void FGAIShip::bind() {
FGAIBase::bind();
- props->tie("surface-positions/rudder-pos-norm",
+ props->tie("surface-positions/rudder-pos-deg",
SGRawValuePointer<double>(&rudder));
}
void FGAIShip::unbind() {
FGAIBase::unbind();
+ props->untie("surface-positions/rudder-pos-deg");
}
void FGAIShip::update(double dt) {
if (fp) ProcessFlightPlan(dt);
- double turn_radius_ft;
- double turn_circum_ft;
+ double sp_turn_radius_ft;
+ double rd_turn_radius_ft;
double speed_north_deg_sec;
double speed_east_deg_sec;
double dist_covered_ft;
pos.setlat( pos.lat() + speed_north_deg_sec * dt);
pos.setlon( pos.lon() + speed_east_deg_sec * dt);
+
// adjust heading based on current rudder angle
- if (rudder != 0.0) {
- turn_radius_ft = 0.088362 * speed * speed
+ if (rudder != 0.0) {
+ /* rd_turn_radius_ft = 0.088362 * speed * speed
/ tan( fabs(rudder) / SG_RADIANS_TO_DEGREES );
- turn_circum_ft = SGD_2PI * turn_radius_ft;
+ turn_circum_ft = SGD_2PI * rd_turn_radius_ft;
dist_covered_ft = speed * 1.686 * dt;
- alpha = dist_covered_ft / turn_circum_ft * 360.0;
+ alpha = dist_covered_ft / turn_circum_ft * 360.0;*/
+
+ if (rd_turn_radius_ft <= 0) rd_turn_radius_ft = 0; // don't allow nonsense values
+
+// cout << "speed " << speed << " turn radius " << rd_turn_radius_ft << endl;
+
+// adjust turn radius for speed. The equation is very approximate.
+ sp_turn_radius_ft = 10 * pow ((speed - 15),2) + rd_turn_radius_ft;
+// cout << "speed " << speed << " speed turn radius " << sp_turn_radius_ft << endl;
+
+// adjust turn radius for rudder angle. The equation is even more approximate.
+ rd_turn_radius_ft = -130 * (rudder - 15) + sp_turn_radius_ft;
+// cout << "rudder " << rudder << " rudder turn radius " << rd_turn_radius_ft << endl;
+
+// calculate the angle, alpha, subtended by the arc traversed in time dt
+ alpha = ((speed * 1.686 * dt)/rd_turn_radius_ft) * SG_RADIANS_TO_DEGREES;
+
+// make sure that alpha is applied in the right direction
+
hdg += alpha * sign( rudder );
+
if ( hdg > 360.0 ) hdg -= 360.0;
if ( hdg < 0.0) hdg += 360.0;
+
+//adjust roll for rudder angle and speed
+ roll = - ( speed / 2 - rudder / 6 );
+
+// cout << " hdg " << hdg << "roll "<< roll << endl;
}
// adjust target rudder angle if heading lock engaged