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Thrust vector-more. (Read 1910 times)
Sep 4
th
, 2006 at 6:47am
x_jasper
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Hi all
There was a recent thread on thrust vectoring, but out-lived it's usefulness.
A number of people had said they would have liked to see true thrust vectoring in FSX, and not the customary 'helo type' effect normally used.
I was mucking around with one of the stock single engine props (ex-FS9) in FSX the other night and modelled the dynamics with wing and stabiliser directly on the prop thrust line. Airfoil section was a modified symetrical arranged to have minimal lift change vs airspeed.
What I found was that this particular model would pitch-up in relation to power setting, e.g. thrust.
A cure was found by simply changing horizontal stabilizer pitch to compensate.
However, I examined the graphic model and discovered that the prop itself was pitched up, by some 3 or so degrees.
I could only summise that this indeed was the reason for pitch-up vs thrust, and that this is a feature solely related to how the model was created in the first place.
From this I am now thinking that it would be a very simple matter to 'animate' the thust line, in a similar way to how flaps, control surfaces etc are arranged as animations during the model build.
This, and perhaps a simple dll module could in-fact give us true thrust vectoring. e,g, why not build-in thrust direction as a variable animation?. Clearly, it's possible to specify thrust direction as a fixed quantity, all we need to do is have it movable.
Hope someone has a go at doing this.
Jasper
P4 2.5. massive huge 10 foot display.
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Reply #1 -
Sep 4
th
, 2006 at 7:01am
PisTon
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Cool, nice find!
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Reply #2 -
Sep 4
th
, 2006 at 10:58am
cleobis
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sadly I'm a very far of being a modeler or I would try this imidiately, I hope someone try this...
freat find jasper
so, I understand that what you are saying is to create an animation in gmax "attached" to the engine (or thrust output) as you do with flaps where FS recognizes the change of the animations as flap angle change, but woulnd't FS need to have an instructiuon built in to recognize that particular animation as being related to thrust? or could it be possible to create a dll module that would make FS do the change?
A thing that I thought a couple of years agor was if it was possible to "attach" the engines to the flaps, I mean, make the thrust coupled with the flaps, and maybe that way FS by recognizing the flaps angle change wouild also change the thrust vector, but being no .air file master I could never find if that was possible....
hope someone gets a breakthrough regarding this...I woudl gladly pay 5 or 10 € for a module that emulates vectoring thrust in a realistic way, noit just a "mechanic" way as the gauge we have curreently...thougjh I am very thankfull for that gauge
cheers
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Reply #3 -
Sep 4
th
, 2006 at 11:13am
Katahu
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Are you saying that FSX has viable thrust-vectoring capabilities or are you just saying that it could be possible in FSX?
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Reply #4 -
Sep 4
th
, 2006 at 11:22am
cleobis
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I think is saying that it might be possible...
lets hope so...
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Reply #5 -
Sep 4
th
, 2006 at 3:21pm
x_jasper
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I love YaBB 1G - SP1!
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Kat, Cleobis & Co
Nice to see your interest in this.
In Gmax, it seems, it is possible to 'set' the thrust-line at some particular angle. I have a cessna which proves this. The prop is pointing up +3 Deg.
This therefore is a 'pre-settable' feature in Gmax. So, if this thrust angle can be specified at a desired value during the build, it should be a simple matter to program the thrust angle as a variable, just as you would do with flaps, spoilers etc.
As long as the thrust-line was 'animated', actual angles etc could be accessed as usual in the config and airfiles.
Remember, FS do not recognise an engine as an engine, it only simulates thrust from a specified point in the model and in a specified direction.
Therefore since FS can support four engines, to model a Harrier there would be four thrust points. All someone needs to do is animate them. May not even need a separate module.
Someone have a go?
P.S. Not a lot of people realise this: the forward nozzles on a Harrier are 'cold' i.e. they work by thrust of compressed air from a compressor stage bleed-off. This is why they are so damn loud.
Regards
Jasper
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Sep 4
th
, 2006 at 4:22pm
cleobis
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hmmm....now it all makes sence....
I like that idea...it should be fairly simple to try in gmax, even with just a box, only to see if the animation works...
sadly I only have a basic knowledge in gmax doing scenery, so I never did the a/c animations...
hmmm, these days I'm kinda busy, but if I get time I might get a go at that...
Have to read the sdk's though...very good idea jasper....hope it works...
oh, just remembered, a doubt:
this way the animation capability would have to be dependant on gmax being able to do it, and so, is gmax able to animate the thrust line?
cheers
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Sep 4
th
, 2006 at 4:47pm
SkyNoz
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I think the only problem with this idea is, you can't come up with a animation tag for the prop to pitch. These pramaters would need multiple tags, including, props, and your vectored thrust tag. This option may possibally be in FSX, but no one will know including you!
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Reply #8 -
Sep 4
th
, 2006 at 5:44pm
x_jasper
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Ok, I am suggesting that a Harrier (or plain box) be modelled in Gmax with animated nozzles. Now, could each nozzle be assigned as an engine or thrust point?
If so it should work if the thrust line will follow the animation.
Again, I actually have a Cessna which visually does have a 'crooked' prop, you can see it quite plainly. The clue is that I know for a fact (and have proved it) that the 3 deg offset prop on that model is deffinately producing a 3 deg thrust-line.
In other words, I got a 3 deg offset prop, I get 3 deg offset thrust.
Therefore, If that prop were 'animated' instead of fixed----- the problem should be solved.
Jasper
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Sep 4
th
, 2006 at 6:15pm
Katahu
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Quote:
Ok, I am suggesting that a Harrier (or plain box) be modelled in Gmax with animated nozzles. Now, could each nozzle be assigned as an engine or thrust point?
If so it should work if the thrust line will follow the animation.
Again, I actually have a Cessna which visually does have a 'crooked' prop, you can see it quite plainly. The clue is that I know for a fact (and have proved it) that the 3 deg offset prop on that model is deffinately producing a 3 deg thrust-line.
In other words, I got a 3 deg offset prop, I get 3 deg offset thrust.
Therefore, If that prop were 'animated' instead of fixed----- the problem should be solved.
Jasper
Oh, I get it. So instead of directing the thrust via nozzels, you think that the thrust in FSX could be directed by simply tilting the engine itself?
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Reply #10 -
Sep 4
th
, 2006 at 6:29pm
cleobis
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hmmm..ok...but usually those kind of animations, like the harrier, the nozzles animations are tagged to the flaps...
So, you need to creat a new tag that recognizes the thrust line change of angle, and that is whay I got the idea of connecting the engine to the flaps, but I don't know if it would be possible to get the two together...
in any case it is very good to know that FS recognizes the angled thrust as jasper says...
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Reply #11 -
Sep 4
th
, 2006 at 9:07pm
Katahu
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It's very likely considering that FSX now allows for negative flap dynamics.
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Sep 4
th
, 2006 at 10:22pm
Daube
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I'm following this topic with a lot of interest.
X-Jasper, thank you very much for your inquiries 8)
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Reply #13 -
Sep 5
th
, 2006 at 2:30am
PisTon
Ex Member
Interesting
Does that plane work in fs9, or only fsX? If only fsX, yay thanks for adding it
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Reply #14 -
Sep 5
th
, 2006 at 3:28am
x_jasper
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Hi all
Piston:
Yes, the cessna with the crooked prop & thrust-line works in FS9 and FSX.
Basic fact is, these two sims certainly do recognise that the thrust-line has a tangental component. My modification to the Cessna was to entirely re-write the dynamics and give it a true mid wing / zero incidence position with both flight sim and CoG reference bang-on zero, i.e. dead centre. Horizontal and vertical stabilizers were configured as a symetrical 'cross-tail' in a neutral position about the longitudinal and lateral axes.
This gives a situation where for all intents and purposes we have a model perfectly balanced about it's CoG and aerodynamic centre of lift, the ideal configuration to examine what the thrust-line is doing.
Using a special 'flight test panel' with real time power and thrust data, it was easy to see that actual thrust was responsible for significant + pitch on this model. This ocurred before any real increase in airspeed. Moreover, keeping the model on an even pitch and neutralising the effect could only be achieved by setting positive incidence on the horizontal tailplane.
All that stuff aside, visual check of the model shows that whoever built it gave it a tilted prop!
Proof that the sim really does recognise angled thrust.
I strongly suspect the reason why no one has bothered with this could be the fact that really the only serious VTOL was the Harrier. If you stop to think about it for a while it becomes obvious that for any meaningful simulation you would need at least two extra controls on your stick, i.e. a slider each for the front and rear nozzle pairs. This could be achieved by configuring a three-throttle flightstick, or having an auxillary throttle unit on a second USB port. Either way, it could be in-fact that this is the real obstacle. thrust point animation might actually be perfectly possible and dead easy.
Jasper
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Sep 5
th
, 2006 at 3:56am
Daube
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I didn't understand your last point about the aditionnal joystick axis needed. Do you mean for orienting the noozles or for controling their thrust ?
For orientation, you could use the keyboard or a gauge. I think that even in the Harrier, all the nozzles are oriented with one command only.
We could use anything, just like I don't know, the commands for the concorde noze for example.
Then for the thrust, a simple gauge that would read the input of the joke, and act on each engine accordingly. For example, if you push you joystick forward, then the gauge reduce the thrust of the two forward engines. If you push it forward-left, then reduce the thrust only of the forward left engine. This would cause the plane to dive in a direction or another.
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Reply #16 -
Sep 5
th
, 2006 at 8:50am
Ashton Lawson
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For FSXI, ACES I believe that ACES hav to concentrate on multiple, complicated propulsion types, including complex ones, like on VTOL aircraft. Don't get me wrong, sort out the main physics first, but then add more propulsion types.
About the AV-8B Harrier. There is a thrust lever, with detents for normal flight power, and Hovering power (with a cooling water supply which lasts 90 seconds during hover (otherwise the engine overheats)), and a nozzle lever, much like a flaps lever, which controls all of the nozzles at once. The stabilization is done by 'bleeders' which have feeds from the engine thrust, where valves release rushing air which controls the aircraft during hover. This is automated when the Harrier is hovering.
This is the information I know abot the harrier, when I once saw a documentary about it.
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Reply #17 -
Sep 5
th
, 2006 at 9:32am
x_jasper
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Striker.
Nozzles are not necessarily all controlled in unison. They can be vectored as forward or rear pairs. This is how the aircraft can be made to nose dip, amongst other things.
Interestingly, there was a brief documentary about the 'new' Harrier which is built here in the UK. The new version has flight controls very much computer-aided as opposed to the original systems. A press reporter with no flying experience was taken up in a two seater and was allowed, successfully!! to land the aircraft himself.
Now watch them give this aircraft away to other countries.
Jasper
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Sep 5
th
, 2006 at 3:24pm
USMC_BEANS
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Quote:
Now watch them give this aircraft away to other countries.
Nothing wrong with that! It was impressive to watch the Harriers in action in Iraq. The only thing that impressed me more was the AH-1W's that flew no more that 10 feet over the tops of our tanks! I really hope you guys get this figured out, seems like you are all almost there!
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Reply #19 -
Sep 5
th
, 2006 at 4:36pm
x_jasper
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"Nothing wrong with that!"
Everything wrong with that. Better not develop the damn thing in the first place if it means someone else will also have it.
They may aswell give our best to Iran or N.Korea, potentially our boys could find themselves on the receiving end of some of this high tech hardware.
Been going on for years I know, but still doesn't make it right.
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Sep 5
th
, 2006 at 10:21pm
Daube
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I suggest we stay out of this sucking politics stuff.
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Reply #21 -
Sep 6
th
, 2006 at 12:22am
cheesegrater
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Talk politics on simviation = instant ban.
Thrust vectoring? We already have that in the Cessna - propeller feather. What more do you want?
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Reply #22 -
Sep 6
th
, 2006 at 3:40am
Ivan
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Sounds like an Ekranoplan opportunity...
Engine 1 on the prop, 2 and 3 on the nose, kick it up with all engines, then adjust 2+3 for the needed lift and 'fly' with #1 only
Russian planes:
IL-76 (all standard length ones)
,
Tu-154 and Il-62
,
Tu-134
and
An-24RV
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Reply #23 -
Sep 6
th
, 2006 at 7:17am
Daube
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Why do you want an engine lift for the ekranoplan ?
The real aircraft only use the ground effect at high speed, so I guess we could get something like that easilly...
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Reply #24 -
Sep 6
th
, 2006 at 8:19am
x_jasper
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Lmao!
why, on earth would you want one of those? ???
Cheered me up that has
Jasper
P4 2.5. massive huge 10 foot display.
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Reply #25 -
Sep 6
th
, 2006 at 9:35am
cleobis
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alphasim already has an ekranoplane, it flys preaty well aroun 10 or 20 ft above water, and again, ekranoplanes only use ground effect to fly, so no need for thrust vectoring...
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Reply #26 -
Sep 6
th
, 2006 at 4:42pm
Ivan
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No, I'm NOT Russian, I
only like Russian aircraft
The netherlands
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How many engines does the alphasim one have in the FDE. Should be 3 as it is an A-90
Russian planes:
IL-76 (all standard length ones)
,
Tu-154 and Il-62
,
Tu-134
and
An-24RV
&&&&AI flightplans and repaints can be found
here
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Reply #27 -
Sep 7
th
, 2006 at 9:57am
cleobis
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hmmm..don't quite remember and I don't have it installed at the moment, I'll look for it and then tell you:)
cheers
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www.emfa.pt/
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