Some fast prototyping Unreal+JSBSIM: F-15E (me) intercepting AI F-15E #636
Replies: 8 comments 11 replies
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Why do you say there is no ability to get the weight of ordinance spent? The plug-in can set, e.g. to release ordinance and query the point mass properties in JSBSim via the reference it has to the JSBSim instance. |
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JSBSim has no specific notion of ordinance. But supports the concept of point masses that can be placed on the aircraft. Look up references to point masses. |
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The plug-in can access it via the exposed point mass properties in the property tree, see some mention of it here -#621.
No, the point mass doesn't have a jsbsim/src/models/FGMassBalance.h Lines 236 to 241 in 59389f6 So you would need to come up with a separate scheme to update the drag based on the stores, e.g. here is one scheme from @Zaretto's F-15 model. |
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It also depends on the level of fidelity you're trying to achieve.
Often for estimating cruise fuel burn etc. Whereas if you take a look at @Zaretto's data, it's a lot more detailed for use by a 6DOF simulation with drag based on alpha and beta for the store. And if you look at the following section it even has the side-force generated by the store again indexed by alpha and beta.
Are you planning on trying to modify this sort of table at runtime after JSBSim has read it in? Lines 488 to 514 in 59389f6 I'd suggest an easier approach in terms of adding a new element in the <property>stores/DragIndex</property> Then as the user adds stores and as stores are jettisoned you simply update your You can decide what sort of fidelity you want to apply, e.g. very simple with just additional drag independent of alpha and beta, no side-force increments etc. or something as detailed as @Zaretto's model. |
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What I had planned and started working on, was not exactly a port, but rather an at least partial re-write and integration more closely with UE5. I really found the JSBSim plugin lacking. I know you want to make a Combat Flight Sim, and that's what I wanted to do to an extent as well but there were other elements I wanted changed/added, etc too. For one, you're right if I understand you correctly, and there is no real way to remove/add weights at runtime, and that was one thing I was working on. For an example in my project, I was wanting to implement drop tanks, which would obviously greatly increase the range of a given aircraft, however when depleted I believe per their namesake they're supposed to detach and fall away from the airplane, which would reduce the mass fairly noticeably and it seems JSBSim, or the plugin of it for UE5 didn't really support this. There would also be other reasons this would be of interest to me personally at least, for say a cargo plane which would change mass, or even just one that dropped off paratroopers. Furthermore, I also found that the UE5 plugin still had no support for other aircrafts than jets, which is a big issue if you want to do more than just the standard-fare for most, like even if you just want to sim a Cessna or something of that nature, and there are also no helicopters either. So in conclusion I had a fair amount of reasons for doing what I was trying to, however, I put it on pause for other reasons not that I have discontinued it. |
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You can use point-masses, and create one for each station under the wings, wing tips and fuselage. You can adjust the weight of each one at run time, see #621 either to load/add an ordinance, drop tank etc. or to drop/jettison one. |
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But each aircraft, e.g. an F-15, F-16 has a fixed number of stations. So why not set the specific stations for the aircraft type in it's xml file with the XYZ location for each one. Then at runtime based on user input in terms of the loadout they want to start off with you then simply update the weight from 0 to whatever weight is relevant for the particular item, and set it's weight to 0 when the user drops/jettisons/launches an item. |
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well until the license issues are solved, as brought up in another discussion, i wouldn't put all your heart into this plugin yet. I don't mean stop your own development. It depends on your final plans and end usage of your game/sim, but all it takes is one of the many contributors to JSBSim project to complain and your project is potentially dead. I'm sure the issues will be solved soon but there's a chance the plugin will also be different by the time it meets all of JSBSim license requirements and even requirements for Flight model/xml with GNU licenses. |
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Hi guys,
First post here, but a long time "follower". The recent plugin for Unreal triggered my interest. I spent the last 2 weeks learning a little bit of Unreal and put a tiny prototype with myself and AI flying over a region here in Germany (heightmap from SRTM ). You can see the video HERE in youtube.
You will find more info/specs on description of the video. Perhaps interesting for other guys playing with that, JSBSIM component should run at fixed time step and not with the tick of game. I set 100Hz, which worked out ok as far as I could say when I increased the graphics and FPS dropped.
I am very interested in continuing the development of a serious combat flight simulator using Unreal and Jsbsim. However, the jsbsim plugin (as already discussed on another thread here by @ICanDoThings2 and @AlbanBERGERET-Epic) is still complete. Among many things still missing, the lack of ability of sending back to the plugin information e.g. the weight of ordnance spent etc is a game breaker for a simulation that I have in mind.
If I understood correctly, @ICanDoThings2 is planning to continue development!? I definitely would like to help advancing that, but I still have to learn how to create the plugins for unreal.
Regards
Tiago aka tbuckup
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