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CptSmiley

3rd Party Developers
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Everything posted by CptSmiley

  1. ummm, you do know that it is in the 1.2.1 version as I clearly don't have a 3rd party dev version? Everyone and anyone has access to it... Why have a How To forum if no one can help? So much for asking questions around here
  2. Hey guys, So I'm try to dynamically alter the mass and inertia of the aircraft using the ed_fm_change_mass() function, however it locks up the sim when I utilize this function (return true to say I changed the mass and/or inertia). If I return false it works fine but obviously doesn't change my mass/inertia. It even crashes still when I set all the delta's to 0 but still return true. Any ideas?
  3. It is also the fact that it is a laminar airflow wing. If you see some planes have turbulator strips on the top of them that actually turbulate the air on the upper surface of the wing. This allows the air to "stick" better to the surface and creates a taller boundary layer. This provides a more graceful stall. They are even called "stall strips" sometimes. The P-51 has a laminar airfoil shape for its wing and, I believe does not have any form of flow disruption. What this means is that when the a/c stalls...it stalls for real and not gracefully. This is a good website that describes the behavior better than I can... http://www.allstar.fiu.edu/aero/wing31.htm
  4. Yes...initially I tried writing files out for debug info as well as reading files in for my aerodynamic tables, both situations causes DCS to crash. I would guess that the DLL is limited from what is is allowed to do within the DCS executable environment.
  5. That is my big problem with the DLL stuff so far with debuggin my FCS control laws and aero equations...I have no way of directly debugging the code at all...it is really an unsupportable API without being able to debug into complex control laws. Everything takes 5 hours when I could nail down the problem in minutes if I could only debug into it. Oh wells...
  6. Yep I know I gotta get that nailed down...EFM = API C-coded flight model dll Thanks :)
  7. Yep that my current problem too, for some reason the F-16 always works even though all the addons derive from the Wunderluft so I assume they all have the same ID or what not...even when I remove all aircraft (including base DCS ones) all addon aircraft except the F-16 do not work...can't figure it out! The only reason why I think the F-16 always works for one reason or another is because the input is being processed by the AFM where others do not use an AFM
  8. Nice SkateZilla, I was posting the code, but had no idea you guys were flying it with the other stuff going on :) Got the roll controller working tonight so you don't get the "wobbly-ness" in the roll dynamics. Up next, directional control FCS laws and the simulated power response dynamics... It's a ton of fun getting an insight into how the FCS really works after years of flying Falcon4 and BMS
  9. Hey Fred absolutely, I think when I get the control laws complete I'm going to post the project up there as there are other projects I want to get to work on. I hope whoever wants to can improve upon what little I've learned so far. With the current state of the AFM plug-in that is about as far as I can go anyhow (see my other thread on setting gear state) For the AFM, you only have to provide all of the forces acting on the aircraft (except weight) and DCS does the rest. You are free to manipulate the moments of inertia and weight dynamically but they define that force automatically for you. But once you output the forces, DCS does the rest of the integration for you so no need to worry about quarternions and all that since they do the force to accel to vel to pos updating :) So, for example, if you define no forces at all and have the a/c start in the air, it just falls to the ground in DCS...I hope that helps. The tabular data I'm using is pulling the aerodynamic coefficients as a functions of alpha, beta, control deflection, etc... depending on the aerodynamic coefficient I'm interested in.
  10. Yep, for now I'll concentrate on the flight model and hope they add the ability to alter such things as the gear state from the AFM or else nobody can really utilize the AFM
  11. Just to give you guys an update... -Cleaned up the code a bit, it isn't documented/commented very well so I need to work on that. -Pitch control laws now working correctly (thanks to a better design doc I found on DTIC!) To do: -Lateral and Directional control laws -Re-do leading edge flap controls laws (the ones in the newer design doc are a little different) -Throttle control laws and engine dynamics per design docs (currently using simple lag) One issue I'm seeing is pitch control flutter at high dynamic pressures (high speeds) I'll try to post a video soon. If I can't get it fixed before releasing the code, people smarter than me can tackle it.
  12. Thanks Blaze, I don't feel so alone now, I'll keep working on the FCS model and hopefully something will come to light in the mean time
  13. Hey Sevas, yep I have that portion working, but that is purely cosmetic... I can lower raise the gear "cosmetically" all day long. But the sim itself does not know to use the gear as the physical impact point with the ground so the gear essentially sinks into the ground and uses the body as the impact point. In my next video I'll try to describe it
  14. Cool thanks Sobek, I believe Gecko6 is pursuing that for our team. I'll be patient until then :)
  15. Yep, I knew that but I would rather er on the side of safe. Even knowing what functions are within the DLLs, I'm at a complete loss at how the function prototype in HumanCustomPhysicsAPI.h connect to correlating functions within the sim. For example how does... ed_fm_simulate() (in the main flight model code) know that it correlates to PFN_SIMULATE in wHumanCustomPhysicsApi.h, then how does PFN_SIMULATE correlate to some calling function within the sim? It just isn't clear to me and I would love for someone with better coding experience / DCS mod development to solve this mystery So in any case knowing the functions with the DLL are useless to me unless I understand how to above scenario works...
  16. I sure hope so.... My concern is that I'll have to then release my code to the community as-is before I being discussions with anyone at ED to avoid the risk of releasing code or info that was obtained under the 3rd party status blanket. I'm not sure where the lines are here
  17. I've asked multiple times who I can ask these questions to, with no response, I may have to wait until others venture into this area with better success. Tango, have you had any success with gear model interactions while utilizing the AFM? Maybe I will wait until our team gets approved 3rd party status... thanks guys At which point can I or can't I release the F-16 AFM code? If I use anything other than what is outside the HumanPhysicsAPI functions?
  18. No I'm sorry, I didn't I'll be happy to remove it and apologies if this was, in fact, an infraction..
  19. Wow, thanks! There isn't a DLL for the SU-25 as far as I'm aware though. I did download a DLL explorer and I'm able to see all the functions associated with DCS.exe but I'm still not seeing where they correlate to the functions in the HumanPhysicsAPI.h file. I'm downloading a hex editor now to see what A10.dll or P-51B.dll look like... EDIT: Okay opening A-10.dll in a hex editor I found the following: EDIT: Removed Image in case of violation... I'm finding similar functions within the P-51, the question is are they doing all the calculations internal to the AFM or all they calling something external? I'm just not sure, a definitive answer sure would be nice, this all seems very hackish
  20. Yep, that's correct but it is clearly not using them it's like nose_gear_pos, main_gear_pos, those are set correctly per the F-16, but it's a fact of telling the sim to use those as the impact points as opposed to the body that I'm having trouble with. I think with it not being documented, only someone at ED could help out or a 3rd Party dev that has accomplished this.
  21. Hey Skatezilla, well I know how to graphically make the gear go up and down, the problem is telling the sim that the gear is in fact down and to use those as the impact points. Even if I graphically draw the gear down within the AFM it still uses the body as the impact point. It seems that the gear in the 3D model being down and the gear being down within the sim are two separate things and I can't figure out how to do the later...
  22. Hey so to continue the discussion from the F-16 thread about the gear model..I have feeling that there must be a function I can call within the Advanced Flight Model that will alter the gear state. I see in the export.lua there is function that calls to get the gear state. The reason why I think there must be some way for the AFM to let the sim know about the gear state is that I believe it is currently defaulting to a gear up state which is why it defaults to using the body as the ground impact point and there is in-fact a reaction model going on (sliding on the asphalt is smoother than on the dirt) so this is reaction modeling going on. In wHumanCustomPhysicsAPI.h there is a listing of the functions that we utilize in the AFM project. Are there other functions that are not listed there that are available (such as setting gear state?) Any help would be very useful, anyone at ED help with this?
  23. John I'm more than welcome, this is intended to be an open project. Send me a PM and we can work to get it integrated before I release the code. I finished the all-important pitch controller part of the FLCS but the document is outdated and I think I'm reading it wrong cause I'm getting odd results, I found another control law document from the design spec but the quality of that is even more illegible :( This is great!
  24. Thanks Yo-Yo, that actually helps out a ton with some nagging questions I've been having.
  25. That is awesome, for the blade element method did you sectionalize the prop or model each prop as a single blade? Do you run this blade element model in real-time or did you pull parameters out after performing high fidelity analysis? For our helo, I'm debating on whether to model it via disc map model or blade element model and whether to use uniform inflow behavior or variable and my concern with the trade-off is whether the sim will be able to handle blade element with variable inflow without dropping the FPS to a slideshow Also, do you know what update rate the sim runs at, is it static, or is it variable, and what happens to the simulation when it over-runs it's allowed run rate? Thanks Yo-Yo!
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