Good simulators emulate all listed above and more. As well as stationary lift and transitional lift, there is ground effect, autorotative states, blade stall, anti-torque compensation and other artefacts to emulate. Modelling the physics of a helicopter is very complex. This is why we evaluate the simulator physics. We may be able the tune the flight so it works right, but auto-rotations will be too easy and the heli will feel more 'floaty'. For example, if your simulator under-values heli mass, then it will need reduced thrust to keep it in the air (slower rotor speed, shorter configured blades, etc). If the physics engine is bad, regardless of how we tune the heli parameters, there will be things that do not line up to real life flying. If the physics engine is good, we can make a heli perform in the sim like real life. The first is the accuracy of the model parameters in relation to the simulators physics engine. Getting a model to behave right is a combination of two things. Every simulator I have tried enables a user to modify how a heli behaves. This enables the simulator to emulate the movement of the heli. Each model will also have a number of flight parameters (usually quite a lot). This way you can see it, control it and collide it with things. The model must have a shape and a graphic. Now we have an environment, we need a heli to fly in it. Some of these objects are native to the field (like ground and trees), others can be defined separately and used in multiple environments (such as boxes or flags). Once an object is defined, a virtual heli can collide with it. Each object must have location and size (and optionally graphics, yes some items may be invisible since the graphic may be part of the photo box). Each object (including ground) is represented as an object in the environment. Now that we have a virtual flying environment, we need to put things in it, ground, water, trees, buildings, etc. This is why FPV simulation can only work in a full 3D environment. In a photo box environment, you can only change the direction you are looking, not the pilot. You can only move the pilot in a full 3D environment. The other environments are full 3D environments. Quite often this environment is a photo box (a 360 degree photo that you can look around in). The part that confuses people is how does the computer determine what to do with the model based on the control inputs.Įach simulator has a 3D virtual landscape to fly the model in (usually labelled as an airport). Possible examples can be Phoenix, ClearView and/or FMS (may also look at neXt).Ī simulator takes control inputs and manipulates a model on a screen based on those inputs. Movie magic screenwriter.I will try put up more examples in the next few of days (if requested). Perfectly clear essentials 3 6 3 1515 cc.
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March 2023
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