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Re: Space Shuttle

Postby wlbragg » Wed Nov 18, 2015 8:06 pm

Thorsten wrote in Wed Nov 18, 2015 6:24 pm:(is the damaged pressure vessel model pushed? I seem to get an error from not having it).


It is now, I duplicated the blend instead of making an .ac file, sorry.

I'm continuing testing.
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Re: Space Shuttle

Postby wlbragg » Wed Nov 18, 2015 8:46 pm

The amount of control is minimal. Enough to put it in a spin maybe.
Now that the damage model is pushed, you can see for yourself how it behaves.

Image

Image

Image

There are incidentals that still need to be addressed, vortex, altitude and limits notices.
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Re: Space Shuttle

Postby MIG29pilot » Wed Nov 18, 2015 9:15 pm

Ehmm...what happens when you hit the ground in that?
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Re: Space Shuttle

Postby wkitty42 » Wed Nov 18, 2015 10:11 pm

you likely die... just like in real life...
"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: Space Shuttle

Postby legoboyvdlp » Thu Nov 19, 2015 1:01 am

And like happened to Challenger, sadly.
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Re: Space Shuttle

Postby wlbragg » Thu Nov 19, 2015 2:01 am

The ground effects need additional conditions. It appeared to roll-out on impact. Although when launching from an appropriate site you probably won't be hitting the ground.

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Re: Space Shuttle

Postby Thorsten » Thu Nov 19, 2015 5:33 pm

The ground effects need additional conditions. It appeared to roll-out on impact.


Let's not bother with animating this and just stop JSBSim execution once the pressure vessel hits the ground.
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Re: Space Shuttle

Postby wlbragg » Thu Nov 19, 2015 6:01 pm

Thorsten wrote in Thu Nov 19, 2015 5:33 pm:just stop JSBSim execution once the pressure vessel hits the ground.

Even better.
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Re: Space Shuttle

Postby Thorsten » Fri Nov 20, 2015 11:01 am

If anyone has tried orbital flight of late, I've restructured the orbital DAP control to make it more realistic. You now need to use the 'Flight Controls' menu to set the basic DAP mode. We have

AUTO: no manual control input is used, Shuttle is completely controlled via entries in UNIV PTG and MNVR pages
INRTL: stick controls rates, Shuttle will hold inertial attitude when stick is in neutral
LVLH: stick controls rates, Shuttle will hold attitude with respect to local horizon when stick is in neutral
FREE: stick controls rotational acceleration, Shuttle will kill all thrust when stick is in neutral

'M' and 'm' now switches only between the DAPs available in each category, for instance there are no translational DAPs in AUTO mode. AUTO supports a wide variety of operations - inertial orientation, pointing of a selected body axis towards the center of Earth, towards the Sun or towards a selected location on Earth, rotation (for thermal control) around the current orientation and automatic maneuvering into OMS burn attitude.

Gains and deadbands are still a bit shaky, i.e. the AP tends to be a bit wasteful with propellant - I suspect I will have to code SPEC 20 where all these can be tuned next.
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Re: Space Shuttle

Postby Hooray » Fri Nov 20, 2015 12:00 pm

MIG29pilot wrote in Wed Nov 18, 2015 9:15 pm:Ehmm...what happens when you hit the ground in that?


it will execute this Nasal code:
Subject: Crash when exiting 3.4
Hooray wrote:To trigger a crash, you could run this via the Nasal console (which is adding a layout to itself :mrgreen: ):
Code: Select all
var myLayout = canvas.VBoxLayout.new();
myLayout.addItem(myLayout);
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Re: Space Shuttle

Postby Hooray » Mon Nov 23, 2015 1:48 pm

Where do I find the Nasal code implementing the aforementioned "TAEM guidance geometry decisions" ?
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Re: Space Shuttle

Postby Thorsten » Mon Nov 23, 2015 1:51 pm

In the aptly named TAEM_guidance.nas :-)
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Re: Space Shuttle

Postby Hooray » Mon Nov 23, 2015 1:57 pm

thank you, do you consider this just "complex", or is it an actual bottleneck anywhere (referring to the property rule discussion we've had previously)?
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Re: Space Shuttle

Postby Thorsten » Mon Nov 23, 2015 2:46 pm

I don't see any CPU bottlenecks on my machine with the Shuttle when the scenery is gone. But I suspect that code is not performance-critical at all, it'd just be a mess to code with property rules.
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Re: Space Shuttle

Postby Hooray » Mon Nov 23, 2015 2:51 pm

Ok, thanks I see - agreed. But there is state-machine code in SimGear, and the FG autopilot code, and I think Torsten recently documented this on the wiki - you are probably in the best position to judge if that's suffiicently flexible in its current form, or if you'd rather leave everything in Nasal:

http://wiki.flightgear.org/Autopilot_co ... machine.3E
http://wiki.flightgear.org/State_machines (this will not be directly applicable, because it's documenting C++ code in SG)
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