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L-39: Albatros Team


Silver_Dragon

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La ultima información

 

 

Parece que API de hidraulica empieza a dar sus frutos. Y mientras detalles interesantes sobre estra 3rd Party.
Are you going to develop different cockpits for the versions L39C and L39ZA?? The real ones have little differences between them.
There actually are some pretty significant differences (mostly layout of the main panel) between the C and ZA cockpits, and yes we plan to model both (front and back seats).
Interesante sera ver la doble cabina y esos dos aparatos.
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  • 3 weeks later...

Sorry, no videos or screenshots to show at the moment. I've been too busy working on multiple things to make too much progress in any one area:

 

Cockpit Model

Work is coming along slowly, but we are bringing on additional help to get this thing moving. The good news is that it has not hindered our development of the flight model or any cockpit systems so far, but we realize that the community would really like to see what this aircraft looks and feels like from the cockpit. We will show this when the time is right and things have moved along further.

 

Flight Model

Here is where most of my time has been spent the last two months. Further tweaks to the forces and moments are always being made, but important features, such as alpha buffeting, have also been added. Currently, I am working on rewriting the propulsion and fuel system into a more object oriented structure to allow for more flexibility with this code in creating other aircraft flight models in the future. I recently put together a Cessna 172 flight model in 2 days and it flew just as expected. This was important in proving that any aircraft, small or large, from simple push rod tin cans to modern fighters with complex flight control systems and autopilots, can be modeled and fly as they should, without many of the limitations seen in other modern flight simulators.

 

Systems

This area has been on hold for quite some time now, but we are expecting the return of one of our coders shortly to continue his excellent work. Expect regular updates on the navigation systems in the near future.

 

Weapons

We have not begun work in this area yet. Expect work to begin on the weapon systems after the majority of the other systems are online and the new cockpit is in game and functioning as expected. This will not be for several more months.

 

 

http://www.patriotsjetteam.com/

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Si alguien tiene hecho un modelo 3d exterior animado del c172 que se ponga en contacto con este hombre, que ha hecho para practicar el modelo de vuelo del cessna y dice que no le importaria sacarlo con un poquito de ayuda de este tipo...

 

 

[...]I recently put together a Cessna 172 flight model in 2 days and it flew just as expected.[...]

 

aha, the engine model isn't finished, but I would do that and release it if someone had an external 3D model fully textured and animated. I would have rather made a cub or maybe a small scouting aircraft, but the C172 data was readily available.

 

http://forums.eagle.ru/showthread.php?t=92197&page=22

Edited by Zaz0
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Noticias del L-39 Albatros

 

 

Quick Update:
Tonight I started working on a massive flight data export function (150+ values per time step) to assist in debugging and flight model tweaking. In the process of writing this function, I got the idea to write a raw input recorder and reader for replaying flights from the cockpit, similar to Phantom Control in FC1 and FC2. Within an hour, I had a fully functioning recorder and within four hours, I had a fully robust reader/input replicator. Whether skimming the hilltops, performing stalls/spins, or cycling gear/flaps/etc., the playback was perfect (even at 50X simulation rate), allowing me to fly a 20 minute flight landing at another airbase, only to see the aircraft smoothly touch down on the exact spot I had just previously marked.
The reason for the robustness of the playback is due to the fact that inputs are recorded AND read at 166.667 Hz (0.006 s), as this is the rate at which the external flight routine model is called. The playback is independent of controller setup/curves/etc., as the playback disables controller input and reads solely the values from the recorded file and uses them to set internal variables I have defined in my FM dll. The playback is pausable and you are free to click buttons in the pit and do whatever it is you would like while the program is flying your aircraft.
After all the data has been read, the inputs cease to be read from the recorded file and the control is given back to the pilot (if he is even at his computer )
The only disadvantage of this method over a more general Phantom Control program is that it will only function on a aircraft that has a 3rd party developed external flight model that has implemented a method similar to this. I'm writing this here to see if people would be interested in this sort of feature staying in the module in a final release? In my opinion, the potential for abuse using this program is minimal to none, but I wonder what others think.
Regardless, this is big news for any aerobatic teams out there who are missing Phantom Control in DCS! I figure another use for this may be pre-recorded flights, such that a "AI" backseat instructor could fly the aircraft during some instruction or during early introduction flights.

 

 

Edited by Silver_Dragon
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  • 3 months later...
  • 2 weeks later...

**UPDATE**

Systems Ported From Lua to C++
Air data system
Electrical
ADI
Altimeter
Radio Altimeter
Accelerometer
Mechanical (gear/canopy/flaps/speedbrakes)
Fuel
Engine Control Unit
Environmental
Flight Control/Trim
Warning Indicator Lights
System Updates
Altimeter:
Reference Barometric Pressure can now be set
Radio Altimeter:
80 degree lobe added. Above 40 degrees away from pointing the belly straight down, slant range is taken into account
ACS-1M Clock and Stopwatch:
Main 12 Hour clock
12 Hour Stopwatch
30 Minute Stopwatch
Engine Control Unit:
Engine Vibration, Fuel Pressure, Oil Temperature, and Oil Pressue gauges added
EGT is now dynamic with atmospheric and engine conditions. Heating and cooling are modeled during extended high or low throttle settings.
Flight Data Recorder:
When turned on, it records specific flight data/pilot inputs to time based csv files in Saved Games folder. (Does not record by default like the real aircraft, as recording all data can become quite large on a user's system over time)
Caution/Warning Indicators:
Too many changes to list, but these are being tied to systems as work is completed
Misc:
LCtrl-M key command prints METAR conditions to a message on the screen (Only time, wind, temp, dewpoint, and pressure are correct at the moment)
Smoke system has been added for aerobatic use using a temporary method. The C version will likely feature a smoke system equippable similar to a smoke pod on final release.
And many many more small changes...
Work In Progress
Landing gear physics (still a huge mystery and very very confusing)
Flight model tweaking (induced drag tweaking, pitch torque balancing, side force tweaking)
Tango's expertise on navigation and radio communication systems will be utilized for RSBN and other systems in the near future
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**UPDATE**

External Pilot
Head Movement

6DOF head movement from TrackIR in the cockpit is
translated to the external pilot's head. Now you can see everywhere your
teammate is looking. Video demonstrates pitch, roll and yaw, however x, y and z
translation TrackIR axis's are working but not implemented. They will be
animated as the pilot leaning about in the seat.

Pilot model is temporary
for testing purposes. This video does not represent the final product, and
everything is subject to change.

Enjoy!

 

http://www.youtube.com/watch?feature=player_embedded&v=tJrWRy6Y_zA

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**UPDATE**

Advanced Flight Model Aerodynamics Update
Work this week has been focused on a complete re-write of the AFM to change it over to a finite element model, where all control surfaces are broken into multiple parts (what I call Aerodynamic Sections), allowing more accurate airflow over each individual section.
How it Works
Each aerodynamic section defined in the FM has a set of properties that can be assigned to it, such as center of pressure, center of mass, chord length, local angle of attack, etc. These properties are unique to each section of the airframe, allowing different responses to maneuvers or damage. With each section of the wings and tail receiving different angles of attack during maneuvers, the forces automatically balance themselves when releasing the controls.
A list of some of the properties currently available:
Center of Pressure (x,y,z) //Defines lift location (can shift with mach and angle of attack)
Velocity Vector (x,y,z) //Calculated using rigid body kinematics (relative to aircraft cg)
Center of Mass (x,y,z) //Defines mass location
Lift Vector (x,y,z) //Unit vector defining lift direction
Drag Vector (x,y,z) //Unit vector defining drag direction
Position (x,y,z) //Used for storing position information (ex: variable geometry, gear postion, etc.)
Reynolds Number //Magic number used for my lift tables
Chord //Mean aerodynamic chord of section
Mach //Local mach number
Incidence //Local incidence angle
Dihedral //Local dihedral angle
Area //Aerodynamic section reference area
Mass //Mass of section allows for updates to aircraft balance if pieces are lost
Local AOA //Final effective angle of attack of section (incidence + velocity vector angle + other control surface effects)
Shadowing Factor //Used for reducing airflow over a surface being blocked by the fuselage
Damage Factor //Damage factor used to reduce lift/increase drag on a damaged surface
Attached Flag //Did you lose your surface completely?
How the aircraft was broken up:
Left and Right Wings broken into 10 sections total
Horizontal Tail broken into 4 sections total
Vertical Tail broken into 2 sections total
etc...
What this looks like (In Graph Form!):
L-39 in a maximum deflection roll!
969182_579332968755262_1593810110_n.jpg
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  • 3 weeks later...

Tienen preparado un skin del L-39 "Pipsqueak "

 

The Worlds Fastest L-39 Delaware Warbirds Racing has raced Pipsqueak at the Reno National Air Races since 2005, winning the Jet Class Championship in 2005 and 2006. Flying the Worlds Fastest L39, Joe Gano qualified Pipsqueak in 2008 at 807 Km/h and finished 3rd in the Gold Race at 774 Km/h. In 2009 Joe qualified Pipsqueak at 844 Km/h and again finished 3rd behind the Vipers at 817 Km/h. We are now preparing for the 2010 races.

 

dcs202013-06-052022-27-57-65_zpsab2250f0dcs202013-06-052022-26-25-65_zps8b3ac6f2

 

El real:

 

 

3_22_03_11_7_35_17_zpsfcb7d118.jpg

Edited by Chiquito.
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  • 1 month later...

Me huele que no, no hay nada en su pagina de youtube, canal o el foro, y lo ultimo que comentaban es que la cabina todavia esta en WIP.

 

Hoy han puesto información de los controles:

 

http://forums.eagle.ru/showpost.php?p=1830520&postcount=345

 

 

Introduction

For aircraft without electronically controlled surfaces, pilot input directly controls surface positions, and for aircraft without power assisted controls, pilots must physically supply the large forces to overcome the increasing aerodynamic pressure that builds on control surfaces as airspeed increases. The L-39 and many other aircraft to be developed for DCS fall into this category, and the question we want to answer is: What is the best way to simulate how the sim pilot affects the position and trimmed condition of these control surfaces when using a non-force feedback joystick whose control forces are completely independent of the aircraft state.

During our most recent L-39 flight model revisions our team has been discussing aircraft control schemes and how they affect pilot-controller interface and aircraft behavior. We have come up with two schemes and a hybrid mode and we want to get feedback from the community on how you would like to see aircraft control implemented in these types of aircraft.
If there is enough variety in controller types and control scheme preferences, we could add this as an option for the aircraft.

The two schemes revolve around the simple fact that force feedback sticks are not widely used and the large majority of flight simulation joysticks are spring based.

The stick in the real L-39 aircraft is a cable and pulley system. At zero airspeed the force required to move the stick to maximum deflections is very low, due to zero dynamic pressure on the control surfaces. As airspeed increased more air flows over the tail and wings and consequently more force is required to move the stick and overcome these aerodynamic forces.

This increased required force effect cannot be translated into a spring based joystick, so that leads us to use three possible facsimile control schemes in its place. These are deflection dependent control, force dependent control, and force/deflection hybrid control.

Deflection Dependent Control: (Traditional Simulation Method)

Control

The joystick commands virtual stick position in the cockpit and control surface positions on the wings and tail. In this case, pulling the joystick 50% would move the virtual stick 50%. Virtual stick position would be completely controlled by the pilot regardless of forces on the tail and wings.

Trim

Trim would function by offsetting the virtual stick by a position amount that is proportional between the maximum trim and maximum deflection. This would effectively eliminate sim pilot joystick deflection in order to keep the plane balanced. In this method, aerodynamic forces due to trim tab deflection would not function to balance hinge moments on control surfaces and trim inputs would move control surfaces regardless of airspeed.

Assumptions:

This method is assuming that a real pilot in the real jet would sense that force on the stick is increasing with airspeed and would naturally counter that increased force to keep the stick where he wanted it.
It also assumes the pilot can apply any force necessary to keep the stick in the desired position and that this is done automatically.

The benefits and drawbacks:

Deflection Dependent Control ensures that the plane is not doing anything the pilot has not commanded.
The drawback is that we are not physically modeling the force on the tail and therefore on the virtual stick. With this method, breaking the aircraft would be extremely easy to do in high speed dives.

Force Dependent Control: (Ideal for Force-Sensing Joysticks)

Control

The joystick deflection commands a force to be placed on the virtual stick by the virtual pilot. In this case, some maximum possible virtual stick force would correspond to 100% joystick deflection. As airspeed increased, more force would be placed on the tail and wings and the virtual stick would move toward center unless countered by the sim pilot. In effect, the virtual stick would move with changing airspeed even if the pilot has not changed joystick input.

Trim

Trim would function by simulating the physical movement of the trim tab on the tail which would balance aerodynamic hinge moments on the control surfaces. In this situation, trim inputs would have no effect on controls surfaces at zero airspeed, due to zero aerodynamic forces acting on the deflected tab. As airspeed increased, the tab would impart a larger and larger rotational moment on the control surface and the virtual stick would once again move without input from the sim pilot.

Assumptions:

This method is assuming that a real pilot in the real jet would NOT be automatically countering the increasing control forces with increasing airspeeds and that the sim pilot must acknowledge and correct for these changing forces.

The benefits and drawbacks:

For users of force-sensing joysticks, the Force Dependent control allows the pilot to more easily command stick deflection at low speed and less easily at high speed, due to the increased deflection (force) needed by the sim pilot.

For non force-sensing joystick users, this method may cause difficulty in executing fine control at lower airspeeds, due to the very small joystick deflections that would correspond to full virtual stick movement.
The other possible drawback is the stick will be moving without any feedback to the pilot so as speed changes the pilot will not only have to contend with changing lift from the horizontal stabilizer but also changing position of the elevators.

Force/Deflection Hybrid Control:

Control

The joystick commands a force to be placed on the virtual stick by the virtual pilot, but this force is not constant across the different regimes of flight. In this case, the maximum needed virtual stick force at a specific airspeed would correspond to 100% joystick deflection and this required force would scale with airspeed. Because the force at any deflection amount would scale with speed, this method is not any different than the Deflection Dependent method when trim is not used. As airspeed increases, more force would be placed on the tail and wings, but the virtual stick would not move without input from the sim pilot.

Trim

Trim would function in the same way as the Force Dependent method by simulating the hinge moments on the control surfaces due to aerodynamic forces. As airspeed increased, the tab would impart a larger and larger rotational moment on the control surface and the virtual stick would move without corrections from the sim pilot.

Assumptions:

This method is assuming that a real pilot in the real jet would be automatically countering the increasing control forces with increasing airspeeds except for the changing trim forces.

The benefits and drawbacks:

Force/Deflection Dependent ensures that the plane is not doing anything the pilot has not commanded, when trim is not used.

The major drawback is the still the uncommanded stick movement with trim forces.

Let us know:
Let us know which scheme you think is superior or feel free to recommend some other option we haven't considered. Also depending on flight testing and user feedback, we might add a menu option that will allow the pilot to select which scheme they prefer.



TL;DR:
What is your preference for simulation of pilot controller interfaces in aircraft with non-assisted flight controls: Deflection based, Force based, Force/Deflection hybrid, or some other method?
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