![]() However, I can’t seem to access other servo data outside of the first 5 channels. Update on this… after spending a good deal of time with the code, I understand the servo mapping now. Or… maybe this level of fidelity is not possible with JSBSim and FG? But I don’t understand how this works… or how to map it to set fcs functions… or even if this is the right place to do it.įrom what I understand, if in mavproxy I type rc 8 1900 I am guessing that this sets servo_8 to max PWM and this should eventually get sent to the send_servos method in the JSBSim interface files? Is this information then contained in the sitl_input struct? Or should I perhaps be using a relay rather than a servo?Īny help in posting me in the right direction would be most appreciated. I have spent a good deal of time looking at the SIM_JSBSim.cpp./.h files and I can see where the servo data is sent from ArduPlane to the JSBSim in void JSBSim::send_servos(const struct sitl_input &input). I would like to be able to use the servo-to-function mapping to tie a servo to the starter/ignition function as well as brakes release and possible flap control. The problem I have is that when the C172p model is setup, its engine is not started. The AI pilots are now much cleverer, following more realistic flight paths and communicating with each other and air traffic control.I am working to get the C172p JSBSim model working in Auto Flight mode. The community has contributed new planes, including Second World War fighters and popular light aircraft, adding to the 200 or so available at aircraft-v2-4. Water texturing and reflection is now much more realistic, and the 3D cloud model is as brilliant as ever, so it's clear that Flight Gear is detailed where it matters. But the ground is where you'll spend the least of your time if you're lucky or skilled. Go nose first into the ground next to one of the newly metallic objects and you'll still end up jabbed into the blurry grass like a well-aimed lawn dart. Even in properly rendered locations the land is sparsely embellished and your interaction with it still rudimentary at best. Elevation and formation are pretty accurate if Terrain sync is working properly we found ourselves in some particularly flat, featureless locations when attempting to start somewhere more out of the way. Essentially, even more excuses as to why you've sent your virtual passengers screaming to their doom.īuildings and cities have been somewhat improved, but you shouldn't expect much in the way of scenery. ![]() This means cold fronts, thermals, and even the unusual cloud formations often found around mountains and other terrain. It still puts in current weather data, or supports detailed custom conditions, but now processes the data according to real world physics, meaning you'll experience all the transitionary effects between weather boundaries. The weather model, in particular, is much improved. This latest update, 2.4.0, includes some rather cool additions if you can get your head around them. Only once you've done all these things can you set your flaps, release the parking brake, and trundle along the runway bouncing fruitlessly until you Inadvertently bash into a building and have to do it all again. And you probably should have checked the weather, too: if it's foggy or raining you could be in trouble. If you want, you can switch the seatbelt light on, or radio the tower. Hit the starter on each engine and watch them spool up to speed, then switch on anti-collision, your navigation lights, and your taxi light. Generators, avionics, and both left and right ignitions. Want to take off in a Cessna jet? Set your throttle - rendered in the full 3D cockpit- to idle. ![]()
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