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thrust vectoring/VTOL/fly by wire (Read 3949 times)
Reply #15 - Apr 4th, 2006 at 5:31pm
Tweek   Ex Member

 
I'd just like to point this topic out to you, before you get too excited about the IRIS (as DSB in this topic) F-35. Not to pick fault, but to raise awareness.
 
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Reply #16 - Apr 4th, 2006 at 8:26pm

Crumbso   Offline
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I can't comment on a rival company as it would be in bad taste, but I will say that Rob made the gauge for our V-22 specifically and we have his permission.
 
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Reply #17 - Jun 16th, 2006 at 12:15pm

machineman9   Offline
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Quote:
We already have fly by wire..............Joy stick - wire - computer. We have been doing a long time before the big boys Grin Grin Grin Grin

Matt


or wireless!

joystick- funny wireless thing- computer!
 

...
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Reply #18 - Jun 16th, 2006 at 5:59pm

Daube   Offline
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Quote:
Well I don't know why some people are saying that thrust vectoring is a long way to go because it would need complex flight models for each a/c...

X-Plane has it, so I assume that if M$ wanted to use it they should be able to...

Thrust vectoring is a joke to code as long as your physical engine in your game is made for using physical vectors. That's not the case of FS, unfortunately.

I tried some years ago to create my own flight sim (I had time, I was still looking for a job  Grin ). This vectored thrust was so easy to implement that I did it in less than one day. Ok it was not complete yet (no moment of forces were computed yet, could not find back the formula in my school books Tongue ) but nevertheless I could make a Harrier takeoff and land almost like a real one.

This IRIS JSF is not hovering. It's nothing more than a slew that is done here. The same with the freeware gauge available for harrier and osprey. But that's cool to have them nevertheless Smiley

Quote:
as for the excuse that flightsimulator is a "only" civil simulator, I find it very dubious...M$ might have started as a civil simulator, but nowadays it's nothing more than a platform for us to use everything you can think of...I mean...just think of what has been done:

a/c, copters, spaceships (fictional and non fictional), cars, bikes, buses, ships in evevery form,gliders, cartoon flying robots, paper a/c, etc,etc....

I agree.  From a physical point of view, there is just no difference between a jet, a prop, a copter etc....
A car is just an aircraft with no wings. An helicopter is just a plane with only vertical thrust, etc... vectors are vectors and do not care who creates them.

Quote:
Please m$ just provide us with the most complete universe possible...

cheers

Keep that for the next versions Smiley
 
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Reply #19 - Jun 17th, 2006 at 1:03am

BAW0343   Offline
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I would personally LOVE to have a sim that I can take off from a Carrier with an F-18, do a mission in Iraq or some other country with working weapnary, radar, and targets, come back and land. Then be able to hop aboard the next chopper and go fly a 747 out of KBOS. But this brings the issue of what we called in CFS a UFI (unidentified flying idiot) They would constantly come into a game we just want to fly togeather peacefully and do a shoot em up. It also allows for some pretty sick things to be done in FS (like bombing civillians Roll Eyes ) also on the other side this would allow for something they have in FS Passengers, Civil aircraft damage from enemy fire, makes for interesting flights however, but not really appropriate.
 

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Reply #20 - Jun 20th, 2006 at 8:17pm

ansteve1   Offline
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Quote:
I would personally LOVE to have a sim that I can take off from a Carrier with an F-18, do a mission in Iraq or some other country with working weapnary, radar, and targets, come back and land. Then be able to hop aboard the next chopper and go fly a 747 out of KBOS. But this brings the issue of what we called in FS a UFI (unidentified flying idiot) They would constantly come into a game we just want to fly togeather peacefully and do a shoot em up. It also allows for some pretty sick things to be done in FS (like bombing civillians Roll Eyes ) also on the other side this would allow for something they have in FS Passengers, Civil aircraft damage from enemy fire, makes for interesting flights however, but not really appropriate.


That would cuase problems. But if there was a combat flight sim that had modern warefare with world wide coverage you would avoid idioits who try to shoot down civilian aircraft (But then again people can do this in fs9 with some of the effects that are out there)  Undecided Embarrassed
 

Proud to Be A Marine&&Semper fi
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Reply #21 - Jun 23rd, 2006 at 12:40am

Sooner266   Offline
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so far i have only seen aircraft with a sort of mega-flap capabability, where it just pitches straight down if you do something wrong. There's no real VERTICAL lift. so it is thrust vectoring sort of, just not really balanced right.
 

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Reply #22 - Jun 23rd, 2006 at 9:36pm

Ashton Lawson   Offline
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We have all seen thrust vectoring in FS9 (well, most of us have) and its safe to say that no-one (i think) have come up with a way to really make realistic thrust-vectoring.  Most people come up with gauges, or out-rageous .cfg files, but still no one can make true thrust vectoring.
I'm actually working on a separate program (like 3Wire) which can will calculate amounts of thrust, wind, bleeders (on harriers bleeders are small thrust outlets placed strategically on the aircraft to help control the aircraft during hover), and many other things to create a truely real thrust vectoring expierience...  I just have to work out how to access FS to change things (don't tell me to use FSUIPC, i don't like it much).

As for Fly-By-Wire, I think if you can make a some-what unstable aircraft, you could make a gauge for it to 'tweak' the players control surfaces.  But for now, I just want someone to make a Fly-By-Wire aircraft which simply turns a force-feedback joystick, into a auto-centering one.
 

...&&FS Water Configurator+ has new modifications in the works, plus DirectX 10, Service Pack&&1, and Radeon HD 3+ Series support.
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Reply #23 - Jun 24th, 2006 at 11:03am

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Quote:
We have all seen thrust vectoring in FS9 (well, most of us have) and its safe to say that no-one (i think) have come up with a way to really make realistic thrust-vectoring.  Most people come up with gauges, or out-rageous .cfg files, but still no one can make true thrust vectoring.
I'm actually working on a separate program (like 3Wire) which can will calculate amounts of thrust, wind, bleeders (on harriers bleeders are small thrust outlets placed strategically on the aircraft to help control the aircraft during hover), and many other things to create a truely real thrust vectoring expierience...  I just have to work out how to access FS to change things (don't tell me to use FSUIPC, i don't like it much).

As for Fly-By-Wire, I think if you can make a some-what unstable aircraft, you could make a gauge for it to 'tweak' the players control surfaces.  But for now, I just want someone to make a Fly-By-Wire aircraft which simply turns a force-feedback joystick, into a auto-centering one.

Sound really really really cool Smiley
I don't know how much you can actually interact with the orientation of the aircraft with the SDK, but nevertheless I am glad to ear that someone wants to try that posibility  8)
 
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Reply #24 - Jul 2nd, 2006 at 4:23pm

Ashton Lawson   Offline
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I'm still learning alot about the C++ Programming language, but i know many other languages so it shouldn't be too hard...  There are afew compilers out there which can make dll files, so I'll try to make this VTOL thing a module.


Now, addressing the Fly-By-Wire thing.  When you watch an F-22 fly (or F-16, not as much tho), you can notice that during level flight, the elevator/elevons are constantly moving abit up, down, with the rudder also moving in tiny bits.

<Caution! Next bit should only be read by modellers. Thank you. Smiley>

Now, from what I understand about the modelling, why not make a self-animated 'dummy' object, named one of those turbine things at different speeds, then attach the elevons to them.  (This would not actually attach the elevons to them, but allow the elevons to move normally with tining changes when the dummy object moves.

That way, when the engine speed is really low, there are no movements.  But when you're at full throttle, the elevons allways slightly adjust! Cheesy  This is only idea.  I don't understand the aircraft creation thing enough to be able to know for sure if this would work.
 

...&&FS Water Configurator+ has new modifications in the works, plus DirectX 10, Service Pack&&1, and Radeon HD 3+ Series support.
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