Best Options... Flight movement?

A place to discuss everything related to Newton Dynamics.

Moderators: Sascha Willems, walaber

Best Options... Flight movement?

Postby Gibbon » Tue Feb 22, 2011 6:50 am

Ok.. ive been trying over and over again to get some half decent flight movement, but i cant seem to get even "correct" flight movement for me to then work on.

So now im starting to wonder if im going about this the correct way?

The way im currently doing it is im using the netwtons game dynamics library and a 3d engine with a nice command set. Objects and bodies can be calulated using there local coord system so im trying to contantly calculate forces and add the forces to the bodies, but im failing.

I thought this would be the best way to go about it as the "physics" math is all done, i just need to add the forces(for simple movement remember).. it appears not so (from my results anyway)

What is the best choice to get some "simple" movement but using basic lift and drag equations.

Im not meaning super simple where you move an object in a direction, bank it and pitch it with up and down keys. Ide like to at least have lift and drag forces being calulated.

I have lift and drag equations and im using table lookups with coeffient data for both lift and drag.

Some problems i get confused about are...

1.AoA : I know that AoA is the angle between the chord line and relative wind. What i dont understand form my research is, when the angle of attack changes (so the plane now pitches slighty up) the plane is now moving in its NEW direction, so the relative wind is also coming from a NEW direction so AoA is the same again? is this correct, if so how does AOA change to generate lift?

I read in an article about another flight simulator using ODE physics library that they used the Liner Vecocity function to calculate AoA? Does NGD have something like this, if so.. how do i use it?

2. Direction : Relating to the above question, i need to know what direction the plane is moving, not directing but moving in order to calculate relative wind? How do i do this?

3. CL : The coeffient lift/drag data i have (and like others) are between about - 8 and + 20 degrees, what about after them angles? Is cl 0?

Im not good with maths, but im trying and determind and willing to try and learn anything i need to.

When i look at other tutorials or articles they always start to refer to matrices and rotations ETC, but using the 3D engine i have access to my objects / bodies in a local coordinte system already, so i assume i just need to apply forces, no?

Thanks
Andy
Gibbon
 
Posts: 44
Joined: Tue Dec 15, 2009 5:18 am

Re: Best Options... Flight movement?

Postby PJani » Tue Feb 22, 2011 11:12 am

| i7-5930k@4.2Ghz, EVGA 980Ti FTW, 32GB RAM@3000 |
| Dell XPS 13 9370, i7-8550U, 16GB RAM |
| Ogre 1.7.4 | VC++ 9 | custom OgreNewt, Newton 300 |
| C/C++, C# |
User avatar
PJani
 
Posts: 448
Joined: Mon Feb 02, 2009 7:18 pm
Location: Slovenia

Re: Best Options... Flight movement?

Postby Gibbon » Tue Feb 22, 2011 11:16 am

Hi, not sure your reasonf or posting that but i have already read that thoroughly and cant seem to find my answers in there, but as you have posted it the first video is very similer to the results i get, but the original poster doesnt ever say if he resolved the issue?

Andy
Gibbon
 
Posts: 44
Joined: Tue Dec 15, 2009 5:18 am

Re: Best Options... Flight movement?

Postby PJani » Tue Feb 22, 2011 12:47 pm

Nope i havent :P! I didnt have any time, to solve these problems, but as soon i get my joystick...
| i7-5930k@4.2Ghz, EVGA 980Ti FTW, 32GB RAM@3000 |
| Dell XPS 13 9370, i7-8550U, 16GB RAM |
| Ogre 1.7.4 | VC++ 9 | custom OgreNewt, Newton 300 |
| C/C++, C# |
User avatar
PJani
 
Posts: 448
Joined: Mon Feb 02, 2009 7:18 pm
Location: Slovenia


Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest