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Dead Simple Human Powered Aircraft model v1.0  Topic is solved

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Re: Dead Simple Human Powered Aircraft model v1.0

Postby wlbragg » Thu Dec 10, 2015 7:45 pm

:) Good idea!
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Re: Dead Simple Human Powered Aircraft model v1.0

Postby wkitty42 » Fri Dec 11, 2015 1:26 am

not only launching but also for landing! 8)
"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: Dead Simple Human Powered Aircraft model v1.0

Postby wlbragg » Tue Mar 29, 2016 1:45 am

I'm in the process of add in wingflex to the DaSH. I have a few issues though. Here are some of my observations.

A few difficulties..

The original wing shape appears to be of the aircraft when wings are under a full lifting load. So to "sag" them without actually remodeling requires some hacking.

The amount of flex that I need is way more than the wingflex is designed to handle and to get the full range would definitely leave visible breaks in the wing.

Using the original wingflex, it appears the properties that feeds the flex are.
Code: Select all
<property>aero/qbar-psf</property>
          <property>metrics/Sw-sqft</property>

Not knowing anything about the aerodynamic properties available in jsbsim, this one appears not to be the related to the airflow around the wings but more so the main lift of the fuselage.
I say that because the lifting of the wings should occur prior to the fuselage leaving the ground. In the case of these propertied it doesn't appear to act that way. I'm not sure about this last statement but it does appear that way.

Using the existing wingflex system, to get a good range of wingflex, I would probably need to start with the model of the wing at a neutral load (level)
To get enough range of motion it might require a shader (per pixel) VS trying to manipulate the model pieces.

This is something I really want to design for this aircraft.
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Re: Dead Simple Human Powered Aircraft model v1.0

Postby Thorsten » Tue Mar 29, 2016 5:40 am

Not knowing anything about the aerodynamic properties available in jsbsim, this one appears not to be the related to the airflow around the wings but more so the main lift of the fuselage.


The lift you'd compute is a coefficient times the dynamical pressure qbar. The coefficient is usually decomposed in a constant times a reference area (usually wing area). So the properties you quoted are proportional to the lift - but of course the coefficient in front carries all the interesting dynamics of the AoA, Mach, ... dependence.

I'm not sure why the system isn't just fed the final lift force or normal acceleration since JSBSim has it anyway.
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Re: Dead Simple Human Powered Aircraft model v1.0

Postby wlbragg » Tue Mar 29, 2016 9:06 pm

I just finished rebuilding the models wing to be smoother and a very slight droop (after thinking about it I wished I had built it with a slight lift because the bend on lift is more than the bend when static). In other words, because of the limitation of rotation we can apply to the model pieces without ill effect I should have probably modeled the wing to be at the half way point of its entire wingtip travel.

At any rate if I can get the wingflex worked out the way I want it it should look good.

I realized in the process that the wingflex animation is only rotation and no translation, I think by adding translation to the mix I should be able to bend this fairly aggressively.
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Re: Dead Simple Human Powered Aircraft model v1.0

Postby wlbragg » Tue Mar 29, 2016 9:37 pm

Here is where I am at with this. I still need more flexing and if you look closely you can see the sections misaligned when flexed too much. I should be able to flex it even more and smooth the alignment of the sections by adding translate along with the rotation.

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Re: Dead Simple Human Powered Aircraft model v1.0

Postby Thorsten » Wed Mar 30, 2016 5:25 am

Since you almost certainly don't have any external loads, tanks,... etc. while at the same time a strong flex, consider using something like the Dragon's vertex displacement function to do the job. I'm guessing that'll look much nicer than sections.
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Re: Dead Simple Human Powered Aircraft model v1.0

Postby wlbragg » Wed Mar 30, 2016 8:06 am

After adding y and z translation animations, this actually works pretty well. I thought about using the dragon's code and still might try it later on. But for now this works OK.

The translation animations are committed now in case anyone's interested.
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Re: Dead Simple Human Powered Aircraft model v1.0

Postby Johan G » Thu Mar 31, 2016 12:10 am

wlbragg wrote in Tue Mar 29, 2016 9:37 pm:Here is where I am at with this.

That looks very good and believable.
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Re: Dead Simple Human Powered Aircraft model v1.0

Postby wlbragg » Thu Mar 31, 2016 3:32 am

If your going by the video, it's quite a bit better than that video now. There is a greater bend in the wings under load and the seams are gone.
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Re: Dead Simple Human Powered Aircraft model v1.0

Postby wlbragg » Thu Mar 31, 2016 9:15 pm

Challenge - start at KEDW (default best rwy), use Healthy 60m power curve, staying within 100 agl, see if you can make it to the end of the runway.
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Re: Dead Simple Human Powered Aircraft model v1.0

Postby wlbragg » Sat Apr 02, 2016 7:53 pm

Finished wingflex



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Re: Dead Simple Human Powered Aircraft model v1.0

Postby Johan G » Sat Apr 02, 2016 8:55 pm

That looks very, very close to some of the DaSH variations (it seem some are more stiff, and other ore less stiff). :D
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Re: Dead Simple Human Powered Aircraft model v1.0

Postby wlbragg » Sat Nov 23, 2019 11:04 am

I'm looking for some help with custom scenery production. Specifically around https://goo.gl/maps/qAdUeiU5FdVYHVbv9 and https://goo.gl/maps/xVJnsbXUqV7Fed2P7

If you have a working TerraGear tool chain, have the time and wouldn't mind running a couple chuncks of scenery for me I would be forever grateful. I will help with any data collection needed for the two runs.

If interested please PM me for some details.

In the long run, I may work on getting my tool chain up and running again, but it would be nice to get started on this minimal project in the short term.
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Re: Dead Simple Human Powered Aircraft model v1.0

Postby legoboyvdlp » Sat Nov 23, 2019 11:45 am

I can generate Folkestone, how far should it extend?
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