest too much time that is lost in the end, is there any GLSL function that does rotation without needing to implement the matrix by hand?
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Re: The big glider project

Postby Thorsten » Thu Feb 06, 2020 5:30 pm

Not that I would know - but implementing the matrix by hand is a five-liner, so really not much of an issue.
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Re: The big glider project

Postby D-ECHO » Sat Feb 08, 2020 9:17 am

Thank you so much!

After trying around a bit (okay, a lot, I'm not that familiar with matrices etc.), it works now!

I have pushed the updated shader+effect to my fork (https://sourceforge.net/u/deltaecho/fli ... next/tree/), to test it you can try the Ka6 from FGAddon, which uses it for aileron animation.
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Re: The big glider project

Postby stuart » Wed Feb 12, 2020 9:02 pm

Hi D-ECHO,

I've received a request to merge this into next. Do you consider it ready?

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Re: The big glider project

Postby D-ECHO » Thu Feb 13, 2020 5:12 am

I have not encountered any issues ober the last few days so yes Id consider it ready :)
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Re: The big glider project

Postby vnts » Mon Feb 24, 2020 7:27 am

D-ECHO wrote in Sat Feb 01, 2020 10:15 am:*I'll fix the Pterosaur.
*I have changed it to an int (wingflex_type/wingflex-type) now. Considering that most aircraft will use the non-organic wingflex function, I would have suggested to use that as the default 0, it means chaning one thing more about the Pterosaur (parachutist and paraglider), but I think it would mean less confusion later. I'm open to different opinions though.

Just in case it isn't known, the update of the Pterosaur on FGaddon seems incomplete :?: . I tried it recently as the new scenery reminded me of it, and I had to find an old version in an out-of-date repo from google. Missing(?) textures [1], [2], wing flapping & retracting animations. This was on a Windows nightly from a few days ago.


Maybe the Pterosaur and Dragon should be split up(?) as they are different, and it would make discovering in launcher easier (browsing and search results). They are striking examples of flight. Perhaps just making the Pterosaur the main model might improve visibility, but would hide the dragon. The W/F controls aren't mentioned in aircaft help and need the wiki to be read.

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Re: The big glider project

Postby D-ECHO » Mon Feb 24, 2020 8:13 am

Good day vnts,
thank you for reporting this issue.

Your screenshots seem like the pterosaur is not finding the effect file, thus the gray-ish look.

However, I can't seem to encounter this problem, are you sure that you are using both the newest version of the *Pterosaur* and the latest FGData?
If so, please post the log/console output.
Thanks again and regards
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Re: The big glider project

Postby vnts » Mon Feb 24, 2020 9:23 am

Edit: This might be the problem: download.flightgear.org/builds/nightly/ The windows nightly has not been updated since 2020-01-10 . No model-wingflex.eff in effects. Broken build?

The Pterosaur I tested with is the FGAddon version. It has no pending update in the launcher. The launcher doesn't allow flying a craft if there's an update pending - something the launcher probably should allow with a yes/no warning dialog. Tested again @ENBR: link.

I run multiple windows FG versions side by side, with fgdata path specified by "--fg-root" in launcher shortcut - I checked and the path is correct. The old version works. I'm running the FGAddon (development only?) branch hangar only it seems: [path]/aircraft-trunk/catalog.xml. Pterosaur is stored in "../org.flightgear.fgaddon.trun
k/Aircraft/..". The legacy hangar on [path]aircraft/catalog.xml says it's disabled due to a problem on the latest nightly. The (outdated)? fgfs.goneabitbursar.com hanger says it's disabled too. Don't know if that's normal, or something I messed up.

A 2018.4 version I have has both hangars working. The development hangar one has the same issue. After I installed it the legacy hangar works on both nightlies. The Pterosaur from google works on both.

These console output results seem promising: https://pastebin.com/bdbxXVRG

Confused about hangars :shock: Is there an unstable aircraft hangar (branch) for people to test aircraft, and a stable hangar (branch) for users on release or RC builds? Is the stable aircraft enabled only for release builds while nightlies see only unstable aircraft? Or only aircraft branch for nightlies and release builds, and a legacy branch for older FG versions.

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Re: The big glider project

Postby wlbragg » Mon Aug 15, 2022 5:08 pm

@D-ECHO

The Ask 13 from your repo fails to load into the Launcher because

<PropertyList include="walker-include.xml">

needs the full path

<PropertyList include="Aircraft/Generic/Human/Include/walker-include.xml">

FGADDON version is fine. I usually install dev repos rather than fgaddon, Your repo includes the YASim version as well. Can I assume the JSBSim (T4T) in you dev repo is the same as the JSBSim version in fgaddon?
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Re: The big glider project

Postby wlbragg » Mon Aug 15, 2022 5:16 pm

Also I started these post while testing the new Aerotow Everywhere addon. A comment was made and that the ASK 13 tow was not working, So I tested everything, here's the verdict.

The JSBSim version in fgaddon repo tow doesn't work

The JSBSim version in dev repo tow doesn't work

The YASim version in dev repo works

Also a bug filed I think was more about winch and not tow. About certain key bindings for winch removed.
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Re: The big glider project

Postby wlbragg » Mon Aug 15, 2022 11:26 pm

The Ask 13 from your repo fails to load into the Launcher because

needs the full path

<PropertyList include="Aircraft/Generic/Human/Include/walker-include.xml">


I noticed when I looked at the files in git that it thinks walker-include.xml is missing or deleted. So I guess it wasn't loading in the launcher because, according to git, that file was deleted and not that the path should have been to fgdata version of the same file. So I don't know if I deleted the file, or if it was deleted in your original repo. If you haven't made any changes, you could just point at the fgdata version as per my first suggestion.

I copied the ASK13 walker-include.xml from the FlightGear fgaddon repo into my git ASK13 and it cleared that up. So I guess that was a local mistake I made.

I got the tow working in the ASK13. Needed changes ...

Add force to the FDM (Flight-Damage-Model.xml)

Code: Select all
      <force name="aerotow_hitch" frame="BODY" unit="LBS">
         <location unit="M">
            <x> -3.42633</x>
            <!--approximate aerotow hook position-->
            <y>  0.0</y>
            <z> 0.2176</z>
         </location>
         <direction>
            <x>0.0</x>
            <y>0.0</y>
            <z>0.0</z>
         </direction>
      </force>


and the corresponding link to it in the aerotow and winch sections of the hitches code in the set.xml file.

Code: Select all
<hitches>
    <!-- make sure some properties do exist, when the list for multiplayer transfere is defined-->
    <!-- they need to be in the same value, as they are initilized in the FDM, to get the same values after reset should fix this somehow-->
    <aerotow>
        <force_name_jsbsim type="string">aerotow_hitch</force_name_jsbsim>
        ----
        ----
    </aerotow>
    <winch>
        <force_name_jsbsim type="string">aerotow_hitch</force_name_jsbsim>
        <automatic-release-angle-deg type="float">90.0</automatic-release-angle-deg>
    </winch>
</hitches>


It also commented out all the key bindings for the aerotow and winch and replaced them with the default ones from the wiki.

Code: Select all
         <key n="15">
          <name>Ctrl-o</name>
          <desc>Find aircraft for aerotow</desc>
          <binding>
         <command>nasal</command>
         <script>towing.findBestAIObject()</script>
          </binding>
         </key>
         
         <key n="111">
          <name>o</name>
          <desc>Lock aerotow-hook</desc>
          <binding>
         <command>nasal</command>
         <script>towing.closeHitch()</script>
          </binding>
         </key>
         
         <key n="79">
          <name>O</name>
          <desc>Open aerotow-hook</desc>
          <binding>
         <command>nasal</command>
         <script>towing.releaseHitch("aerotow")</script>
          </binding>
         </key>

         <key n="23">
          <name>Ctrl-w</name>
          <desc>Place Winch and hook in</desc>
          <binding>
         <command>nasal</command>
         <script>towing.setWinchPositionAuto()</script>
          </binding>
         </key>
         
         <key n="119">
          <name>w</name>
          <desc>Start winch</desc>
          <binding>
         <command>nasal</command>
         <script>towing.runWinch()</script>
          </binding>
         </key>
         
         <key n="87">
          <name>W</name>
          <desc>Open winch-hook</desc>
          <binding>
         <command>nasal</command>
         <script>towing.releaseHitch("winch")</script>
          </binding>
         </key>
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Re: The big glider project

Postby D-ECHO » Tue Aug 16, 2022 1:26 pm

Hi wlbragg,

thank you for your feedback!

From where did you download the repository version?

Currently, only FGAddon (next/stable2020.3) can be considered working, everything else is deprecated at best.
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Re: The big glider project

Postby D-ECHO » Tue Aug 16, 2022 1:56 pm

There also was a wrong key binding in the ASK13, which should be fixed now for both next and release-2020.3
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Re: The big glider project

Postby polly » Tue Aug 16, 2022 2:38 pm

Now I don't know where to post, the tow rope looks to end short. Image
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