]> git.mxchange.org Git - flightgear.git/commitdiff
Enclosed is the latest engine model update that supercedes the
authorcurt <curt>
Wed, 19 Sep 2001 22:58:29 +0000 (22:58 +0000)
committercurt <curt>
Wed, 19 Sep 2001 22:58:29 +0000 (22:58 +0000)
one I sent yesterday.  I have re-zipped all four files so you can
neglect the last lot but only io360.cxx has changed if you've
already committed.  It's untested since I can't start the engine until
John has committed his update with separate properties.  Should
work fine though.

src/FDM/IO360.cxx
src/FDM/IO360.hxx
src/FDM/Makefile.am
src/FDM/engine.cxx [deleted file]
src/Main/main.cxx

index 3adc1e363e2215b16bfbd60a9fe97edbba53d9f4..f17b88e8ea2d2814daadb0b481d52b8fbd0f1df8 100644 (file)
 //
 // DCL 22/03/01 - based on Riley's post on the list (25 rpm gain at 1000 rpm as lever is pulled out from full rich)
 //                I have reduced the sea level full rich mixture to thi = 1.3 
+//
+// DCL 18/9/01  - Got the engine to start and stop in response to the magneto switch.
+//                Changed all PI to LS_PI (in ls_constants.h).
+//                Engine now checks for fuel and stops when not available. 
+//
 //////////////////////////////////////////////////////////////////////
 
 #include <simgear/compiler.h>
@@ -99,7 +104,9 @@ SG_USING_STD(cout);
 #endif
 
 #include "IO360.hxx"
+#include "LaRCsim/ls_constants.h"
 
+#include <Main/fg_props.hxx>
 
 // Static utility functions
 
@@ -317,22 +324,27 @@ void FGNewEngine::init(double dt) {
     Max_Fuel_Flow = 130;
     Mag_Derate_Percent = 5;
 //    MaxHP = 285;    //Continental IO520-M
-    MaxHP = 180;    //Lycoming IO360
+    MaxHP = 200;    //Lycoming IO360 -A-C-D series
+//  MaxHP = 180;    //Current Lycoming IO360 ?
 //  displacement = 520;  //Continental IO520-M
     displacement = 360;         //Lycoming IO360
     displacement_SI = displacement * CONVERT_CUBIC_INCHES_TO_METERS_CUBED;
     engine_inertia = 0.2;  //kgm^2 - value taken from a popular family saloon car engine - need to find an aeroengine value !!!!!
-    prop_inertia = 0.03;  //kgm^2 - this value is a total guess - dcl
+    prop_inertia = 0.05;  //kgm^2 - this value is a total guess - dcl
     Gear_Ratio = 1;
+    n_R = 2;         // Number of crank revolutions per power cycle - 2 for a 4 cylinder engine.
 
-    started = true;
+    running = fgGetBool("/engines/engine[0]/running");
     cranking = false;
-
+    fgSetBool("/engines/engine[0]/cranking", false);
 
     // Initialise Engine Variables used by this instance
+    if(running)
+       RPM = 600;
+    else
+       RPM = 0;
     Percentage_Power = 0;
     Manifold_Pressure = 29.00; // Inches
-    RPM = 600;
     Fuel_Flow_gals_hr = 0;
     Torque = 0;
     Torque_SI = 0;
@@ -371,7 +383,9 @@ void FGNewEngine::update() {
 //     cout << "AFR = " << 14.7 / equivalence_ratio << '\n';
 //     cout << "Mixture lever = " << Mixture_Lever_Pos << '\n';
 //     cout << "n = " << RPM << " rpm\n";
-        cout << "T_amb = " << T_amb << '\n';
+//      cout << "T_amb = " << T_amb << '\n';
+       cout << "running = " << running << '\n';
+       cout << "fuel = " << fgGetFloat("/consumables/fuel/tank[0]/level-gal_us") << '\n';
     }
     count1++;
     if(count1 == 600)
@@ -382,15 +396,76 @@ void FGNewEngine::update() {
     float Vo = 0;
     float V1 = 0;
 
-    // Set up the new variables
-    float PI = 3.1428571;
+    // Parameters that alter the operation of the engine. (spark, fuel, starter motor etc)
+    // Check for spark
+    int Magneto_Left = 0;
+    int Magneto_Right = 0;
+    int mag_pos = fgGetInt("/engines/engine[0]/magneto");
+    // Magneto positions:
+    // 0 -> off
+    // 1 -> left only
+    // 2 -> right only
+    // 3 -> both
+    if(mag_pos != 0) {
+       spark = true;
+    } else {
+       spark = false;
+    }  // neglects battery voltage, master on switch, etc for now.
+    if((mag_pos == 1) || (mag_pos > 2)) 
+       Magneto_Left = 1;
+    if(mag_pos > 1)
+       Magneto_Right = 1;
+    // crude check for fuel
+    if((fgGetFloat("/consumables/fuel/tank[0]/level-gal_us") > 0) || (fgGetFloat("/consumables/fuel/tank[1]/level-gal_us") > 0)) {
+       fuel = true;
+    } else {
+       fuel = false;
+    }  // Need to make this better, eg position of fuel selector switch.
+
+    // Check if we are turning the starter motor
+    bool temp = fgGetBool("/engines/engine[0]/starter");
+    if(cranking != temp) {
+       // This check saves .../cranking from getting updated every loop - they only update when changed.
+       cranking = temp;
+       if(cranking)
+           fgSetBool("/engines/engine[0]/cranking", true);
+       else
+           fgSetBool("/engines/engine[0]/cranking", false);
+    }
+    // Note that although /engines/engine[0]/starter and /engines/engine[0]/cranking might appear to be duplication it is
+    // not since the starter may be engaged with the battery voltage too low for cranking to occur (or perhaps the master 
+    // switch just left off) and the sound manager will read .../cranking to determine wether to play a cranking sound.
+    // For now though none of that is implemented so cranking can be set equal to .../starter without further checks.
 
-    // Parameters that alter the operation of the engine.
-    int Fuel_Available = 1;    // Yes = 1. Is there Fuel Available. Calculated elsewhere
     int Alternate_Air_Pos =0;  // Off = 0. Reduces power by 3 % for same throttle setting
-    int Magneto_Left = 1;      // 1 = On.   Reduces power by 5 % for same power lever settings
-    int Magneto_Right = 1;     // 1 = On.  Ditto, Both of the above though do not alter fuel flow
-
+    // DCL - don't know what this Alternate_Air_Pos is - this is a leftover from the Schubert code.
+
+    //Check mode of engine operation
+    if(cranking) {
+       if(RPM <= 480) {
+           RPM += 100;
+           if(RPM > 480)
+               RPM = 480;
+       } else {
+           // consider making a horrible noise if the starter is engaged with the engine running
+       }
+    }
+    if((!running) && (spark) && (fuel)) {
+       // start the engine if revs high enough
+       if(RPM > 450) {
+           // For now just instantaneously start but later we should maybe crank for a bit
+           running = true;
+           fgSetBool("/engines/engine[0]/running", true);
+           RPM = 600;
+       }
+    }
+    if( (running) && ((!spark)||(!fuel)) ) {
+       // Cut the engine
+       // note that we only cut the power - the engine may continue to spin if the prop is in a moving airstream
+       running = false;
+       fgSetBool("/engines/engine[0]/running", false);
+    }
 
     // Calculate Sea Level Manifold Pressure
     Manifold_Pressure = Calc_Manifold_Pressure( Throttle_Lever_Pos, Max_Manifold_Pressure, Min_Manifold_Pressure );
@@ -470,7 +545,8 @@ void FGNewEngine::update() {
     Percentage_Power = Percentage_Power * Percentage_of_best_power_mixture_power / 100.0;
 
     // Now Derate engine for the effects of Bad/Switched off magnetos
-    if (Magneto_Left == 0 && Magneto_Right == 0) {
+    //if (Magneto_Left == 0 && Magneto_Right == 0) {
+    if(!running) {
        // cout << "Both OFF\n";
        Percentage_Power = 0;
     } else if (Magneto_Left && Magneto_Right) {
@@ -481,16 +557,40 @@ void FGNewEngine::update() {
        //  cout << FGEng1_Percentage_Power <<  "%" << "\t";
     }
 
+    //DCL - stall the engine if RPM drops below 450 - this is possible if mixture lever is pulled right out
+    //This is a kludge that I should eliminate by adding a total fmep estimation.
+    if(RPM < 450)
+        Percentage_Power = 0;
+
+    if(Percentage_Power < 0)
+       Percentage_Power = 0;
+
+    // FMEP calculation.  For now we will just use this during motored operation, ie when %Power == 0.
+    // Eventually we will calculate IMEP and use the FMEP all the time to give BMEP
+    //
+    if(Percentage_Power == 0) {
+        // This FMEP data is from the Patton paper, assumes fully warm conditions.
+        FMEP = 1e-12*pow(RPM,4) - 1e-8*pow(RPM,3) + 5e-5*pow(RPM,2) - 0.0722*RPM + 154.85;
+        // Gives FMEP in kPa - now convert to Pa
+        FMEP *= 1000;
+    } else {
+        FMEP = 0.0;
+    }
+
+    Torque_FMEP = (FMEP * displacement_SI) / (2.0 * LS_PI * n_R);
+
     HP = Percentage_Power * MaxHP / 100.0;
 
     Power_SI = HP * CONVERT_HP_TO_WATTS;
 
     // Calculate Engine Torque. Check for div by zero since percentage power correlation does not guarantee zero power at zero rpm.
+    // However this is problematical since there is a resistance to movement even at rest
+    // Ie this is a dynamics equation not a statics one.  This can be solved by going over to MEP based torque calculations.
     if(RPM == 0) {
-        Torque_SI = 0;
+        Torque_SI = 0 - Torque_FMEP;
     }
     else {
-        Torque_SI = (Power_SI * 60.0) / (2.0 * PI * RPM);  //Torque = power / angular velocity
+        Torque_SI = ((Power_SI * 60.0) / (2.0 * LS_PI * RPM)) - Torque_FMEP;  //Torque = power / angular velocity
        // cout << Torque << " Nm\n";
     }
 
@@ -628,7 +728,7 @@ the values from file to avoid the necessity for re-compilation every time I chan
     
     Gear_Ratio = 1.0;
     FGProp1_RPS = RPM * Gear_Ratio / 60.0;  // Borrow this variable from Phils model for now !!
-    angular_velocity_SI = 2.0 * PI * RPM / 60.0;
+    angular_velocity_SI = 2.0 * LS_PI * RPM / 60.0;
     forward_velocity = IAS * 0.514444444444;        // Convert to m/s
     
     //cout << "Gear_Ratio = " << Gear_Ratio << '\n';
@@ -659,6 +759,10 @@ the values from file to avoid the necessity for re-compilation every time I chan
     //cout << "prop HP consumed = " << prop_power_consumed_SI / 745.699 << '\n';
     if(angular_velocity_SI == 0)
         prop_torque = 0;
+       // However this can give problems - if rpm == 0 but forward velocity increases the prop should be able to generate a torque to start the engine spinning
+       // Unlikely to happen in practice - but I suppose someone could move the lever of a stopped large piston engine from feathered to windmilling.
+        // This *does* give problems - if the plane is put into a steep climb whilst windmilling the engine friction will eventually stop it spinning.
+        // When put back into a dive it never starts re-spinning again.  Although it is unlikely that anyone would do this in real life, they might well do it in a sim!!!
     else
         prop_torque = prop_power_consumed_SI / angular_velocity_SI;
     
@@ -667,9 +771,14 @@ the values from file to avoid the necessity for re-compilation every time I chan
     neta_prop_25 = -0.3121*J*J*J*J + 0.4234*J*J*J - 0.7686*J*J + 1.5237*J - 0.0004;
     neta_prop = neta_prop_20 + ( (neta_prop_25 - neta_prop_20) * ((blade_angle - 20)/(25 - 20)) );
     
-    //FIXME - need to check for zero forward velocity to avoid divide by zero
+    // Check for zero forward velocity to avoid divide by zero
     if(forward_velocity < 0.0001)
         prop_thrust = 0.0;
+       // I don't see how this works - how can the plane possibly start from rest ???
+       // Hmmmm - it works because the forward_velocity at present never drops below about 0.03 even at rest
+       // We can't really rely on this in the future - needs fixing !!!!
+       // The problem is that we're doing this calculation backwards - we're working out the thrust from the power consumed and the velocity, which becomes invalid as velocity goes to zero.
+       // It would be far more natural to work out the power consumed from the thrust - FIXME!!!!!.
     else
         prop_thrust = neta_prop * prop_power_consumed_SI / forward_velocity;       //TODO - rename forward_velocity to IAS_SI
     //cout << "prop_thrust = " << prop_thrust << '\n';
@@ -679,14 +788,20 @@ the values from file to avoid the necessity for re-compilation every time I chan
     
     //Calculate new RPM from torque balance and inertia.
     Torque_Imbalance = Torque_SI - prop_torque;  //This gives a +ve value when the engine torque exeeds the prop torque
+    // (Engine torque is +ve when it acts in the direction of engine revolution, prop torque is +ve when it opposes the direction of engine revolution)
     
     angular_acceleration = Torque_Imbalance / (engine_inertia + prop_inertia);
     angular_velocity_SI += (angular_acceleration * time_step);
-    RPM = (angular_velocity_SI * 60) / (2.0 * PI);
+    // Don't let the engine go into reverse
+    if(angular_velocity_SI < 0)
+        angular_velocity_SI = 0;
+    RPM = (angular_velocity_SI * 60) / (2.0 * LS_PI);
+
+//    if(RPM < 0)
+//     RPM = 0;
     
     //DCL - stall the engine if RPM drops below 500 - this is possible if mixture lever is pulled right out
-    if(RPM < 500)
-        RPM = 0;
+//    if(RPM < 500)
+//        RPM = 0;
     
 }
-
index 7f8eaaa6e371d625a04fb4624e3d083cecf3a8f5..76bd148573542038374780b809d8bf0ef4f126ba 100644 (file)
@@ -105,10 +105,13 @@ private:
     float HP;                  // Current power output in HP
     float Power_SI;            // Current power output in Watts
     float Torque_SI;           // Torque in Nm
+    float Torque_FMEP;          // The component of Engine torque due to FMEP (Nm)
     float RPS;
     float Torque_Imbalance;
-    bool  started;             //flag to indicate the engine is running self sustaining
+    bool  running;             //flag to indicate the engine is running self sustaining
     bool  cranking;            //flag to indicate the engine is being cranked
+    bool  spark;               //flag to indicate a spark is available
+    bool  fuel;                        //flag to indicate fuel is available
 
     //DCL
     float volumetric_efficiency;
@@ -140,6 +143,8 @@ private:
     float engine_inertia;      //kg.m^2
     float prop_inertia;                //kg.m^2
     float angular_acceleration;        //rad/s^2
+    float n_R;                  //Number of cycles per power stroke
+    float FMEP;                 //Friction Mean Effective Pressure (Pa)
     double time_step;
 
     // Propellor Variables
index 6e4aca857b4b9e2fb811747436709c4386313e6b..5a3bc036c1356cb8163077faf7d1082871c785fa 100644 (file)
@@ -13,11 +13,7 @@ libFlight_a_SOURCES = \
        LaRCsimIC.cxx LaRCsimIC.hxx \
        MagicCarpet.cxx MagicCarpet.hxx
 
-bin_PROGRAMS = engine pstest
-
-engine_SOURCES = engine.cxx
-
-engine_LDADD = libFlight.a
+bin_PROGRAMS = pstest
 
 pstest_SOURCES = ps-10520c.cxx
 
diff --git a/src/FDM/engine.cxx b/src/FDM/engine.cxx
deleted file mode 100644 (file)
index 34619ef..0000000
+++ /dev/null
@@ -1,23 +0,0 @@
-// 10520d test program
-
-#include "IO360.hxx"
-
-int main() {
-    FGNewEngine e;
-
-    e.init( 1.0 / 120.0 );
-
-    e.set_IAS( 80 );
-    e.set_Throttle_Lever_Pos( 50.0 );
-    e.set_Propeller_Lever_Pos( 100.0 );
-    e.set_Mixture_Lever_Pos( 75 );
-
-    e.update();
-
-    // cout << "Rho = " << e.get_Rho();
-    cout << "Throttle = " << 100.0;
-    cout << "  RPM = " << e.get_RPM();
-    cout << "  Thrust = " << e.get_FGProp1_Thrust() << endl;
-
-    return 0;
-}
index d120c8f58d5d7ecf63f478416aa63d1d6a1aeffe..8eaf3c2912d5321b87a9fea956c8ae1531afc944 100644 (file)
 
 #include <Input/input.hxx>
 
-// begin - added Venky
-//    $$$ begin - added VS Renganathan
+// ADA
 #include <simgear/misc/sgstream.hxx>
+#include <simgear/math/point3d.hxx>
 #include <FDM/flight.hxx>
 #include <FDM/ADA.hxx>
+#include <Scenery/tileentry.hxx>
+// Should be inlcluded by gl.h if needed by your platform
+// #include <GL/glext.h>
+PFNGLPOINTPARAMETERFEXTPROC glPointParameterfEXT = 0;
+PFNGLPOINTPARAMETERFVEXTPROC glPointParameterfvEXT = 0;
+float default_attenuation[3] = {1.0, 0.0, 0.0};
+//Required for using GL_extensions
 void fgLoadDCS (void);
 void fgUpdateDCS (void);
 ssgSelector *ship_sel=NULL;
 // upto 32 instances of a same object can be loaded.
 ssgTransform *ship_pos[32];
-double obj_lat[32],obj_lon[32],obj_alt[32];
+double obj_lat[32],obj_lon[32],obj_alt[32],obj_pitch[32],obj_roll[32];
 int objc=0;
-//    $$$ end - added VS Renganathan
-// end - added Venky
+ssgSelector *lightpoints_brightness = new ssgSelector;
+ssgTransform *lightpoints_transform = new ssgTransform;
+FGTileEntry *dummy_tile;
+sgVec3 rway_ols;
+// ADA
 
 #ifndef FG_OLD_WEATHER
 #  include <WeatherCM/FGLocalWeatherDatabase.h>
@@ -444,6 +454,11 @@ void fgRenderFrame( void ) {
                             cur_fdm_state->get_Theta(),
                             cur_fdm_state->get_Psi() );
 
+        if (fgGetString("/sim/flight-model") == "ada") {
+            //+ve x is aft, +ve z is up (see viewer.hxx)
+            pilot_view->set_pilot_offset( -5.0, 0.0, 1.0 ); 
+       }
+
        FGViewerLookAt *chase_view =
            (FGViewerLookAt *)globals->get_viewmgr()->get_view( 1 );
 
@@ -784,8 +799,55 @@ void fgRenderFrame( void ) {
        // Set punch through fog density
        glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
 
+#ifdef FG_EXPERIMENTAL_LIGHTING
+        // Enable states for drawing points with GL_extension
+       if (glutExtensionSupported("GL_EXT_point_parameters")) {
+            glEnable(GL_POINT_SMOOTH);
+            float quadratic[3] = {1.0, 0.01, 0.0001};
+            // get the address of our OpenGL extensions
+            glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC) 
+                wglGetProcAddress("glPointParameterfEXT");
+            glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC) 
+                wglGetProcAddress("glPointParameterfvEXT");
+            // makes the points fade as they move away
+            glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
+            glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0); 
+            glPointSize(4.0);
+
+            // Enable states for drawing runway lights with spherical mapping
+            glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+            glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+            glEnable(GL_TEXTURE_GEN_S);
+            glEnable(GL_TEXTURE_GEN_T);
+
+            //Maybe this is not the best way, but it works !!
+            glPolygonMode(GL_FRONT, GL_POINT);
+            glCullFace(GL_BACK);
+            glEnable(GL_CULL_FACE);
+       }
+
+       glDisable( GL_LIGHTING );
+        // blending function for runway lights
+        glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
+       glEnable(GL_BLEND);
+#endif
+
        ssgCullAndDraw( lighting );
 
+#ifdef FG_EXPERIMENTAL_LIGHTING
+       if (glutExtensionSupported("GL_EXT_point_parameters")) {
+            // Disable states used for runway lighting
+            glPolygonMode(GL_FRONT, GL_FILL);
+
+            glDisable(GL_TEXTURE_GEN_S);
+            glDisable(GL_TEXTURE_GEN_T);
+            glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
+                                  default_attenuation);
+       }
+
+        glPointSize(1.0);
+#endif
+
        if ( fgGetBool("/sim/rendering/skyblend") ) {
            // draw the sky cloud layers
            thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
@@ -1135,47 +1197,51 @@ static void fgMainLoop( void ) {
 #ifdef ENABLE_AUDIO_SUPPORT
     if ( fgGetBool("/sim/sound") && globals->get_soundmgr()->is_working() ) {
        if ( fgGetString("/sim/aircraft") == "c172" ) {
-           // pitch corresponds to rpm
-           // volume corresponds to manifold pressure
-
-           // cout << "AUDIO working = "
-           //      << globals->get_soundmgr()->is_working() << endl;
-
-           double rpm_factor;
-           if ( cur_fdm_state->get_engine(0) != NULL ) {
-               rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0;
-           } else {
-               rpm_factor = 1.0;
-           }
-           // cout << "rpm = " << cur_fdm_state->get_engine(0)->get_RPM()
-           //      << endl;
-
-           double pitch = 0.3 + rpm_factor * 3.0;
+           if(fgGetBool("/engines/engine[0]/running")) {
+               // pitch corresponds to rpm
+               // volume corresponds to manifold pressure
+
+               // cout << "AUDIO working = "
+               //      << globals->get_soundmgr()->is_working() << endl;
+
+               double rpm_factor;
+               if ( cur_fdm_state->get_engine(0) != NULL ) {
+                   rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0;
+               } else {
+                   rpm_factor = 1.0;
+               }
+               // cout << "rpm = " << cur_fdm_state->get_engine(0)->get_RPM()
+               //      << endl;
+
+               double pitch = 0.3 + rpm_factor * 3.0;
        
-           // don't run at absurdly slow rates -- not realistic
-           // and sounds bad to boot.  :-)
-           if (pitch < 0.7) { pitch = 0.7; }
-           if (pitch > 5.0) { pitch = 5.0; }
-
-           double mp_factor;
-           if ( cur_fdm_state->get_engine(0) != NULL ) {
-               mp_factor = 
-                   cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 100;
+               // don't run at absurdly slow rates -- not realistic
+               // and sounds bad to boot.  :-)
+               if (pitch < 0.7) { pitch = 0.7; }
+               if (pitch > 5.0) { pitch = 5.0; }
+
+               double mp_factor;
+               if ( cur_fdm_state->get_engine(0) != NULL ) {
+                   mp_factor = cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 100;
+               } else {
+                   mp_factor = 0.3;
+               }
+               /* cout << "mp = " 
+                   << cur_fdm_state->get_engine(0)->get_Manifold_Pressure()
+                   << endl; */
+
+               double volume = 0.15 + mp_factor / 2.0;
+
+               if ( volume < 0.15 ) { volume = 0.15; }
+               if ( volume > 0.5 ) { volume = 0.5; }
+               // cout << "volume = " << volume << endl;
+
+               s1->set_pitch( pitch );
+               s1->set_volume( volume );
            } else {
-               mp_factor = 0.3;
+               s1->set_pitch(0.0);
+               s1->set_volume(0.0);
            }
-           /* cout << "mp = " 
-                << cur_fdm_state->get_engine(0)->get_Manifold_Pressure()
-                << endl; */
-
-           double volume = 0.15 + mp_factor / 2.0;
-
-           if ( volume < 0.15 ) { volume = 0.15; }
-           if ( volume > 0.5 ) { volume = 0.5; }
-           // cout << "volume = " << volume << endl;
-
-           s1->set_pitch( pitch );
-           s1->set_volume( volume );
        } else {
            double param
                = globals->get_controls()->get_throttle( 0 ) * 2.0 + 1.0;
@@ -1666,31 +1732,48 @@ int mainLoop( int argc, char **argv ) {
     airport->setName( "Airport Lighting" );
     lighting->addKid( airport );
 
+    // ADA
+    fgLoadDCS();
+    // ADA
+
     // temporary visible aircraft "own ship"
     acmodel_selector = new ssgSelector;
     acmodel_pos = new ssgTransform;
 
-    // Get the model location, and load textures from the same
-    // directory.  Use an absolute path for the model to avoid
-    // incompatibilities in different versions of PLIB.
-    string acmodel_path =
-       fgGetString("/sim/model/path", "Models/Geometry/glider.ac");
-    SGPath full_model = globals->get_fg_root();
-    full_model.append(acmodel_path);
-
-#if !defined( PLIB_1_2_X )
-    // this should be redundant ... but it breaks for relative paths
-    // ssgModelPath( (char *)full_model.dir().c_str() );
-#endif
-
-    ssgTexturePath( (char *)full_model.dir().c_str() );
-    ssgEntity *acmodel_obj = ssgLoad( (char *)full_model.c_str() );
-    if( !acmodel_obj ) {
-        // fall back to default
-        acmodel_obj = ssgLoad( (char *)"Models/Geometry/glider.ac" );
+    ssgEntity *acmodel_obj = NULL;
+    if (fgGetString("/sim/flight-model") == "ada") {
+        // ada exteranl aircraft model loading
+        if( !ship_pos[0]->getKid(0) ) {
+            // fall back to default
+            ssgEntity *acmodel_obj = ssgLoad( (char *)"glider.ac" );
+            if( !acmodel_obj ) {
+                SG_LOG( SG_GENERAL, SG_ALERT, "FAILED to LOAD an AC model! ..." );
+                exit(-1);
+            }
+            acmodel_pos->addKid( acmodel_obj );
+        } else {
+            acmodel_obj = ship_pos[0]->getKid(0);
+        }
+    } else {
+        // default aircraft model loading
+
+        // Get the model location, and load textures from the same
+        // directory.  Use an absolute path for the model to avoid
+        // incompatibilities in different versions of PLIB.
+        string acmodel_path =
+            fgGetString("/sim/model/path", "Models/Geometry/glider.ac");
+        SGPath full_model = globals->get_fg_root();
+        full_model.append(acmodel_path);
+
+        ssgTexturePath( (char *)full_model.dir().c_str() );
+        acmodel_obj = ssgLoad( (char *)full_model.c_str() );
         if( !acmodel_obj ) {
-            SG_LOG( SG_GENERAL, SG_ALERT, "FAILED to LOAD an AC model! ..." );
-            exit(-1);
+            // fall back to default
+            acmodel_obj = ssgLoad( (char *)"Models/Geometry/glider.ac" );
+            if( !acmodel_obj ) {
+                SG_LOG( SG_GENERAL, SG_ALERT, "FAILED to LOAD an AC model! ..." );
+                exit(-1);
+            }
         }
     }
 
@@ -1741,10 +1824,6 @@ int mainLoop( int argc, char **argv ) {
     acmodel_selector->clrTraversalMaskBits( SSGTRAV_HOT );
     scene->addKid( acmodel_selector );
 
-    // $$$ begin - added VS Renganthan 17 Oct 2K
-    fgLoadDCS();
-    // $$$ end - added VS Renganthan 17 Oct 2K
-
 #ifdef FG_NETWORK_OLK
     // Do the network intialization
     if ( fgGetBool("/sim/networking/network-olk") ) {
@@ -1785,8 +1864,7 @@ int main ( int argc, char **argv ) {
 void fgLoadDCS(void) {
 
     ssgEntity *ship_obj = NULL;
-    // double bz[3];
-    // int j=0;
+
     char obj_filename[25];
 
     for ( int k = 0; k < 32; k++ ) {
@@ -1834,17 +1912,119 @@ void fgLoadDCS(void) {
                 // instance of the last object.
 
                 if ( strcmp(obj_filename,"repeat") != 0) {
-                    ship_obj = ssgLoadOBJ( obj_filename );
+                    ship_obj = ssgLoad( obj_filename );
                 }
       
                 if ( ship_obj != NULL ) {
+                                       ship_obj->setName(obj_filename);
+                               if (objc == 0)
+                                               ship_obj->clrTraversalMaskBits( SSGTRAV_HOT );
+                                       else
+                                               ship_obj->setTraversalMaskBits( SSGTRAV_HOT );
                     ship_pos[objc]->addKid( ship_obj ); // add object to transform node
                     ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
+                    SG_LOG( SG_TERRAIN, SG_ALERT, "Loaded file: "
+                            << obj_filename );
                 } else {
                     SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: "
                             << obj_filename );
                 }
             
+                               // temporary hack for deck lights - ultimately should move to PLib (when??)
+                               //const char *extn = file_extension ( obj_filename ) ;
+                               if ( objc == 1 ){
+                                   ssgVertexArray *lights = new ssgVertexArray( 100 );
+                                       ssgVertexArray *lightpoints = new ssgVertexArray( 100 );
+                                       ssgVertexArray *lightnormals = new ssgVertexArray( 100 );
+                                       ssgVertexArray *lightdir = new ssgVertexArray( 100 );
+                                       int ltype[500], light_type;
+                                       static int ltcount = 0;
+                                   string token;
+                                       sgVec3 rway_dir,rway_normal,lightpt;
+                                       Point3D node;
+                                       modelpath.append(obj_filename);
+                                       sg_gzifstream in1( modelpath.str() );
+                                       if ( ! in1.is_open() ) {
+                                               SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << modelpath.str() );
+                                       } else {
+                                               while ( ! in1.eof() ) {
+                                                       in1 >> skipws;
+                                                       if ( in1.get( c ) && c == '#' ) { 
+                                                               in1 >> skipeol;
+                                                       } else { 
+                                                               in1.putback(c);
+                                                               in1 >> token;
+                                                               //cout << token << endl;
+                                                               if ( token == "runway" ) {
+                                                                       in1 >> node;
+                                                                       sgSetVec3 (rway_dir, node[0], node[1], node[2] );                        
+                                                               } else if ( token == "edgelight" ) {
+                                                                       in1 >> node;
+                                                                       sgSetVec3 (rway_normal, node[0], node[1], node[2] );
+                                                                       light_type = 1;
+                                                               } else if ( token == "taxi" ) {
+                                                                       in1 >> node;
+                                                                       sgSetVec3 (rway_normal, node[0], node[1], node[2] );                     
+                                                                       light_type = 2;
+                                                               } else if ( token == "vasi" ) {
+                                                                       in1 >> node;
+                                                                       sgSetVec3 (rway_normal, node[0], node[1], node[2] );                     
+                                                                       light_type = 3;
+                                                               } else if ( token == "threshold" ) {
+                                                                       in1 >> node;
+                                                                       sgSetVec3 (rway_normal, node[0], node[1], node[2] );                     
+                                                                       light_type = 4;
+                                                               } else if ( token == "rabbit" ) {
+                                                                       in1 >> node;
+                                                                       sgSetVec3 (rway_normal, node[0], node[1], node[2] );
+                                                                       light_type = 5;
+                                                               } else if ( token == "ols" ) {
+                                                                       in1 >> node;
+                                                                       sgSetVec3 (rway_ols, node[0], node[1], node[2] );
+                                                                       light_type = 6;
+                                                               } else if ( token == "red" ) {
+                                                                       in1 >> node;
+                                                                       sgSetVec3 (rway_normal, node[0], node[1], node[2] );
+                                                                       light_type = 7;
+                                                               } else if ( token == "green" ) {
+                                                                       in1 >> node;
+                                                                       sgSetVec3 (rway_normal, node[0], node[1], node[2] );
+                                                                       light_type = 8;
+                                                               } else if ( token == "lp" ) {
+                                                                       in1 >> node;
+                                                                       sgSetVec3 (lightpt, node[0], node[1], node[2] );
+                                                                       lightpoints->add( lightpt );
+                                                                       lightnormals->add( rway_normal );
+                                                                       lightdir->add( rway_dir );
+                                                                       ltype[ltcount]= light_type;
+                                                                       ltcount++;
+                                                               }
+                                                               if (in1.eof()) break;
+                                                       } 
+                                               }  //while
+       
+                                               if ( lightpoints->getNum() ) {
+                                                       ssgBranch *lightpoints_branch;
+                                                       long int dummy = -999;
+                                                       dummy_tile = new FGTileEntry((SGBucket)dummy);
+                                                       dummy_tile->lightmaps_sequence = new ssgSelector;
+                                                       dummy_tile->ols_transform = new ssgTransform;
+
+                                                       // call function to generate the runway lights
+                                                       lightpoints_branch = 
+                                                       dummy_tile->gen_runway_lights( lightpoints, lightnormals,
+                                                                                                                               lightdir, ltype);
+                                                       lightpoints_brightness->addKid(lightpoints_branch);
+                                                       lightpoints_transform->addKid(lightpoints_brightness);
+                                                   //dummy_tile->lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
+                                                       lightpoints_transform->addKid( dummy_tile->lightmaps_sequence );
+                                                       lightpoints_transform->ref();
+                                                       ground->addKid( lightpoints_transform );
+                                               } 
+                                       } //if in1 
+                } //if objc
+                               // end hack for deck lights
+
                 objc++;
 
                 if (in.eof()) break;
@@ -1853,8 +2033,7 @@ void fgLoadDCS(void) {
 
         SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
 
-        ship_sel->clrTraversalMaskBits( SSGTRAV_HOT );
-        scene->addKid( ship_sel ); //add selector node to root node 
+        terrain->addKid( ship_sel ); //add selector node to root node 
     }
 
     return;
@@ -1876,9 +2055,14 @@ void fgUpdateDCS (void) {
     // Deck should be the first object in objects.txt in case of fdm=ada
 
     if (fgGetString("/sim/flight-model") == "ada") {
-        obj_lon[0] = fdm->get_aux5()*SGD_DEGREES_TO_RADIANS;
-        obj_lat[0] = fdm->get_aux6()*SGD_DEGREES_TO_RADIANS;
-        obj_alt[0] = fdm->get_aux7();
+               if ((fdm->get_iaux(1))==1)
+               {
+                       obj_lat[1] = fdm->get_daux(1)*SGD_DEGREES_TO_RADIANS;
+                       obj_lon[1] = fdm->get_daux(2)*SGD_DEGREES_TO_RADIANS;
+                       obj_alt[1] = fdm->get_daux(3);
+                       obj_pitch[1] = fdm->get_faux(1);
+                       obj_roll[1] = fdm->get_faux(2);
+               }
     }
     
     for ( int m = 0; m < objc; m++ ) {
@@ -1908,13 +2092,17 @@ void fgUpdateDCS (void) {
        sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch
        sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw
 
-       sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg;
+       sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg, sgROT_pitch, sgROT_roll;
        sgMakeRotMat4( sgROT_lon, obj_lon[m]*SGD_RADIANS_TO_DEGREES, ship_up );
        sgMakeRotMat4( sgROT_lat, 90-obj_latgc*SGD_RADIANS_TO_DEGREES, ship_rt );
        sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
+       sgMakeRotMat4( sgROT_pitch, obj_pitch[m], ship_rt );
+       sgMakeRotMat4( sgROT_roll, obj_roll[m], ship_fwd );
        
        sgMat4 sgTUX;
        sgCopyMat4( sgTUX, sgROT_hdg );
+       sgPostMultMat4( sgTUX, sgROT_pitch );
+       sgPostMultMat4( sgTUX, sgROT_roll );
        sgPostMultMat4( sgTUX, sgROT_lat );
        sgPostMultMat4( sgTUX, sgROT_lon );
        sgPostMultMat4( sgTUX, sgTRANS );
@@ -1922,9 +2110,60 @@ void fgUpdateDCS (void) {
        sgCoord shippos;
        sgSetCoord(&shippos, sgTUX );
        ship_pos[m]->setTransform( &shippos );
+       // temporary hack for deck lights - ultimately should move to PLib (when ??)
+       if (m == 1) {
+               if (lightpoints_transform) {
+                       lightpoints_transform->setTransform( &shippos );
+                       float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
+                       if ( sun_angle > 89 ) {
+                               lightpoints_brightness->select(0x01);
+                       } else {
+                               lightpoints_brightness->select(0x00);
+                       }
+               }
+
+               float elev;
+               sgVec3 rp,to;
+               float *vp;
+               float alt;
+               float ref_elev;
+               sgXformPnt3( rp, rway_ols, sgTUX );
+               vp = globals->get_current_view()->get_view_pos();
+           to[0] = rp[0]-vp[0];
+           to[1] = rp[1]-vp[1];
+           to[2] = rp[2]-vp[2];
+               float dist = sgLengthVec3( to );
+               alt = (current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER)-rway_ols[2];
+
+               elev = asin(alt/dist)*SGD_RADIANS_TO_DEGREES;
+
+           ref_elev = elev - 3.75; // +ve above, -ve below
+        
+               unsigned int sel;
+               sel = 0xFF;
+// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
+//             if (ref_elev > 0.51) sel = 0x21;
+//             if ((ref_elev <= 0.51) & (ref_elev > 0.17)) sel = 0x22;
+//             if ((ref_elev <= 0.17) & (ref_elev >= -0.17)) sel = 0x24;
+//             if ((ref_elev < -0.17) & (ref_elev >= -0.51)) sel = 0x28;
+//             if (ref_elev < -0.51) sel = 0x30;
+// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
+               dummy_tile->lightmaps_sequence->select(sel);
+
+               sgVec3 up;
+               sgCopyVec3 (up, ship_up);
+               if (dist > 750) 
+                       sgScaleVec3 (up, 4.0*ref_elev*dist/750.0);
+               else
+                       sgScaleVec3 (up, 4.0*ref_elev);
+               dummy_tile->ols_transform->setTransform(up);
+               //cout << "ref_elev  " << ref_elev << endl;
+       }
+    // end hack for deck lights
+
     }
     if ( ship_sel != NULL ) {
-       ship_sel->select(0xFFFFFFFF);
+       ship_sel->select(0xFFFFFFFE); // first object is ownship, added to acmodel
     }
 }