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Everything posted by JaBoG32_Dirty
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Hi,... A Glideratio of 1/9 seems about right. Aircraft with a low aspect ratio (F15) might have one as low as 1/5 depending on Loadout (not weight!). There's plenty of relatively simple formulars out there to calculate those ratios. As for LockOn, I have to say, it's aerodynamics are far more realistic than the average simmer is able to appreciate. The realism of LO is definitly "player-limited" :-) ,... and I like it like that!!!! :-) Dirty
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Hi,... Speed results from an equilibrium between drag and thrust. When your speed increases during the dive, the resulting Drag will increase by the 2nd power. Therefore, twice the thrust (thrust + weight) will give you only 1.4 times the Speed at best. -Additionally air density increases in the Dive --> more Drag --> Less Speed (TAS) -Additionally supersonic flow effects cause additional Drag --> Less Speed You might see a TAS decrease (external view) and IAS increase (HUD). CU, Dirty
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Need detailed information on map in Lomac.
JaBoG32_Dirty replied to JaBoG32_Dirty's topic in Lock On: Flaming Cliffs 1 & 2
Thanks a lot, SwingKid! Those XYZ Coordinates really make a lot of things a lot easyer. The biggest question is now: In v1.1, are those Coordinates exportable for every plane? Player as well as AI? Do You know anything about that? Again, thanks for your help! Dirty -
Need detailed information on map in Lomac.
JaBoG32_Dirty replied to JaBoG32_Dirty's topic in Lock On: Flaming Cliffs 1 & 2
I have to admit, it confuses me too :D :D Well the coordinates are WGS84 coordinates, i assume, that means that they are on the surface of a rotational elipsoid. The radar screen however is a 2D plane, so the Aircraft coordinates have to be projected into this plane. We ended up with a mercator projection, because it gives you a good true north reference, and is easy to calculate. After all, on a radar scope you want "up" to always be 360°. Lambert projections (i assume the lomac map is one) have this property only on a very small scale. (see picture above) It might very well be that Zillion and I are running totally in the wrong direction and that the solution is just too close at hand to see. If we just plot down the coordinats the picture would look odd, because 1 deg lat means 60NM, but 1 deg lon means 60NM x sin(lat) therefore if you only transer coordinates into a grid of pixels, N-S and E-W directions would have different scales. Basically we solved all problems except, that we couldn't implement a background picture from the map. If we cannot get the underlaying picture to match the radar display we have to vectorise each objects manually. Land marks would be: -Runways (~100 Vectors) -the coastline (~300 Vektors) -important rivers (1000 Vectors) Dirty -
Hey Galevsky,:D We (JaBoG32_Zillion and JaBoG32_Dirty) are working on a similar project, and would want to know if you encountered the same problems with map convergence and meridian convergence. http://forum.lockon.ru/viewtopic.php?p=49115#49115 When you plot positions on your screen, do you use the same scale vertically as horizontally (in degrees Lat/Lon), or do you correct the East-West scale with the sine of the Latitude? Do you blend in any landmarks into the AWACS-screen, and if,...where do you derive those from? Thanks,... Dirty :D
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Need detailed information on map in Lomac.
JaBoG32_Dirty replied to JaBoG32_Dirty's topic in Lock On: Flaming Cliffs 1 & 2
Hi Bolichin, Nice to hear from you Guys down in Spain. From what I understood you used the basic Data provided by 1.02 and designed a simulated IRU(inertial reference Unit) around it. :shock: :shock: :shock: :shock: Wow,...That is way beyound our capabilities. I know the behaviour of real life IRS, and I know how the first Generation performed back in the days. If this "pseudo-radar-plot" you showed comes from integrating acceleration and HDG information, it is REALLY amazing. Real life IRS use HDG and Attitude information down to a thousandth of a degree and acceleration down to a tenthousandth of a G. You might wanna try this: plot the distance between the calculated an measured position. As expected the error builds up over time. Now wait, after 44 mins the error should be at its maximum, and after ~88 mins it should be a lot less. This behaviour is called Schuler-Oscilation and is "a perfectly natural thing" :-) Here the limitations of a real A340 IRS: We are planning to use the export functions of v1.1 though. It provides Lat/Lon information of aircraft. Now all we have to do is plot them properly onto a map. We simply corrected the convergence of the meridians to get a map that is almost true in length in all directions (N-S as well as E-W). Now we wanted to use the Lockon map as a basis for our radar screen underlay to be able to see landmarks like rivers, cities, coastlines. We found out that the map uses a different projection. Look here: All those points are on the same parallel, but appear on a circle. That too is "a perfectly natural thing", we just cannot cope with it, because the algorithms become to complicated for our litte innocent brains :oops: So we cannot use the chart, because we display the same area in a perfect sqare. Therefore we need a chart that displays the meridians in a vertical, and the parallels in horizontal lines. I come closer and closer to the conclusion, to simply vectorise all important landmarks by Hand. That would be precise, but would mean A LOT of work. So that's where we stand now. I think I am going to contact Galevsky in the near future to see if he encountered simitar issues. But thanks for your help anyway. Dirty -
Dear Developers, :-) We at http://www.virtual-JaBoG32.de have a really big problem and are therefore seeking your help. We are working on an addon software that gives us a Radarscreen. Basically its not a big problem to display Aircraft positions on a screen. We are using a Java Server to buffer the recieved positions of several clients and use ActionScript to plot the Data in a Macromedia Flash Application. A really big problem came up when we wanted to import Landmarks from the missionbuilder-map like coastlines, rivers, towns,.. etc. The graphical display of the map is deformed which, i assume, is due to the projektion of the map. On this screenshot WP 1 and WP2 have exactly the same north-coordinate. WP 2 and WP 3 have the same east-coordinate,.. . and so on a Mercator-projekted map it should be a perfect square. I have indications that the missionbuilder-map is a kind of Lambert-projektion, but that is by far not enough information to derive a precise background-underlay for our Radarscreen. We have therefore a few questions and we really appreciate your answers. -What exact projection is the map in LockOn? What are the standard parallels? -Is the map referenced to true or magnetic north? What is the HUD referenced to? -Is the scenery based on real geographic data, so any ordinary mercator-projection would do the job? If so, can we expect the LO scenery to match reality up to aprox. 0.2NM? I know we're asking a lot in times where time is money, but if you granted us a free wish it would be this: We need a Mercator-projected (best would be universal-transversal), true-north referenced, vector-based, high detail chart of the LockOn scenery. We would like to use vector based graphics and if available would prefer .EPS or other vector compatible image maps. If you can provide this, that would really be absolutly hammer-cool. :-) JaBoG32_Zillion JaBoG32_Dirty
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Camera keeps distance to the ground
JaBoG32_Dirty replied to JaBoG32_Dirty's topic in Lock On: Flaming Cliffs 1 & 2
Thank You, that should solve the problem. Dirty -
Hi, I have a Problem with the CTRL-F11 View. I can move the camera position to wherever I like , but I cannot position it a few inches above the ground. It always keeps at least 3-4 meters distance to the ground. I almost gave up, but now I found this screenshot: Can anybody tell me how to make the camera go that low? Thanks ,... Dirty
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Does the trim move in increments
JaBoG32_Dirty replied to JaBoG32_Dirty's topic in Lock On: Flaming Cliffs 1 & 2
Maybe this could be due to the fact that the Keyboard is used to make inputs? Does it only transmit full multiples of Key presses (1,2,3,4... Times)? So you cant press that trim key 0,2 times. No matter how quickly you press and release it, it will always transmit either 1, 2, 3, ... or Zero inputs. That would explain the incremental movement. I would like to keep the trim in it's real position on the right thump, so my wish from Santa Clause for Christmas would be a truely linear usable Trim,..... Merry Christmas. :wink: Dirty :mrgreen: -
Hi Developers, :D I know your time is precious, therefore I will keep this brief. You do great work, and provide great support! You seem to have the "love for the game". Thank you for being that open to inputs from the comunity. The elevator trim seems to move in increments. I use 1.02, and very often when I want to trim the Aircraft "hands-off" the right Trim position appears to be just "between the increments". No matter how quickly I press and release that button, it's either to much or too little. Any RL Aircraft can be trimmed "hands-off", and for precise formations its really important (as for precise aiming). An acceleration-function on the motion of the trim could help find the right trim (Slow movement at first, then speed picks up to cater for larger changes in trim). ...or is there a way to configure the speed of trim movement? Thanks again for the fun I had with LockOn Greets,... Dirty :mrgreen: