{new MyTexturedLayer("turnBall",
int(SIX_W * (4.0/64.0)), int(SIX_W * (4.0/64.0))), {
{TransData::Rotation, FGSteam::get_TC_rad,
- -0.1, 0.1, -450.0, 0.0},
+ -0.1, 0.1, -2000.0, 0.0},
{TransData::YShift, 0, 0.0, 0.0, 0.0, -(SIX_W/4)+4}
}}
}},
double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
//fprintf(stderr, "pitch1: %f ", pitch);
- if (controls.get_throttle(0) > 0.0 || cur_fdm_state->v_rel_wind > 40.0) {
- //fprintf(stderr, "rel_wind: %f ", cur_fdm_state->v_rel_wind);
- // only add relative wind and AoA if prop is moving
- // or we're really flying at idle throttle
- if (pitch < 5.4) { // this needs tuning
- // prop tips not breaking sound barrier
- pitch += log(cur_fdm_state->v_rel_wind + 0.8)/2;
- } else {
- // prop tips breaking sound barrier
- pitch += log(cur_fdm_state->v_rel_wind + 0.8)/10;
- }
- //fprintf(stderr, "pitch2: %f ", pitch);
- //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
-
- // Angle of Attack next... -x^3(e^x) is my best guess Just
- // need to calculate some reasonable scaling factor and
- // then clamp it on the positive aoa (neg adj) side
- double aoa = cur_fdm_state->get_Gamma_vert_rad() * 2.2;
- double tmp = 3.0;
- double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
- if (aoa_adj < -0.8) aoa_adj = -0.8;
- pitch += aoa_adj;
- //fprintf(stderr, "pitch3: %f ", pitch);
-
- // don't run at absurdly slow rates -- not realistic
- // and sounds bad to boot. :-)
- if (pitch < 0.8) pitch = 0.8;
+ // if (controls.get_throttle(0) > 0.0 ||
+ // cur_fdm_state->v_rel_wind > 40.0) {
+
+ //fprintf(stderr, "rel_wind: %f ", cur_fdm_state->v_rel_wind);
+ // only add relative wind and AoA if prop is moving
+ // or we're really flying at idle throttle
+ if (pitch < 5.4) { // this needs tuning
+ // prop tips not breaking sound barrier
+ pitch += log(cur_fdm_state->v_rel_wind + 0.8)/2;
+ } else {
+ // prop tips breaking sound barrier
+ pitch += log(cur_fdm_state->v_rel_wind + 0.8)/10;
}
- //fprintf(stderr, "pitch4: %f\n", pitch);
+ //fprintf(stderr, "pitch2: %f ", pitch);
+ //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
+
+ // Angle of Attack next... -x^3(e^x) is my best guess Just
+ // need to calculate some reasonable scaling factor and
+ // then clamp it on the positive aoa (neg adj) side
+ double aoa = cur_fdm_state->get_Gamma_vert_rad() * 2.2;
+ double tmp = 3.0;
+ double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
+ if (aoa_adj < -0.8) aoa_adj = -0.8;
+ pitch += aoa_adj;
+ //fprintf(stderr, "pitch3: %f ", pitch);
+
+ // don't run at absurdly slow rates -- not realistic
+ // and sounds bad to boot. :-)
+ if (pitch < 0.8) pitch = 0.8;
+ // }
+ // fprintf(stderr, "pitch4: %f\n", pitch);
double volume = controls.get_throttle(0) * 1.15 + 0.3 +
log(cur_fdm_state->v_rel_wind + 1.0)/14.0;