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Re: center of mass
[Re: BastovBros]
#296942
11/03/09 22:07
11/03/09 22:07
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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I THINK this may work, but Ive never tried it. Im not making the tail lighter, but making the engines heavier.
Have a read of the "physics constraints" in the manual. Then when youve got an idea how it works, do this. 1> create physics entities that are invisible AND passable of an un-important shape or skin. 2> use the contraints to "weld" these weights INSIDE the planes engine cowlings, or where-ever the extra weight is needed. With the entities being invisible and passable, ALL they do is affect the planes center-of-gravity by making "heavy points" where the planes mass is denser, and because they are invisible and passable they'll never cause collisions, or be seen...
Hope this helps.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: center of mass
[Re: Damocles_]
#300251
11/30/09 20:04
11/30/09 20:04
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Joined: Jul 2008
Posts: 128 Ukraine
BastovBros
OP
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OP
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Joined: Jul 2008
Posts: 128
Ukraine
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I know about the Galileo's law which says that in the vacuum the mass doesn't influence the falling speed of an object so that a feather and a stone will hit the ground at the same time, and that it is air resistance which actually makes objects of different masses fall with different speed. And this is [cite]Ah, you can shift the COG by an additional mass inside the aircraft which cannot be seen from outside.[/cite] is what EvilSOB has already written above. And the "center of gravity" is actually waht I need. I am not trying to make a true-to-life simulation with all that aerodynamic behavior, well it whould behave like a plane but I want to keep it simple. And adding mass will increase the weight, the downward gravity force, which will make the plane fall with its nose first. Anyways, Thank you for your replies Any reply helps in some way. Though I am not working on the plane fall right now(I could not make the constraints properly), since the thread was continued, I would like to ask an additional questions about the qonstraints: I saw that all types of constraints have the anchor point: is it the point wehre the two objects are welded? If yes, how to change its position? the anchor point has the coordinates (0,0,0) but are these coordinates: world coordinates, the coordiantes in relation to the object, or what? I tried to change them but the additional invisible object was always in the same place? Here's how I did it this was attached o the "adding weight object"
ENTITY* engine;
action engine()
{
engine = me;
set(my, PASSABLE);
//set(my, INVISIBLE);
phent_settype(my,PH_RIGID,PH_BOX);
phent_setmass(my,0,PH_BOX);
phent_setgroup(my, 2);
phent_setfriction(my,0);
phent_setelasticity(my,0,0);
phent_setdamping(my,0,0);
ph_setgravity ( vector(0,0,0) );
ph_fps_max_lock = 70;
}
and this was written in the plane action:
phcon_add(PH_BALL,my, engine);
phcon_setparams1(2,vector(0,50,0),nullvector,nullvector);
As you see, I have changed the anchor coords, but it didn't change the additional object's position, so I assume that the point to which it is welded has not changed either. So how to deal with this anchor point? Thank you in advance
a generator of dull questions
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Re: center of mass
[Re: BastovBros]
#300281
12/01/09 07:53
12/01/09 07:53
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Joined: Jul 2007
Posts: 53 Germany
Henning
Junior Member
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Junior Member
Joined: Jul 2007
Posts: 53
Germany
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Hi BastovBros,
if you want to make it easy and halfway realistic, accept your center of gravity, where ever it is, as long as it is on the centerline of the aircraft. Or bring it forward by a hidden mass on centerline. Then apply one upward but small force at the tail and bigger ones at each wing. So, you have three forces, the z components of which should be equal to the aircraft weight (mass*gravity constant), and the COG should be inside the triangle formed by the forces. Ftail*rTail = 2*Fwing*rWing! (r = distance from COG lengthwise)
Now you can steer up and down by altering the tail force and roll by reducing one of the wing forces and increase the other by the same amount. When you add another sideways force at the tail always heading to the opposite direction than the sideways component of the current velocity vector, your airplane will even stabilize itself. In addition, you can use this to get a yaw steering.
And another tip, give the upward wing forces a small angle to the inside, that will serve as a roll stabilisation like upward swept wings. So, all you need are four set forces to get precisely the balance I described. When you alter these with velocity sqared and some factor bringing the result to figures the physics system can handle, you get the real behavior of an aircraft - after some testing.
Have fun Henning
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Re: center of mass
[Re: Henning]
#300296
12/01/09 11:10
12/01/09 11:10
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Joined: Jul 2008
Posts: 128 Ukraine
BastovBros
OP
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OP
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Joined: Jul 2008
Posts: 128
Ukraine
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Thanks a lot Henning, this might help. Btw, how to calculate the weight (the gravity force) in 3dgs. W = mg, in 3dgs g=-386, because it uses quants, not meters. So, according to the theory, the weight of an object with mass of 23 kg is W = 23 * -386 = -8878, though I put the value for the lift force 8200, which is less then gravity force, but the plane still manages to take off (O_o). Why? How does the 3dgs work with forces? I tried to calculate the exact lift force which would be the same as the gravity force, but I couldn't.
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