• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
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    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Terrain visibility

Thanks! I'll take a look at it. I believe that the ramp is working in a way.
I will make several sketchup models and see what happens in FSx. Eventually something will work out :)
Nevertheless, I'm happy that the pitch works without showing any obscurities.

By any chance, do you know if it's possible to make a non-visible flight path? I have only found a way to make the visible flight path.
Marcel
 
Sorry I think I misinformed you, I want it to be like an auto-pilot path. After some trying I succeded to have a GPS guided path. Using the runways placed with ADE.
The "Flght Planner" is setting up the GPS path according to the start and end positions. But when flying - NAV/GPS switch is set to GPS and AP is selected - the aircraft is going slightly to the left. After correcting this by putting it back in the middle of the track, it wants to go to the right side of the track.
I thought that the auto- pilot was programed to follow the specific path and correcting itself when going off track.
Sorry for the confusion.
Marcel
 
Hi Marcel:

IIUC what you are asking, perhaps a review of some of the linked topics might help with becoming more familiar with FSX options for user-piloted flight which utilizes electronic navigation features, and the various related terms used in MSFS end-user and developer forums:

https://www.google.com/#q=FSX flight planner autopilot follow


Generally speaking, the MSFS "Flight Planner" routes flights between airports, which normally would be visible on the GPS and Map in order to be utilized by the default mechanism of adding Start, Waypoint, and End locations to a Flight Plan.

Airports in MSFS can consist of a minimum of info entered into the 'properties' fields and a single "Start Location", and need not always be full-featured in order to appear in the GPS and Map.

However it may be that RWYs are actually needed by FS in order to be utilized by the default mechanism of adding Start, Waypoint, and End locations to a "Flight Plan" ...when the AutoPilot navigation system is intended to be used.


FYI: There are alternate ways of setting up Flight Plans with non-default 3rd party freeware and payware add-ins, some of which also implement navigation by utilizing either default MSFS features or custom-programmed modules in the form of (modules), gauges, Flight Management Computers (aka "FMCs") etc. which work as a child process launched during start-up by MSFS, and some other types which load as *.EXE and DLL files independent of the Windows task session User Virtual Address Space (aka "USERVAS") of MSFS itself.


BTW: If the "wing-in-ground-effect" aircraft for this project were to be implemented as a "AI" aircraft, one might utilize a utility discussed in:

http://www.fsdeveloper.com/forum/categories/living-world-ai.119/


Of particular note in this regard, would be Don ("gadgets") Grovestine's "AI Flight Planner"

http://stuff4fs.com/newpage.asp?Folder=AIFP&JS=true

Other interesting options are discussed in this Blog:

http://fsxdeveloper.blogspot.com/2011/02/hidden-features-of-fsx-sdk.html


Hope this helps ! :)

GaryGB
 
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Thanks for the links!
I have created new runway's by using the Aircraft Design Editor. This works for the runway's and the starting position is placed correctly. I didn't notice the section "waypoint". First I will explore my chances in the waypoint section. Furthermore, I will check out that 3rd party freeware of which you were talking about. Maybe this will come in handy.:)
Thanks!
Marcel
 
Hi Marcel:

Regarding making the ramp-way track angle descend gradually to accommodate "wing-in-ground-effect" aircraft flight dynamics:

http://www.fsdeveloper.com/forum/threads/terrain-visibility.429856/page-3#post-672349
To make it decent smoothly, I use a angle of -1 degrees. (The low angle is to prevent the aircraft flying out of the track when floating)

In the Aircraft.Cfg file for the "wing-in-ground-effect" aircraft for this project, one may be able to minimize susceptibility to excessive Lift-Off / Altitude by changing values for the "default_pitch_mode" (and other 'pitch' parameters) to set behavior for user-piloted /non-AI "AutoPilot" modes:

http://msdn.microsoft.com/en-us/library/cc526949.aspx#mozTocId942782


Regarding making "way-points" for the ramp-way track or path: these are simply additional airport ICAOs added to a Flight Plan in between the Start and End locations. :pushpin:

BTW: Although airport start locations (use-able as "way-points") intended for FS system-wide use in the Flight Planner, MAP, and/or GPS, and AI or user-piloted flight are customarily added to FS via XML-element sub-sections within the code used to create a "Airport" BGL, one can alternatively add such way-point entities to the FSX GPS, Map, and airport pick list without using an 'Airport' BGL file ...via this method:

http://www.fsdeveloper.com/forum/threads/i-am-trying-to-add-named-waypoints-to-fsx.17073/


However, the latter is an infrequently-used obscure methodology which may confuse other aspects of the FS sub-system; so for most projects, it is best to add such way-point entities via the creation of airports (whether full-featured or very basic with a minimum of info entered into the 'properties' fields and a single "Start Location") ...in order to appear in the GPS, Map, and airport pick list.

[EDITED]

If you are intending to use the FSX AutoPilot feature with Flight Plans, this would require that each way-point on one's Flight Plan be an airport, and each such airport would represent a vertex on each straight segment of one's intended track or path for the ramp-way, which IIUC will cover a very large area with many segments to implement turns etc..

This raises the issue of how to add MANY way-points (aka "airports") to allow creation of such a Flight Plan so each airport can represent a vertex on each straight segment of one's intended track or path for the ramp-way ...without crowding or corrupting the FSX airport pick list / database.

Reportedly, all airports which exist in active scenery layers can NOT be hidden from display, and thus will always be visible in the FSX airport pick list / database.

So what to do to implement MANY new and/or fictional airports as way-points for vertices in one's track or path for the ramp-way ?

* Pick atypical and otherwise un-utilized ICAO airport codes (and text names) to be used when creating new non-duplicated airports

This may involve using ICAO codes with ex: "Z" as the first character (...so they stay at the bottom of the airport pick list) ;)

[END_EDIT]

Hope this helps ! :)

GaryGB
 
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Thanks for the great ideas!
Your explanation of the way-point issue clarifies a lot. At first, when creating the flight plan, I dragged the line in such way that it meets the track. Although it is now following the track, it can always be optimised by using extra waypoints/airports.:)

The aircraft is following the track with the aid of several new waypoints. At some points there are still minor errors, like bouncing up at random spots along the track. But I do have a little question about changing the data files. In the AIR file the Ground Effect was changed just like some values of Cl, Cd and Cm vs mach/AoA. Most of them are simulair to the graphs and values in common graphs in the Aerodynamics. But I can't get my model to fly straight. The tail is always a little bit lower then the nose of the model. Changing the Center of Gravity or editing the value of Lift over the Horizontal stabilizar/elevator can't solve this problem. Am I missing an obvious parameter which needs to be changed so that my model can fly with the front and end at the same height?

Your advice of the "flying out of the track" by using the pitch parameters in the aircraft.cfg file is a good solution to the problem. Untill now I use to edit the Lift/Drag ratio's or the Trust factors. (For the specific parameters I changed the AIR file)

I will take a look at it and keep you updated.
Marcel
 
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http://www.fsdeveloper.com/forum/threads/terrain-visibility.429856/page-4#post-672594


The aircraft is following the track with the aid of several new waypoints. At some points there are still minor errors, like bouncing up at random spots along the track.


In FSX menu > Settings > Display > [Weather tab], 'Check' "Disable turbulence and thermal effects on aircraft"


http://www.fsdeveloper.com/forum/threads/terrain-visibility.429856/page-4#post-672594


But I do have a little question about changing the data files. In the AIR file the Ground Effect was changed just like some values of Cl, Cd and Cm vs mach/AoA. Most of them are simulair to the graphs and values in common graphs in the Aerodynamics. But I can't get my model to fly straight. The tail is always a little bit lower then the nose of the model. Changing the Center of Gravity or editing the value of Lift over the Horizontal stabilizar/elevator can't solve this problem. Am I missing an obvious parameter which needs to be changed so that my model can fly with the front and end at the same height?

Hi Marcel:

General considerations with flight dynamics specific to MSFS are: ;)

1.) Calibrate the controller(s) used; if multiple controllers used, allow only 1 physical controller to map control of critical flight parameter axes

2.) Level the aircraft Angle of Attack (aka "AoA") with the controller "X" (pitch) axis first before adjusting Elevator trim axis for ongoing flight / cruise

3.) General Parameters in the *.AIR file may be modified as to their effectiveness on flight dynamics via adjusting Scalar values in Aircraft.Cfg

4.) Aircraft using highly modified AIR files and custom gauges may be unusually susceptible to an invoked "stall routine" that persists and may cause a crash in spite of latter pilot control input once the "stall routine" starts (seen more on slow computers / earlier version of MSFS) due to:

* Prolonged flight in an incorrect pitch attitude (AoA)

* Prolonged flight with incorrect engine settings etc.


Although I have not personally edited an MSFS AIR file, I see that there are some insights and practical considerations in these excellent tutorials:

http://www.langleyflyingschool.com/Pages/CPGS 4 Aerodynamics and Theory of Flight Part 1.html

http://www.faa.gov/regulations_policies/handbooks_manuals/aviation/pilot_handbook/media/PHAK - Chapter 04.pdf

"Actually, an aircraft could not continue to travel in level
flight at a constant altitude and maintain the same AOA if
the velocity is increased. The lift would increase and the
aircraft would climb as a result of the increased lift force.
Therefore, to maintain the lift and weight forces in balance,
and to keep the aircraft straight and level (not accelerating
upward) in a state of equilibrium, as velocity is increased,
lift must be decreased. This is normally accomplished by
reducing the AOA by lowering the nose. Conversely, as the
aircraft is slowed, the decreasing velocity requires increasing
the AOA to maintain lift sufficient to maintain flight. There
is, of course, a limit to how far the AOA can be increased, if
a stall is to be avoided.

All other factors being constant, for every AOA there is a
corresponding airspeed required to maintain altitude in steady,
unaccelerated flight (true only if maintaining “level flight”).
Since an airfoil always stalls at the same AOA, if increasing
weight, lift must also be increased. The only method of
increasing lift is by increasing velocity if the AOA is held
constant just short of the “critical,” or stalling, AOA.
"


NOTE: I'm not sure whether / how FSX deals with this aspect of flight dynamics in AutoPilot mode (if at all) without having a custom gauge add-on to- or substitute for- the default AutoPilot.

[EDITED]

IIUC, these considerations may be even more important with a "Ground Effect Vehicle" having a fixed airfoil shape (...modified by "flaperons" ?).:pushpin:

http://en.wikipedia.org/wiki/Flaperon

[END_EDIT]

I will review this and see what ideas come to mind for the apparent design of the "Ground Effect Vehicle" shown in your screenies and this info: :idea:

http://translate.google.com/translate?hl=en&sl=nl&u=http://www.infrasite.nl/presentations/product_presentation.php?ID_products=47&prev=/search?q=AeroCity+Movares&biw=1138&bih=569


https://translate.googleusercontent.com/translate_c?depth=1&hl=en&prev=/search?q=AeroCity+Movares&biw=1138&bih=569&rurl=translate.google.com&sandbox=0&sl=nl&u=https://movares.nl/project/aerocity-milieuvriendelijk-comfortabel-en-supersnel/&usg=ALkJrhjzRnSIVv5tr-7gd1iqEo9Hyps28g

"The Aerocity is a high-tech vehicle for approximately 100 people, which uses its own orbit. At low speeds, the Aerocity rides on wheels. From a speed of 200 kilometers per hour in less than a minute is reached, the vehicle float through the wing shape. Then the vehicle reaches a half minutes later, a speed of 500 kilometers per hour. The design and aerodynamic characteristics of the vehicle is in the lane on course. The rapid acceleration and high top speed make the Aerocity suitable for distances of approximately 25 kilometers."


"The Aerocity hovers between 20 and 50 inches above the bottom and to the sides a clearance of 10 to 20 centimeters.
"

AeroCity01.jpg




Also of interest regarding aerodynamics of Ground Effect and designing for stability:

"Performance and Stability of a Winged Vehicle in Ground Effect
Nicola de Divitiis

12/2009;
Source: arXiv
ABSTRACT Present work deals with the dynamics of vehicles which intentionally operate in the ground proximity. The dynamics in ground effect is influenced by the vehicle orientation with respect to the ground, since the aerodynamic force and moment coefficients, which in turn depend on height and angle of attack, also vary with the Euler angles. This feature, usually neglected in the applications, can be responsible for sizable variations of the aircraft performance and stability. A further effect, caused by the sink rate, determines unsteadiness that modifies the aerodynamic coefficients. In this work, an analytical formulation is proposed for the force and moment calculation in the presence of the ground and taking the aircraft attitude and sink rate into account. The aerodynamic coefficients are firstly calculated for a representative vehicle and its characteristics in ground effect are investigated. Performance and stability characteristics are then discussed with reference to significant equilibrium conditions, while the non-linear dynamics is studied through the numerical integration of the equations of motion. Comment: 44 pages, 15 figures"

http://www.researchgate.net/publica...tability_of_a_Winged_Vehicle_in_Ground_Effect

http://arxiv.org/pdf/0912.3355v1.pdf



Another interesting article deals with design for RC UAV aircraft (but remember there may actually be a greater aerodynamic precision required in design of flyable scale model aircraft ...as cited by the character in the Movie "Flight of the Phoenix").

IMHO, the sections on airfoil shape and testing stability via Moments vs AOA with Solidworks Flow Simulation software were particularly fascinating.

http://dynamicslab.mpe.nus.edu.sg/dynamics/Thesis1112/Aerodynamics of an Unmanned Aerial Vehicle.pdf


"the laws of physics (i.e., aerodynamics) are the same, whether applied in small model air planes or in big flying machines."

http://www.imdb.com/title/tt0059183/reviews-47


BTW: It was rather ironic what happened to the pilot flying the aircraft after the (original) "Flight of the Phoenix" movie filming was done ! o_O

http://en.wikipedia.org/wiki/The_Flight_of_the_Phoenix_(1965_film)

https://answers.yahoo.com/question/index?qid=20070417112821AA8PT8c


http://en.wikipedia.org/wiki/Paul_Mantz


PS: This (now essentially 'free') software program may also merit consideration for testing stability of your experimental aircraft design:

http://aerorocket.com/AeroWindTunnel/IntroToAeroWindTunnel.html

http://aerorocket.com/products/orderform.html


GaryGB
 
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Thanks for the info of aircraft stability in Ground effect conditions. Although this level of realism is too high for FSx, the info has made a great impression. I had never heard of the movie: flight over Phoenix before.
Furthermore, I will look at those links you've listed above. There could be valuable information which can be useful for my project. :)
I noticed that the standard pitch was set to a positive number, so I edit this value until the aircraft is flying straight and levelled. Also, I will try to change the values of the engine. The inlet area and the thrust factor are relatively high what causes the aircraft to accelerate in vertical speed.
I will keep you updated!
Marcel
 
I just want to let you know that everything is working great now! I've a path in which the GEV is floating :). Little adjustments are still made to prevent the vehicle to rise to high. Thanks for the information you've provide me in this project. I'm now optimising the surroundings by adding traffic, airports ect.

A little question came up during the construction of the road. I'm using FSX KML again for the FreeWay Traffic, but it won't build the BGL file. I have all the other files - XML, DBF, SHP and SHX - but when clicking the Run_SDK_Tools.bat file, it tells me in the command window that the route isn't found..

[command window:
The route to the path is not found
Press any key to continue... ]

In an other thread on this forum a simulair problem was mentioned, but it has been solved by installing the SDK to the same folder as FSX. Unfortunally, this was already the case for me.
A link to the thread --> http://www.fsdeveloper.com/forum/threads/fsx-kml-doesn´t-compile.10395/
I have installed the FWTools 2.4.7. The Build tab of FSX KML is directing the FW Tools to the instalation folder.
Am I doing something wrong? Maybe using the FW Tools incorrectly?

Attached is a zip file containing the files of the road. I hope that you have the answer to this problem.
Thanks in advance!

Marcel
 

Attachments

Hello:

The following is the text within your "Run_SDK_Tools.bat" file attached above:

Code:
@echo off
"C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Environment Kit\Terrain SDK\Shp2Vec" "." "WEG2" -ADDTOCELLS
pause

Did you also derive a "WEG2" output file (or files) as a result of processing via FSX_KML.exe ? :scratchch

Or is that perhaps a simple typographical omission in the prefix of the file name ...which should otherwise be named "FWXWEG2.shp" ?


Regardless, one must include a CMD mode "path" parameter in the command line for SHP2VEC compiler:

http://www.fsdeveloper.com/wiki/index.php?title=SDK_-_Tools_-_Command_Line_-_Environment_Variables_(FSX/A)#Shp2Vec

"As the environment variable method is working in the context of the local folder,
just type a . to represent context of the local folder
i.e.

Shp2Vec . string -flags
"

FYI: The "." indicates that SHP2VEC should work within the same folder that SHP2VEC itself is located, so assumining your example file name is actually "WEG2" as shown above, this might be typed as ex:

Shp2Vec[spacebar].[spacebar]"WEG2"[spacebar]-ADDTOCELLS



Assuming your installation of the FSX SDK is in the default location:


C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Environment Kit\Terrain SDK\Shp2Vec

...and assuming the intended file names of your shape file input for SHP2VEC are instead:

FWXWEG2.dbf

FWXWEG2.shp

FWXWEG2.shx

FWXWEG2.XML

...in order for this to work successfully, all those above components of the "FWXWEG2" shape file (actually a 'group' of files) would also need to be placed in the same folder as Shp2Vec.exe


PS: If this does not work properly, please let us know, as sometimes there may be SDK installation or Windows file / folder permission write protection issues which complicate successful completion of this workflow.

Hope this helps ! :)

GaryGB
 
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Thanks I will try it right now!
Yes, the filename is "weg2"

So if I understand correctly, I have to open the command prompt and enter this:
cd (location to shp2vec.exe in the SDK folder)
Then type:
shp2vec [spacebar] . [spacebar] weg2 [spacebar] -ADDTOCELLS

I did that and the command prompt said that the sourcefile C:\Program\???Files*.shp not found

Nevermind! I forgot the ", now I have my BGL file! Many thanks!!:)

Marcel
 
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