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On May 4, 6:57 am, Tony Verhulst wrote:
Bill Daniels wrote: ... There's a whole hobby of building realistic cockpits to go with this simulator. Would those hobbyists have web sites? Tony V Here's one for starters: (major link reconstruction needed; not a glider cockpit, but...) http://images.google.com/imgres?imgu...icial%26sa%3DG I have been working on a related project, to use one's own sailplane as a cockpit for a simulator, with one's own instruments/controls. What I am designing is a piece of hardware that will generate the associated dynamic/static/TE/and capacity pressure values that would exist during "in flight" conditions (Condor outputs standard sim signals which could easily be translated into their associated pressure values). These pressures can be fed to an actual instrument panel, making the instruments read correct for their given simulated condition quite effectively. Since Condor also outputs NEMA data, flight computers/nav hardware can also be active. This will be used in conjunction with little (sugar cube sized) independent self powered pizeo gyros with bluetooth (or some other sort of RF) transmitting capabilities that would each be placed on the extremities of all the cockpit controls. The transmitted signals would all be received by a device that would be converting the gyro's movements into standard simulator control inputs that would be fed back into Condor for your flight inputs. To make clear my project goals in case it's still vague: I want to be able to use my own glider with it's controls and instruments to fly on the simulator. This wold be achieved by pulling the plane into the "drive in theater" (a screen on a large wall with a projector set up) and connect the pneumatic interface to my plane's pneumatic system and put the pizeo gyros described above on their respective controls. Go through a calibration sequence to define the full movements of the controls, buckle in and begin checklist...Once this is closer to being finished I will also work on the feedback issue, which I already have several ideas. This glider in this setup could easily be changed to another ship so long as flight data for it exists on Condor (very easy if it already has a Winter quick pneumatic disconnect plug...) If anyone that reads this finds it intriguing and would like to help, pm me. Paul |
#2
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I wrote a nice response but can't seem to post it... I'll keep
trying... --Noel |
#3
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Sorry for multiple posts - Google isn't telling me why it won't post
my response so I'm breaking it into pieces to find out what's causing the problem ---------- The Forums on the Condor website area great source of info for this stuff! Force feedback controls are only marginally useful, IMHO. Any standard joystick with a few buttons is plenty good enough. I _strongly_ recommend against getting a "twist" joystick, as controlling a glider with one of those is too distracting (and can introduce bad habits). I also strongly advise people to go out and buy a set of CH Pro Pedals for rudder control (http://www.chproducts.com/retail/pedals.html). They're not cheap (~$150), but they'll last a lifetime and are very precise. Use them along with a simple joystick and you're all set for some great Condor flying. |
#4
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Joystick features that are nice to have: A "hat" for view control,
and a "throttle" control for moving the spoilers. I also like a joystick with at least 5 or 6 buttons (so I can put flap and trim controls on the joystick). Optional extra for the technologically advanced: NaturalPoint "TrackIR" (http://www.naturalpoint.com/trackir/). This is an infrared camera that you put on your computer monitor. It watches a reflective head-band or headset-clip that you wear, and uses your head movements to let you "look around" freely. I recommend people get comfortable with Condor first before adding this layer of complexity and configuration - but once you get used to it, its nice! I mean, how many times in a flight simulator have you wished that you could just turn your head a little to keep an eye on the runway threshold out the side of the airplane while on downwind or turning base? This lets you do that effortlessly (and so much more). But it does take some work to set up and fine-tune for your individual tastes - so start with the joystick "hat" and then progress to this if you want. Take care, --Noel (PIlot and former computer-game developer) P.S. I also recommend a wide-screen LCD monitor. Human vision is attuned to wide peripheral vision and standard screens don't do a poor job of matching the eye. Even a small (17" or 19") wide-screen monitor is an improvement over a medium-sized "standard" monitor, when it comes to simulating movement. |
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On May 4, 9:03 am, "noel.wade" wrote:
P.S. I also recommend a wide-screen LCD monitor. Human vision is attuned to wide peripheral vision and standard screens don't do a poor job of matching the eye. Even a small (17" or 19") wide-screen Gah, correction: Standard screens _don't do a GOOD job_ of matching the eye... :-P --Noel |
#6
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![]() "noel.wade" wrote in message ... Joystick features that are nice to have: A "hat" for view control, and a "throttle" control for moving the spoilers. I also like a joystick with at least 5 or 6 buttons (so I can put flap and trim controls on the joystick). Optional extra for the technologically advanced: NaturalPoint "TrackIR" (http://www.naturalpoint.com/trackir/). This is an infrared camera that you put on your computer monitor. It watches a reflective head-band or headset-clip that you wear, and uses your head movements to let you "look around" freely. ..... so while you are looking at the wall instead of your wingtip, someone else in the room can see what you ought to be looking at? This would only be useful if you have Circlorama screens (whatever happened to Circlorama?) or a pair of VR glasses. :-) |
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Hi,
You would think so, I asked the same question to a user. He said that the IR units work OK with a single monitor. You can turn your head a little to the left and keep your eyes on the screen. It doesn't seem like it would work well to me, but it supposedly works better then you would think. Paul Remde "Peter Wyld" wrote in message news ![]() "noel.wade" wrote in message ... Joystick features that are nice to have: A "hat" for view control, and a "throttle" control for moving the spoilers. I also like a joystick with at least 5 or 6 buttons (so I can put flap and trim controls on the joystick). Optional extra for the technologically advanced: NaturalPoint "TrackIR" (http://www.naturalpoint.com/trackir/). This is an infrared camera that you put on your computer monitor. It watches a reflective head-band or headset-clip that you wear, and uses your head movements to let you "look around" freely. .... so while you are looking at the wall instead of your wingtip, someone else in the room can see what you ought to be looking at? This would only be useful if you have Circlorama screens (whatever happened to Circlorama?) or a pair of VR glasses. :-) |
#8
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![]() .... so while you are looking at the wall instead of your wingtip, someone else in the room can see what you ought to be looking at? The TrackIR amplifies your head movements. So a tiny turn of your head can equate to looking out the side of the aircraft in the simulator. Its a little odd at first to keep your eyes on the screen while you turn your head - but if you set the amplification rate up to the right level its really not a problem (we're talking maybe 5 or 10 degrees of head movement) - just takes about 5 minutes to get used to. Check out the demo videos on the NaturalPoint website. Also note that I *do* state its best to get comfortable with the simulator and everything before adding this piece. But the ability to easily look around adds a lot if you have the patience to set it up properly. On a slightly different note: I have done a lot of experimenting and found that longtime pilots have a *much* harder time with simulators than new pilots. After doing some unscientific research and gathering feedback, I have come to believe that pilots who have flown for a long time and never used a simulator get easily frustrated by the lack of physical / kinesthetic feedback, and the lack of familiarity of flying over strange terrain in a strange glider. They're so used to "feeling" the aircraft and flying in their local airspace with known references that they have a hard time just flying the plane based on the sight-picture and the instruments and the visible angles to the ground. Becuase they're so used to being good pilots flying in a skilled manner, having a hard time in the simulator tends to frustrate and/or embarrass these experienced pilots - and as a result they have a dislike or disdain for the simulator. Take care, --Noel |
#9
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noel.wade wrote:
On a slightly different note: I have done a lot of experimenting and found that longtime pilots have a *much* harder time with simulators than new pilots. After doing some unscientific research and gathering feedback, I have come to believe that pilots who have flown for a long time and never used a simulator get easily frustrated by the lack of physical / kinesthetic feedback, and the lack of familiarity of flying over strange terrain in a strange glider. They're so used to "feeling" the aircraft and flying in their local airspace with known references that they have a hard time just flying the plane based on the sight-picture and the instruments and the visible angles to the ground. Becuase they're so used to being good pilots flying in a skilled manner, having a hard time in the simulator tends to frustrate and/or embarrass these experienced pilots - and as a result they have a dislike or disdain for the simulator. I've had a similar experience to this, except sort of backwards. I used to do a lot of flying in X-Plane, in all kinds of different aircraft. (X-Plane isn't really the best at simulating anything, but it simulates almost everything, which is its big advantage.) I was pretty good at it, although I'm sure I did a lot of non-standard things. And in fact flying the gliders in X-Plane is one of the things that got me into real soaring. I had a lot of fun doing crazy things in the simulator, then thought, hey, this is something I could actually enjoy in real life. I don't use X-Plane that much anymore. Somehow doing regular flying in reality makes the sim seem less fun than it once was.... But I still fire it up on occasion. And the thing that always amuses me when I do is that I'm really *bad* at it. Even flying gliders, even flying types that I fly in reality, in locations that I fly in reality, I totally stink up the place. Part of this is because my controls setup is very poor. I didn't put in very much money at all, so the result reflects that. But I used the same controls before and was much better! I certainly have trouble with the lack of physical feedback, poor control feel, and narrow field of view, even though I was more or less fine with them before. In the end they're just two different skills. You can make them closer by putting in more money to have a better setup, but it still ends up being different skills. An experienced pilot who jumps into a sim thinking that he should be able to instantly master it will likely be disappointed because of this. -- Michael Ash Rogue Amoeba Software |
#10
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![]() "noel.wade" wrote in message ... .... so while you are looking at the wall instead of your wingtip, someone else in the room can see what you ought to be looking at? The TrackIR amplifies your head movements. So a tiny turn of your head can equate to looking out the side of the aircraft in the simulator. Its a little odd at first to keep your eyes on the screen while you turn your head - but if you set the amplification rate up to the right level its really not a problem (we're talking maybe 5 or 10 degrees of head movement) - just takes about 5 minutes to get used to. Check out the demo videos on the NaturalPoint website. Also note that I *do* state its best to get comfortable with the simulator and everything before adding this piece. But the ability to easily look around adds a lot if you have the patience to set it up properly. On a slightly different note: I have done a lot of experimenting and found that longtime pilots have a *much* harder time with simulators than new pilots. After doing some unscientific research and gathering feedback, I have come to believe that pilots who have flown for a long time and never used a simulator get easily frustrated by the lack of physical / kinesthetic feedback, and the lack of familiarity of flying over strange terrain in a strange glider. They're so used to "feeling" the aircraft and flying in their local airspace with known references that they have a hard time just flying the plane based on the sight-picture and the instruments and the visible angles to the ground. Becuase they're so used to being good pilots flying in a skilled manner, having a hard time in the simulator tends to frustrate and/or embarrass these experienced pilots - and as a result they have a dislike or disdain for the simulator. Take care, --Noel Same experience here. My take on the frustrations of experienced pilots is that they have never learned to use their eyes correctly. Somewhat counterintuitively, it's posible to fly a glider largely by feel and with little reliance on visual inputs for anything other than navigation. Frustration with a PC flight simulator simply discloses this shortcoming. A computer flight simulator forces a pilot to use vision for things like instrument scan and attitude control. This can be very frustrating until the pilots visual skills come up to speed. A second issue is that, to a greater degree than in a real glider, a PC flight simulator requires the pilot to anticipate the aerodynamic response of the simulated glider. For example, knowing that raising the nose relative to the horizon WILL result in lower airspeed provides for very precise airspeed control. Fortunately the flight dynamics model used in Condor is VERY VERY good. Bill D |
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