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herve_sors

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Everything posted by herve_sors

  1. Tests I performed with AFSD indicate body-axe accelerations are ok while in flight. Most advanced aerodynamical calculations (CD,CL,etc) I perform are partly based on them and I didn't find any noticeable discrepancy. I also recalculate flight path-based accelerations from them without major problems. So you should have a try
  2. Same observation in both FS9 and FSX. Without knowing how FS calculates acceleration vectors, I will not rely on those values while on ground where different forces apply (idle engine thrust, brake force, ground friction). Whatever it may be it seems fluctuations of body-axe longitudinal acceleration (3070) mainly depend on brake action (fixed small positive value when brakes are ON, small variations around 0 when brakes are released and aircraft is not moving). No more idea by now.
  3. I'm afraid direct control of turbine thrust in FS(9/X) is'nt possible. Turbine thrust is the result of a complex calculation from throttle position, mach and atmospheric parameters involving several turbine parameters (defined in aircraft.cfg) as well as several lookup tables (.air file). However theoretical calculation of FS turbine thrust is possible as far as all parameters are correctly taken into account For a general chart of thrust calculation by FS see here: http://www.mudpond.org/jet_flow_chart.pdf Herve
  4. I don't think there is a simple answer to that as far as turn anticipation, so as to be properly lined up at the end of turn, should take into account several parameters that are: intercept angle, ground speed and distance to localizer antenna..although all this stuff is available and/or calculable from FSUIPC provided data
  5. I don't think you will be able to do that with FSUIPC, as far as it implies some changes you have to make to the aircraft configuration. The best I see to "simulate" thrust attenuation is: - to enable reverser: [TurbineEngineData] -> reverser_available=1 - to determine using a monitoring program the fraction of max reverse throttle position that will cancel iddle thrust (should be around 0.10-0.12): [GeneralEngineData] -> min_throttle_limit = -0.12 - so as to avoid reverser "sound" you could also have to make some changes to the sound.cfg file Braking efficiency can be increased at [brakes]-> toe_brakes_scale=x (>1) Regards
  6. Agree Steffen.. yes indeed..but be sure it is feasible from the 3/6 DOF body plane vectors although it is mathematically complicated. From comparisons I performed between aerodynamical ( that is the result of speed/acceleration vectors on the 3 z,x, y axes and forces that apply on them that are weight, thrust and gravity) and modelized lift and drag data (from aircraft data and tables), I can tell you MS did it the right way. Probably a bit difficult to build a simple gauge for that unless you use what MS provides "as a final result" Whatever it may be, we should probably continue investigating and reporting, although it is not really FSUIPC related Hervé
  7. Gentlemen, It seems there could be a problem regarding values FSX reports regarding world based accelerations (and/or speeds but it seems it concerns mostly accelerations). Apparently, it is not due to the way FSUIPC report them as far as they are mapped from the ACCELERATION WORLD X, Y and Z Simconnect values and some users using a direct Simconnect access already reported similar problems..See here http://www.fsdeveloper.com/forum/showthread.php?t=23526 Some tests I performed (see graphs) using a standardized flight protocol for calculating reported averaged FS accelerations (eI) versus calculated accelerations from speeds (aI) over 250 ms intervals from FSUIPC mapped offsets show that: - There are major discrepancies between calculated vs reported world X, Y and Z accelerations - It is not the case for FSX body accelerations (at least Iy that was the one I tested) - It is also not observed for FS9 using the same protocol and FSUIPC offsets The reason for such discrepancies is still unknown. It could be due to some changes MS implemented for world reference axes but probably not to the way accelerations are aerodynamically defined. As so, I don't think we could imagine FSX reports an "acceleration of acceleration" as far as, AFAIK, this concept is still unused and physically unknown Whatever it may be, any relationship between Vertical world based acceleration (FSUIPC 0x31C8) and G-force/G-load cannot be easily interpreted, considering ACCELERATION WORLD Y may not have the same meaning in FS9 and FSX. Additionally, we do not know how FS calculates G-Force as reported by SimConnect and FSUIPC but it certainly doesn't depend only on the vertical world acceleration but also on other forces that apply on other axes (for ex, a steep turn, or a longitudinal acceleration will increase it while vertical acceleration will still be 0). Consequently any comparison between G-Force / Vertical world acceleration in FS9 and FSX is probably not possible by now. Detailed numerical results can be provided on request (email me for that) Hervé Sors
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