Videos uploaded by user “Enthusiastic Coder”
Tangier, Morocco Ibn Batouta Approach Airbus A320
My spring 2014 flight to Morocco.
Views: 4910 Enthusiastic Coder
ADSB Flight Tracker
A quick demonstration of my new Android app: Flight data sourced by www.adsbexchange.com Download free from: https://play.google.com/store/apps/details?id=com.enthusiasticcoder.adsbflightmonitor&hl=en_GB
Views: 738 Enthusiastic Coder
First Proper Flight using my own Physics Engine.
Very Happy to say my plane takes off with extreme ease. I plugged in the Coefficient of lift values for the wings, rudder and tail wing and voila the whole aircraft lifted off the ground. In isolation I calculated the lift force on each element and everything just worked!! The rear tail wing nicely balanced the force generated from the main wing. Here you can see the forces on the individual auto-generated elements. I have to fix up a better camera system so that I can view all around during the flight.
Views: 579 Enthusiastic Coder
Night Landing Tangier, Morocco.
Air Arabia Airbus A320 night approach / landing. The approach was 10 miles out over southern Tangier. Landing at Ibn Batouta Airport.
Views: 1299 Enthusiastic Coder
ADSB Flight Tracker - Android App on Google Play
New simpler map on which radar aircraft fly over. Free Android download from : https://play.google.com/store/apps/details?id=com.enthusiasticcoder.adsbflightmonitor&hl=en_GB https://twitter.com/ADSBFlightTrkr Live stream from :www.adsbexchange.com
Views: 2831 Enthusiastic Coder
Free 3D Flight Tracking App for Android - from Holding to Approach
In this next video I demonstrate my 3D / 2D flight tracking app in action pointing the virtual camera towards Lambourne, one of the 4 holding racing track patterns for incoming London Heathrow planes during busy period. I recorded 45 minutes of holding time and small bits of approach over Central London and compressed it all into a 12 minute video. Enjoy! You can use this app for free on Android Download it from: https://play.google.com/store/apps/details?id=com.enthusiasticcoder.adsbflightmonitor Twitter: https://twitter.com/ADSBFlightTrkr Music Tracks: E.M.M_-_Emotional_space Yuriy_Shishlov_-_Be_Epic MuswayStudio_-_Energetic_Sport_-_2
Views: 19346 Enthusiastic Coder
Tangier Morocco, Ibn Batouta, Departure Airbus A320
My flight back from Morocco to London Gatwick back in spring 2014.
Views: 389 Enthusiastic Coder
Truck-TowBar-Airbus Connected system - first attempt.
In this video I finally managed to connect the Airbus aircraft to the tow bar and in a way that is very stable. Springs are difficult to master in quantum time programming. For final touches I fixed up a wheel spring con-strainer to guide direction of the Airbus's front wheel to align with the tow bar for steering purposes. I corrected the spring model tension physics from previous videos and the physics looks more stable now. I also corrected a bug with the force generator lines from these connector springs to show the forces in action across the three body system. I am sure the springs need a bit more fine tuning in terms of their stiffness and mass tolerance to reduce bounciness effects between bodies. In my next video I hope to demonstrate how difficult it really is for Tow Truck drivers to push an aircraft off parking and out to a position ready for taxing.
Views: 448 Enthusiastic Coder
Visualizing Force Generators : transparently.
To visualize my force generators further and make them more clearly visible I decided this time to put the airbus model aircraft the right way up and fuzz out the model airbus. To achieve this I used alpha blending of 0.3 on the airbus model and switched off z-buffer depth testing whilst drawing the force generator lines so that the they are always visible and never behind anything. You can see that they are hard at work keeping the aircraft above the ground. I have generic C++ code in place to draw any force generator I like and also to write their strengths and positions to a log file (for future detailed debugging purposes). This generic drawing enables me to view the the aerodynamic forces when I implement them in the coming week making the experience of programming force physics a little less daunting and perhaps more exciting.
Views: 37 Enthusiastic Coder
Wind Tunnel IV (b)
In this video I seed velocity field lines from the front of the aircraft in a 2D matrix configuration and integrate in time towards to back to draw the flow lines to represent the air flow in body coordinates. This is the same as if you fixed your plane in a wind tunnel and controlled the air flow yourself. To produce these lines I did not have to resort to any pressure/velocity equations found in aerodynamics as I thought I would have to a month ago. But I instead I simply use the seeded streamlines from fixed positions in body-space at the front and time integrate each streamline using the total combined and linear velocities at each space point to dictate the new section of streamline producing each bit by bit till the other end. I do this for each streamline each frame. What is left to do, is, calculate the amount of air flow down-wash behind the main wings and modify the airflow using tables which depend upon the various properties of the wing shape like aspect and taper ratio. This new modified wing flow would then be integrated as normal for its remaining part of its journey to the back tail wing so that as this new air flow reaches the tail wing section the forces produced there would be secondary to the aerodynamic physics just prior at the wing section. In effect the aerodynamic calculations start after the air has hit the main wings. No surprise there!
Views: 603 Enthusiastic Coder
Airbus A320 Simple Multi Texturing for Ground Roughness
I just wanted to quickly add some texture roughness using simple multi texturing before I switch over to pure Shader use for more advanced techniques.... I also made a slower approach and used some spoilers on touchdown to stop bouncing back into the air ...
Views: 76 Enthusiastic Coder
Airliner Circular Runway Approach & Landing
Reading the below NATS link I'd thought I would code in a circular runway banked at 15 degrees -- almost 7 miles long and give the landing a try myself using both the small Airbus A320 and massive double decker A380. The scenery is simplistic as I wanted to focus purely on the physics aspect of the simulation.... To be honest it looks too dangerous to do.... Personally I think the bank of the runway should be built into the instruments to aid pilots so that engines do not get scrapped along the ground... http://nats.aero/blog/2017/03/will-circular-runway-ever-cleared-take-off/?utm_campaign=coschedule&utm_source=linkedin_company&utm_medium=NATS Credits: Music : Done Runnin, RW Smith
Views: 661 Enthusiastic Coder
London Metro Introducing the Piccadilly Line Train
After having added in a plane, tow truck, aircraft carrier, audi A8 I finally decided to put in a train. So in this next short clip I insert a London Metro (Underground) Tube train into the scene and open and close its doors. The physics of train track is something I plan on doing soon after I manage to drive the Audi-A8 car around in a full circle.
Views: 4273 Enthusiastic Coder
Airbus A320 Moving along the Curved Runway Surface
On going work..; testing the runway surface.... (manually dragging the aircraft along to get a feel of the surface to model behaviour) I will need to consider a surface 'smoothing' process whilst preserving the general terrain slope.
Views: 186 Enthusiastic Coder
Airbus A320 Deploying Spoilers Too Early
Deploying Spoilers Too Early
Views: 581 Enthusiastic Coder
British Airways Airbus flies through Seagulls
I was passing by runway 27L Heathrow Airport (EGLL) when I noticed a flock of seagulls and shockingly what appeared to me as clear as day a British Airways Airbus flying right through the flock. On the video you see birds both behind and in front of the aircraft as it whizzes past. The pilot reported "Bird Activity" on Heathrow Tower 118.7Mhz on that Thursday late afternoon.
Views: 22 Enthusiastic Coder
Tangier, Morocco, Ibn Batouta Approach
My flight from UK, London to Tangier, Morocco and back again..... No middle bits but old clips can be seen here: https://plus.google.com/u/0/photos/photo/113852101554290034142/6035507669376034866?icm=false https://plus.google.com/u/0/photos/photo/113852101554290034142/6035478682822795154?icm=false https://plus.google.com/u/0/photos/photo/113852101554290034142/6035302513669220450?icm=false https://plus.google.com/u/0/photos/photo/113852101554290034142/6034352461502514770?icm=false
Views: 525 Enthusiastic Coder
3D Spring suspension with damping (2)
Continuing working on my simple spring system and moving it into 3D space. This programming will constitute work towards my wheel suspension and friction for direction control ground contact physics.
Views: 104 Enthusiastic Coder
Smoother driving | steering + recipe.
In this video I show more views from the outside after fixing up smoother steering and acceleration. The acceleration was controlled by the smooth movements of the mouse and the direction of the wheels was made less sensitive to mouse inputs to get more realistic steering. All in all the interactions go as follows: a) Tow truck wheels rotate from user mouse input b) friction of wheels applies forces at all 4 wheel corner points on truck c) Tow truck moves forward as a result d) this causes the spring - tow bar connection to extend e) this extension results in a spring hook force to the tow bar f) as a result the tow bar starts to move g) wheels of tow bar start to rotate because of friction to them due to movement h) spring connection at Airbus end extends i) this extension results in another force and consequently the aircraft experiences a strong force and moves forwards with the tow bar j) the wheels of the Airbus sense this motion and experience friction and start to roll to minimize this. This is the chain of events that are continually taking place 30 times a second and note that gravity and anisotropic ground contact forces are acting constantly throughout this event chain. This kind of a list reminds me of the Rube Goldberg machine see : http://en.wikipedia.org/wiki/Rube_Goldberg_machine I have now moved all the visible model objects in to my world manager c++ object almost ready for spherical coordinates for generic positioning and velocity.
Views: 206 Enthusiastic Coder
Airbus A320 Night Flying with strobe runway lites.
In this video I spooled the engines up and down to show the rotating front N1 fan. This is currently unrealistic but is shown in principle. I added runway lights and recorded a strong rudder landing curved approach. I dimmed the daytime light to go into night flying and added a simple strobe effect to the approach landings lights. As usual I flew an approach and streamed it to memory for playback several times iterating through the different camera views. I am currently planning on enhancing my physics engine to deal with connected bodies. I am hoping my 'rigid body virtual-properties' functionality, which I built into the engine right at the start, and which is currently sitting dormant, will kick in to facilitate time-synchronised inter-body force+constraint calculations. In the mean time aside from this video, I have been testing some sound files using the DirectSound SDK in the hope of introducing sound to my simple simulator soon....
Views: 373 Enthusiastic Coder
Wheel suspension fitted with Harmonic damped spring.
Happy somewhat, to say that my contact ground physics is moving 'forwards' and backwards too. The simple harmonic damped springs seem to be working nicely for the wheel suspension. Load balancing is done automatically by the spring forces. I have applied asymmetric friction (driving wheels) to be able to guide the 'vehicle' along the ground rather like the friction of car wheels as you turn the wheel at a roundabout. Did some taxing into and along a fictional runway to demonstrate the bobbing around effects of the suspension. Have to say that the implementation of the ground physics has been a little daunting and time consuming.
Views: 510 Enthusiastic Coder
Airbus-Tow Bar-Tow Truck Circles
Further testing of coupling in GPS space.....
Views: 481 Enthusiastic Coder
Attitude Indicator on Android
Using the accelerometer sensor on my small development phone I decided to port in an aircraft cockpit instrument to android and take advantage of gravity.
Views: 290 Enthusiastic Coder
Airbus A320 Stalling :  Flying too Slow
In this next clip I slow the aircraft right down to about 110 Kts (around 130 mph) and at 48 tonnes with no flaps (to assist with increasing lift) turning and banking becomes extremely sluggish. At this speed there isn't enough air fluid flow over the wings to generate enough lift to keep the aircraft safely in the air and the aircraft STALLS. In the real Airbus aircraft there is continuous system monitoring by on board computers and if a pilot comes close to stalling, the computers activate take off thrust.
Views: 363 Enthusiastic Coder
Strong Force Connected Body Physics
As in my previous early videos in which I exerted strong forces on the British Airways Airbus aircraft to test the physics and force generators, here to, I decided to apply extreme forces to the Tow-truck-bar connected body spring system and see how it reacted. At two points in this clip the connection breaks and the tow bar and tow truck go their separate ways.
Views: 87 Enthusiastic Coder
Wind Tunnel III
Recently I have been reading up on fluid dynamics and have been racking my brains out on how to implement a wind tunnel.....(...Bernoulli equation which describes the force/pressure/density flow velocity relationship along a streamline and Eulers equation; the differential form of Bernoulli equation, usable in a compressible fluid.) In this new video I modify the graphics representation to show induced velocity flow in the aircraft s frame of reference using rainbow colours to show the velocity of the air at different positions. Red is slow and Indigo is fast. Green is in the middle to represent no angular velocity. At present the velocity flow vector in this episode is time invariant. I hope to bring time in, to model the air flow velocity changes along fixed stream lines. In this, the objective is to see the time lag of the aircraft's angle of attack with respect to the air flowing from front to back.
Views: 212 Enthusiastic Coder
ADSB Flight Tracking with Real Life
The following video shows landings at Heathrow's Runway 27L interleaved with ADSB Flight Tracking App as a first step to bring the radar blips to live. ADSB Flight Tracker is a free App for Android and can be downloaded here: https://play.google.com/store/apps/details?id=com.enthusiasticcoder.adsbflightmonitor
Views: 123 Enthusiastic Coder
Suspension Physics using Simple Harmonic Motion with damping.
Working on a simple physics suspension system that I will eventually incorporate into my flight physics for wheel ground contact.
Views: 310 Enthusiastic Coder
Flight Surfaces and Instrument (B)
In this new video I have added some new features. These include aircraft surfaces; flaps which slide out, spoilers which deploy to spoil lift and whole tail wing movement for pitch trim. As a consequence you will notice the normals arrows adjust as those surfaces are made to move. I also added in new views and an instrument for making flying a bit easier. In flight I found out that deploying flaps at low speed made me stall so I made a couple of approaches to the runway at minimum clean speed of around 180Mph (at 42Tonnes). The flaps increase CLmax but they also increase AOA which brings on the stall and aileron bank-rate insensitivity. What I need is leading edge slats to bring AOA back to safe region. Proper drag calculations needs to be put in place as well. For a bit more realism I used some perlin noise to produce 2D clouds and placed this texture above the airport. Next step is to build a flight recorder so that I can playback my flights and watch them from the outside without having to fly at the same time.
Views: 121 Enthusiastic Coder
Struggling Tow Truck
This video shows the difficulties in driving a Tow Truck. It's a job that requires a lot of skill.
Views: 180 Enthusiastic Coder
TowTruck pushback Airbus onto runway
In this next video I attempt to push back an Airbus on to the runway. It is very difficult to do as you have to turn the wheels of the truck in the opposite direction to how you want the Aircraft to travel.
Views: 177 Enthusiastic Coder
3D Spring suspension with damping
Continuing working on my simple spring system and moving it into 3D space. This programming will constitute work towards my wheel suspension and friction for direction control ground contact physics.
Views: 292 Enthusiastic Coder
Connected physics - driving the Tow Truck.
In this next video I show some improvements to the body-body coupling. Now it appears more stable and I can apply external forces to both bodies and you can see the effects of this across the body-body connection. At the present moment I have only connected two bodies together however, I have attached another spring on the tow truck on the front side so that the tow bar can be connected from the other side. Half way through the video you will see me trying to pull apart the tow bar from the tow truck at the back so that I can connect the tow bar at the front of the truck. It was quite a struggle because I have yet to code additional logic to switch off this 'magnetism'. For some added perspective on this spring body-body connection video, I decided to situate a camera in the driving seat of the Tow Truck, and drive the truck whilst having the tow bar be pushed in front. This is the view that Tow truck drivers have at airports when they are pushing back an airliner from stand out for taxi. It is tricky to drive and directing the tow bar takes a bit of practice and skill. My obvious next step is to the connect the Airbus aircraft to the tow bar to form a super 3 body connection. The physics is there in place (I believe) and I need to implement the logic or physics that will turn the Airbus's front wheel in line with the tow bar so that I can indirectly steer the aircraft from the Tow truck. This is my next step and I hope to show this in my next video. If this works out well I will put in my virtual world a chain of airport baggage cars connected together and see if the physics works well there as well.
Views: 288 Enthusiastic Coder
Upside down Driving Loop-the-Loop Audi A8 60Mph
In this video I show my final test iteration on the Audi A8 car model for the time being. (I have plans on injecting a Harrier Jump jet aircraft on to the aircraft carrier and track physics for my Piccadilly Line metro train) Here I attempted to drive around the loop-the-loop; I accelerated to 40mph and attempted to complete the full circle. I find that at 40 mph for a 30m diameter circle I got almost there to the top but gravity dominates as my speed melted very quickly. I fell very back to the ground in a crash. I also found steering to be problematic. The road is not only curved upwards but is also curved to the right so that the exit point is displaced from the entrance point. This double curvature means that you have some normal force 'automatic' steering so you have to be careful that you do not under or over steer very quickly leaving the circle. After a number of attempts I finally completed the circle : I accelerated to 60mph and found it just right. I was able to complete the circle but I lost traction near the end as I was exiting the loop and crashed.
Views: 744 Enthusiastic Coder
Flight Surfaces and Instrument (A)
In this new video I have added some new features. These include aircraft surfaces; flaps which slide out, spoilers which deploy to spoil lift and whole tail wing movement for pitch trim. As a consequence you will notice the normals arrows adjust as those surfaces are made to move. I also added in new views and an instrument for making flying a bit easier. In flight I found out that deploying flaps at low speed made me stall so I made a couple of approaches to the runway at minimum clean speed of around 180Mph (at 42Tonnes). The flaps increase CLmax but they also increase AOA which brings on the stall and aileron bank-rate insensitivity. What I need is leading edge slats to bring AOA back to safe region. Proper drag calculations needs to be put in place as well. For a bit more realism I used some perlin noise to produce 2D clouds and placed this texture above the airport. Next step is to build a flight recorder so that I can playback my flights and watch them from the outside without having to fly at the same time.
Views: 209 Enthusiastic Coder
Heathrow Approach
A landing in a British airways Boeing 767 over central London I did over Christmas.
Views: 118 Enthusiastic Coder
Wheel physics using damped harmonic motion
I have now gone from 4 contact points (in a square configuration) to 6 distributed in a triangle outline to match the wheel positions of a real Airbus A320. The spring equilibrium and total lengths in the main gear had to be increased slightly more than the front wheels by the same amounts respectively (30cm) to get an even weight distribution in the suspension. Other than that the physics is holding the plane upright. I hope to replace the boring flat sheet with an airbus model soon to see it would look. I still have the wheel rolling physics to do.
Views: 487 Enthusiastic Coder
Rudder Airbus Landing from front.
Front view of last strong rudder landing.
Views: 187 Enthusiastic Coder
Running on a faster new laptop.
In the last week I brought myself a new powerful laptop with an NVIDIA GT 650M graphics card. This card has around 384 cores so can play X-Plane 10 with good frames. So I had a go with testing the force generator physics again on this new PC. In the mean time still doing GPS work. I've just realized that the MODELVIEW matrix is stored internally as float's. float's have a precision of 6 significant numbers so using the raw value for the radius of the earth (i.e. 6471000m) requires more storage. i.e. double. But in OpenGL you are supposed to work around the origin [x,y,z] = (0,0,0). So this has taken me down the path of generating tile scenery very close to the origin and then using my own Matrix c++ class made up of doubles to orientate them in place by throwing them out to the radius of the earth (in meters) and doing a rotation using doubles for precision and then bringing back to the origin i.e. (0,0,0) before reverting back to the OpenGL modelview matrix, which, as I said, is stored as floats. This is still work in progress......
Views: 456 Enthusiastic Coder
OpenGL Shader Programming : Sea
Up early at Costa.... just finishing off some OpenGL water shading work that I have been working on for the past several weeks.,....
Views: 14 Enthusiastic Coder
Wind Tunnel IV (e)
This new video shows further work on the velocity streamlines. I programmed the seeding positions to be dynamic and dependent on local airflow incorporating wind direction and speed. This results in the seeding positions rotating around the aircraft in accordance with the wind. The wind direction is from right to left at 11 mile per hour (as is the case in the last 10 or so videos). As the aircraft slows down the wind speed and diretion dominate the streamline direction. You can see this as the aircraft slows down on landing and the wind then becomes the dominate flow. I also did some small 3D work on the wheel suspension. The suspension looks better than before. Furthermore, I did some improvements on the flight model introducing wing sweep and wing finite Cl/ClMax reduction from automatic calculations of aspect ratio across all wetted surfaces from the input geometry. The wing sweep physics has resulted in the aircraft becoming more unstable in roll. The model is feeling a bit more fluid. The flight model still needs some additions. At this stage this comprises of; Prandtl--Glauert transformation for coefficients adjustment for compressibility effects at speeds greater than Mach 0.3 and less than 0.8, surface area camber change for flaps, down-wash from main wings along the streamlines and finally, incorporating the coefficient of moment. This last bit shifts the centre of pressure from the quarter cord point of any given element as the angle of attack changes and moves away from zero. This has the effects of introducing a torque on the whole plane purely because of aerodynamics effects from the air flow across the wings and other surfaces. ...Now eager to do coupling physics..... A tow truck pulling a plane.. Or helicopter lifting a car into the sky...
Views: 295 Enthusiastic Coder
Dicing Airbus aerodynamic surfaces and Cockpit Cabin Internals Basics in preparation for take-off.
Following on from my previous videos I have now finally managed, after a solid month of designing and coding, develop an architecture where by I can add surfaces or quads by specifying the corners in 3D counter-close wise fashion tracing the outline, for example of a wing, and request that this bit be divided automatically N times. The algorithm I wrote cleverly does the division, and, also, where it detects that the length wise surface piece intersects a flap or aileron or any other moveable, the algorithm further subdivides the quad area in question into smaller quads. This is so that the effect of the flap on the surface normal can be calculated without any interference from neighbouring quads where the moveable does not exist. Thus allowing me to calculate the force on that bit of the surface without mixing and with a pure single quad normal adjuster. This facilitates isolated angle of attack calculations. For each sub division calculated, each area and surface normal is assigned to each piece and calculated automatically from the vectors derived from the points provided. In this clip you will see me move the ailerons (which controls bank or turn), elevators (which controls climb and descent) and rudder (yawing like a boat in water) and the blue normal lines move to represent the effect of that moveable surface on the overall surface area. After managing to divide the surface wing, tail wing and rudder into smaller rectangle bits and for this to be automatic I decided to spend a little time going inside the aircraft to see the additional features that have been added to the Airbus model since a couple of videos back. In contrast to it being bear in the past, today's model now contains cool seating, carpets and overheard luggage compartments. All these new drawing items give the inside main passenger cabin a feel of realism. The cockpit area has been set up as well with seating and large joystick but still needs some work. Also to note, the wheels (outside) have grooves in them so that you can see them rotating more easily, A friend of mine in the US who sells models at amazing3d.com does the designing for me. I have also changed the runway look and new taxi ways surrounding the fictional airport anchored, currently, at point (0,0,0), in my virtual world. (My scenery engine is 99% non-existent) I have plans to move onto and into GPS coordinates and orientating the scenery and aircraft against a 3D globe so that I can fly around and make complete circles if I keep flying in the same direction. I hope to get the Airbus model into the air very soon, and so I can see the force lines in action. I have coded in joystick support in preparation.
Views: 268 Enthusiastic Coder
Multiple Connected Bodies - first attempt.
In this next video I show some very preliminary work on coupled inter-body physics. I inserted a spring between the Tow truck and bar. This translates to attaching two force generators, one on each body and then connecting each end to a hooks law loaded spring. The spring is mass loaded about 500kg with the Tow bar and Truck being 1000Kg and 7000kg in mass respectively. I mentioned before that I was using the concept of virtual properties on bodies to synchronise forces, though however, I did not need to rely on this as I was capturing the last velocity on the initialisation event of each force generator prior to any forces being applied. Furthermore I believe that I do not need synchronisation here as the forces between the truck and bar need not be to extremely high accuracy as I am dealing with large masses. This will be among my further tests and improvements. Instead I merely apply forces as the bodies 'see's the current partner body in real iterative time. After I smooth out the glitches and shaking of the physics I will move on to sloping the ground and building a bridge to drive over. This work is in preparation of moving from a flat earth world to a spherical GPS coordinated world. This will allow me to fly against the planet earth.
Views: 104 Enthusiastic Coder
Heathrow Tower
..still working on moving over to a spherical GPS longitudinal/latitudinal world.... but in mean time I have amended my world engine to handle the placement of both dynamic and static object models (in preparation for a spherical landscape) and plugged into it a new model Heathrow Tower model as well as the pre existing radar model; both which were made after placing a requesting with a friendly guy @ www.Amazing3d.com. I have also reduced the wheel friction on the airbus from TAN(30) to TAN(15). This gives a more realistic ground skidding on cross wind crabbed landings, as in this video.
Views: 211 Enthusiastic Coder
Cross-Wind TakeOff & Landing wo Spoilers
Here I decoupled the ailerons from the rudder via use of a Joystick and flew a take-off and 2 landings in strong 30 Knot (35mph) cross winds. Without spoilers to hold the plane down on the ground its difficult to stop the skidding on landing. On the approach you can see the crabbing (side ways movement). Just as you come to final approach touch down you apply rudders and ailerons in careful amounts.... Its the juggling of these 2 things that makes cross wind landings extremely challenging and dangerous. A plane can see-saw and can be tipped over to scrape an engine on the runway in sufficiently strong cross winds.
Views: 93 Enthusiastic Coder
British Airways Airbus damped harmonic suspension and contact constraints.
Continuing on with my ongoing programming work for my personal flight simulator project. I have replaced the Jet Blue airline with a British Airways model purchased from amazing3d.com. As before, the airbus aircraft is thrown and subject to the full force of gravity. There are yet no aerodynamics force generators attached to the airbus model so the wings do not experience any lift from rushing air outside. Again, as before, I apply strong forces on the exterior of the aircraft to move it about so that I can test my suspension physics. In addition I apply strong pitching and rolling moments to test the ground contact constraints placed at each engine under-pod, left and right wing lets, and the rear underbelly. These contacts are supposed to stop the aircraft, in whole, as well as in parts, 'sinking' into the ground. I have restructured my physics engine into registering force generators. My plan is to implement an initial simple aerodynamics force generator and attach them to the wings, tail, and rudder of the airbus model so that as the plane is thrown through the air the wings will 'feel' some lifting force and the movement characteristics exhibited by the aircraft will hopefully reflect this.
Views: 423 Enthusiastic Coder
Wind Tunnel first attempt
A first attempt at a wind tunnel. I.e. modelling the air flow in the aircrafts frame of reference and displaying the result graphically. I have lines red to green i.e. the direction of air flow relative to the aircraft. I divided the volume around the aircraft in a 10x10x10 matrix. I then calculated the velocity in each cell using the wind speed, aircraft linear and angular velocities. This is effectively what various parts of the aircraft surfaces 'see'. And what it 'see's is how much lift and drag that part produces. I took-off with a cross wind of 11mph from the right of the aircraft. You should the air flow vector field swing round as the aircraft speeds down the runway. I have yet to extend this simple model to implement the main wing washing surface down wash which will modify the airflow in the region behind the wings. This airflow modification will have to be modelled to move across on to the washed surface tail-wing and rudder....As yet, my air flow vector field is a static function based on the 3 parameters I mention above i.e., wind, linear + rot velocity at that each region, which, I am guessing at this stage, should be a time-dependent function. (?)
Views: 185 Enthusiastic Coder
Airbus A380 Landing
278 Tonne Airbus A380 initial testing. I wanted to push the maths to the large scale. I decided to add in the double decker airbus. The moment of Inertia was or is calculated on the fly from the geometry of the aircraft as the flight simulator fires up using a mass balancing algorithm [as is it was done for the A320 aircraft]. The mass balancing algorithm is also used to calculate the amount of mass being channelled down each wheel so that the physical properties of each wheel suspension spring can be specified using numbers that result in a visually acceptable wheel suspension behaviour supporting the whole aircraft whilst it is on the ground. New lighting has been added via the use of OpenGL vertex and pixel shaders so a cool specular experience can be seen. 3 Shadow maps are used to cast shadows.
Views: 33 Enthusiastic Coder
Airbus Half Mile  - Low Speed  - Lightweight Landing
Two different landings less severe in descent and more controlled and very short at low weight of 48 tonnes.
Views: 18 Enthusiastic Coder
Airbus Take off, Fly By and Landing.
A short flight from the ground up and down again.
Views: 25 Enthusiastic Coder