rec.autos.simulators

Help! Programming a simulator...

Andrew Chi

Help! Programming a simulator...

by Andrew Chi » Thu, 25 Jan 1996 04:00:00

Hi,

    I am currently working on a programming project to program a simulator. I
have a book titled "Flights of Fantasy". Its great help, but I need a little
more.  The simulator I am writing is to train locomotive cab drivers how to
operate a cab. I know, this is not the right place to ask (oops! Here comes
the flame.....). But I am using alot of methods and techniques borrowed from
playing flight and car simulators.  

What I want to know is, how minimal I can get away with with  hardware and
software and still remain effective? In other words, should I just use pure
software (ie. PC/Mac and joystick) or a mock-up of the entire interior - be it
cab,***pit or tub.

I can use any information related to flight, car or railway simulators. Please
point me to a web, ftp site, reading material etc etc.

Thanks a million in advance.

Andrew.

Caryn Rober

Help! Programming a simulator...

by Caryn Rober » Thu, 25 Jan 1996 04:00:00



> Hi,

>     I am currently working on a programming project to program a simulator. I
> have a book titled "Flights of Fantasy". Its great help, but I need a little
> more.  The simulator I am writing is to train locomotive cab drivers how to
> operate a cab. I know, this is not the right place to ask (oops! Here comes
> the flame.....). But I am using alot of methods and techniques borrowed from
> playing flight and car simulators.  

> What I want to know is, how minimal I can get away with with  hardware and
> software and still remain effective? In other words, should I just use pure
> software (ie. PC/Mac and joystick) or a mock-up of the entire interior -
be it
> cab,***pit or tub.

> I can use any information related to flight, car or railway simulators.
Please
> point me to a web, ftp site, reading material etc etc.

> Thanks a million in advance.

> Andrew.

Andrew,
I worked for 26 years in the field of flight simulation. I worked as a
technician for the first 11 years, and the next 15 as an engineer doing
design and testing of aircraft simulators for the military, airlines, and
air frame manufacturers. I retired due to medical reasons last February.

The question you ask, software vs. hardware, is one constantly debated in
the industry. Generally, the more complex environment being simulated is
better served by a hardware solution which results in greater training
benefits.  A software solution can generally provide substantial benefits
for even a complex environment when the items to be simulated and trained
in are limited to procedural ones.

However, this does not mean that _no_ benefit can be derived from
simulating a complex environment (say an aircraft or train locomotive). A
very positive benefit of software solutions is familiarity with the tasks
being simulated. A general "look" of the environment (cockpit or cab) can
be of great help in training people what to look for. The "feel" is what
is lacking in the software solution.

For instance, take F/A-18 Hornet and A-10 Attack! Even those of us who
truly enjoy these games on a computer (say, a Mac) almost all agree that
the games are much more playable when a partial hardware solution is
added, a stick of some sort and perhaps even a throttle and rudder pedals.

But it isn't just the enjoyment level which is increased. Adding some
elements of a hardware solution helps the game to become more of a true
simulation. I have more than 10,000 hours "flying" real simulators (from
fighters and bombers to military and civil transports) and can attest that
the more realistic the simulated environment the greater training benefit.

I have also spent thousands of hours running simulations in front of a
computer screen. From an engineering point of view a software solution is
acceptable. But when I tried the above mentioned Mac flight sims using
just the keyboard, mouse and screen it was almost like an engineering
simulation. Interesting, to be sure, even intriguing and a good platform
to _learn_ about the airplane in question, but not particularly useful for
operational training.

However, when I added a stick and throttle the experience turned into one
with definite elements of a true simulation. Multiple screens would help,
say one each for the forward and side control panels, and up to 8 for the
out the window views. Real switches and indicators would improve it even
more, as would a cab-motion system or G-seat. But, this is a home machine
I am talking about here. Stick, throttle, the one screen (until I can add
a couple more), and the keyboard & mouse will suffice.

I currently have less than $5000 invested in my flight simulators. And
when I am not flying I can use the system for other things. Like earing
money! A "full flight simulator" for just one of these planes (A-10) goes
for upwards of $10,000,000 and costs well over $5000/month to operate and
maintain.

I think my home system is good enough. It is entertaining and even has
significant value as a simulator. Mind you, I am not about to go jump into
a real F/A-18 Hornet and put my life at risk (not to mention those in my
flight path). For me, though, it is close enough to the real thing to have
intrinsic value.

But, if you are asking about training real locomotive cab operators to run
a multi-ton locomotive cab and train on the railroads that cross the
streets I drive on, I would urge you to consider the liability of faulty
(even if unintentional) training. Contact one of the companies that build
simulators for industry. If you just want the locomotive cab operators to
learn how to operate some non-safety related addition to their cab, I say,
"Go for it."

Caryn

--
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Glenn Davi

Help! Programming a simulator...

by Glenn Davi » Sun, 28 Jan 1996 04:00:00


>Hi,
>    I am currently working on a programming project to program a simulator. I
>have a book titled "Flights of Fantasy". Its great help, but I need a little
>more.  The simulator I am writing is to train locomotive cab drivers how to
>operate a cab. I know, this is not the right place to ask (oops! Here comes
>the flame.....). But I am using alot of methods and techniques borrowed from
>playing flight and car simulators.  
>What I want to know is, how minimal I can get away with with  hardware and
>software and still remain effective? In other words, should I just use pure
>software (ie. PC/Mac and joystick) or a mock-up of the entire interior - be it
>cab,***pit or tub.
>I can use any information related to flight, car or railway simulators. Please
>point me to a web, ftp site, reading material etc etc.
>Thanks a million in advance.
>Andrew.

I have that book also. Most of it is good stuff, but the
implementation of Bresenham's algorithm is wrong - this affects both
line drawing and polygon rendering (which is based on it). You might
like to take a look at the following:

"The Black Art of 3D Game Programming" by Andre LaMothe
        Waite Group Press - ISBN 1-57169-004-2

"Building a 3D Game Engine in C++" by Brian Hook
        Wiley - ISBN 0-471-12326-9

Black Art is the best all round 3D games book (in my opinion), but the
other book has a much better explanation and implementation of the
maths involved.

You might also like to try rec.games.programmer which will probably
have all the information you might need.


James Clear

Help! Programming a simulator...

by James Clear » Fri, 02 Feb 1996 04:00:00

 Andew,

I am too working on a simulation project in my spare time. Ours is a flight simulator
for low- end pilot training, and is based on distributed PCs. Some books that may be of
interest are listed below.

 Aircraft control and simulation by Brian L Stevens and Frank L.Lewis
 Develops a 6DOF flight model) *
 John Wiley and Sons

 Modeling flight in IEEE Potentials April 1990

 Simulation of Aircraft by Mark Connelly, MIT

 Introduction to flight by J.D. Anderson
 McGraw Hill

 Airplane Performance, Stability and Control by C.Perkins and
 R.E.Page
 Wiley 1994    (Supposed to be very comprehensive)

 Dynamics of atmospheric flight by B.Etkin
 Wiley 1972

 Theory of Flight by R.Von Mises *
 Dover 1959

 Flight Simulation by Rolfe and Staples *
 Cambridge University Press 1986

 I hope these titles are of use to you.

James


TheB

Help! Programming a simulator...

by TheB » Fri, 02 Feb 1996 04:00:00

Hey guys, if you are interested in direct support for your sims for
joysticks and rudders and throttle and ...  contact me.
We do the software for CH and we have a nice API letting you read the
devices input direct. The API is open and maybe will be adopted by other
vendors as well...

--
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fax: x49-30-773 81 36     Ask me about:
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Opinions expressed herein are mine unless expressly stated
otherwise. Similarities with living or undead persons are
coincidence and not intended - really!   ;-)
Best use before: (see date printed on backside of message)
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Steve Foste

Help! Programming a simulator...

by Steve Foste » Wed, 07 Feb 1996 04:00:00

There's an interesting book by the Waite Group entitled 'Flights of
Fantasy' that is really good information. It covers all aspects of
developing a simulator. It comes with a disk of 'c' source code. The
aircraft model is a something like a biplane, maybe a Camel.

I compiled it, but I am unsatisfied with the flight model.

Do you have any idea where I could get a 'c' source code module for a
Cessna 172? I'm building an instrument panel with stepper motor
converted instruments and I need the flight model.



> Andew,

>I am too working on a simulation project in my spare time. Ours is a
flight simulator
>for low- end pilot training, and is based on distributed PCs. Some

books that may be of
>interest are listed below.

> Aircraft control and simulation by Brian L Stevens and Frank L.Lewis
> Develops a 6DOF flight model) *
> John Wiley and Sons

> Modeling flight in IEEE Potentials April 1990

> Simulation of Aircraft by Mark Connelly, MIT

> Introduction to flight by J.D. Anderson
> McGraw Hill

> Airplane Performance, Stability and Control by C.Perkins and
> R.E.Page
> Wiley 1994    (Supposed to be very comprehensive)

> Dynamics of atmospheric flight by B.Etkin
> Wiley 1972

> Theory of Flight by R.Von Mises *
> Dover 1959

> Flight Simulation by Rolfe and Staples *
> Cambridge University Press 1986

> I hope these titles are of use to you.

>James




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