Gijs wrote:mattt wrote:Would it not be highly groovacious if we could take events like this as they are reported and model them as accurately as the data we could obtain and release the results to the media (or other interested parties, like accident investigators, etc)?
That came up in my mind aswell, back in 2009 after the Turkish crash at Schiphol. We can easily visualise flightpaths, which would be cool for (local) news stations. Visualising, the damaging/actual crash is a "little" harder though, but stuff like this might increase the development of crash simulation in FG...
StuartC wrote in Thu Jun 05, 2014 10:46 pm:Because this will happen, soon.......
StuartC wrote in Fri Jun 06, 2014 2:15 pm:How about a bird strike knocking out one or more engines ?
StuartC wrote in Fri Jun 06, 2014 9:47 am:Thom has been working away on the Damage systems ( like code in the V1 he did ), and this is the latest upcoming expansion for the damage system. Its Nasal, not JSBsim, and will eventually work/be seen over MP as well. Being Nasal, it should be adaptable to most aircraft in the end.
StuartC wrote in Fri Jun 06, 2014 2:15 pm:It should be scalable eventually. Its only part of a number of systems thats being put together.
How about a bird strike knocking out one or more engines ?
Hooray wrote:We already have some birds - that are used by glider pilots to find thermals. If you are looking for something a little more sophisticated, you can use the AI traffic system, which is fully scriptable using Nasal - FlightGear really doesn't care what type of 3D model you are using, so it doesn't matter if it's a tanker, fox2 missile, f14b or the 3D model of a bird:
Subject: Bird strikes scriptHooray wrote:Just to prove my point: It really doesn't take any longer than say 2-3 minutes to open the tanker.nas script, change the model file name to point to the 3D model of a bird, what you end up with is a "funny bird" flying at 330+ kts ground speed at 17000 ft AMSL (I took the first freely available bird model that I could find...):
As a next step, one could change the heuristics that move the bird (assuming that you don't want it to keep flying refueling patterns...), making it search actual thermals (local weather) would also not seem too complicated - it would just involve calls into the local weather code.
Probably, you'll want to add some collision detection code then.
Once this is working, you may want to animate the whole thing and probably change its size, too.
Like I said, it's all perfectly possible with the tanker.nas script.
Also, please do let me know if you need help creating "effect contrails" out of feathers and blood, okay
I realized that a bird strike script could sample the terrain land class and increase the possibility for a bird strike in certain conditions, like where water and land meets, along beaches and over wetlands, as well as increase the possibility at lower altitudes. Something for the future I guess.
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