This is also the stuff that is transmitted in multiplayer. This will return the current position of the aircraft within FlightGear. controls/gear/steering // Used if rudder is not sufficient for control of steering They are either normalized (like /surface-positions/elevator-pos-norm) or in degrees, and sometimes the aileron is split left/right. These usually drive the animations of the control surfaces. The positions of the controls are usually put in /surface-positions/ at the discretion of the aircraft designer. controls/flight/BLC // Boundary Layer Control These properties control the flight controls surfaces, though often through a mechanical, analog or digital flight control system (FCS) that may or may not be modeled. controls/engines/engine/fire-bottle-discharge DenshiVideo 22.9K subscribers Subscribe 5.1K views 2 months ago Get FlightGear: In today's short gaming retrospective, Denshi takes a look at FlighGear: An established. (The model allows for up to 12 engines rumour has it -) controls/autoflight/vertical-speed-selectĮngines are numbered engine for a single engine to engine to engine for a 747 for example. before and after the aircraft's engines are up an running. These properties control any auxiliary power unit, in essence a small turbine engine driving generators, hydraulic pumps etc. These properties control the various anti-ice properties that may be present in an aircraft. These properties should, and usually do correspond to how various cockpit controls are set. This is a part of FlightGear that we could certainly document betterĬonsumables See also #Fuel /consumables/fuel/tank/level-lb To determine how a property works and what it does often requires looking through any code that uses it. Verification of Cooperative Maneuvers in FlightGear using MPC and Backwards Reachable Sets Abstract: In this paper we develop a simulation setup for testing and analyzing cooperative maneuvers and corresponding control algorithms. One is in the aircraft files, starting from the aircraft specific aircraft-set.xml file, another is the Nasal files, and the last place (and often most useful!) is "grepping" (searching) through the C++ code. who are limited by the collective ability of the people they can hire and pay. There are several places to look for properties. The goal of the FlightGear project is to create a sophisticated and open. There are a couple ways that the properties are set, but a fair amount of them just "appear" without being documented anywhere. In addition many properties will by necessity be aircraft specific, though developers should make a conscious effort to have properties map to more common ones if that is possible. There are also different flight dynamic models (FDMs) that have different needs. This becomes obvious if one consider the many different configurations (aircraft/helicopter/car, control surface and landing gear layout, number and locations of engines, etc) and propulsions systems (types of engines, types of fuels etc.) an aircraft can have. While many properties will be common between most aircraft, many properties will also be different between aircraft. The properties represent both the input from the pilot, the values determining the position and velocity of the aircraft, the values used for animating the aircraft, and pretty much anything else. Most parts of FlightGear communicate with each other through key-value pair properties in the property tree. See Property tree for the main article about this subject. From there it is a simple matter to fix!ĮDIT: make that 10 minutes I found that it is stored in $FG_HOME/Input/Joysticks/Joystick_name.xml. Anyways, in a while (probably 7+ hours) I can look into it and figure out where Stuart stores the file. This will control the throttle when it's the bo105 and the propeller pitch otherwise (for aircraft). Setprop("/controls/engines/engine/power", = val) Hi, My wife got me half an hour in a Robinson R22 for my 40th birthday, and I finally got to take. Var val = cmdarg().getNode("setting").getValue() Flightgear-users Helicopters and USB collective control. The bo105 is the only exception to the rule, and here's a script to fix that: I understand that in real life most helicopters would have throttles, but very few do in FlightGear.
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