c172p-team / c172p

A high detailed version of the Cessna 172P aircraft for FlightGear
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Implement external preflight inspection #303

Closed gilbertohasnofb closed 8 years ago

gilbertohasnofb commented 9 years ago

Here is a list of ideas of what we can implement.


Old issue:

gizmo4487 made a feature request in the forum:

An external preflight inspection should be added, since the plane supports Walker view. It would add to the realism and be very entertaining for real pilots.

That is a nice idea indeed. I think there was some discussion about it some time ago, but I can't remember where it lead to. Let's leave an opened issue for this (no milestone attributed so far since this has still to be discussed).

Juanvvc commented 9 years ago

We need two things for this:

gilbertohasnofb commented 9 years ago

@Juanvvc do you think it's a problem to leave this issue opened? I mean, it's a long shot but if it's opened we may revisit it in the future.

Juanvvc commented 9 years ago

Of course it can be left open! This little issue with the walker must be fixed one day or the other, and the oil system is probably going to be implemented in the future.

The external revision can be done without checklist: just check every single part of the aircraft. The only value to consult in the checklist is the oil level: between 6 and 8 octaves, IIRC. And the oil management is not yet implemented.

gilbertohasnofb commented 9 years ago

Of course it can be left open!

Oh, so I think you closed this by accident and not on purpose. I will reopen it right now.

gilbertohasnofb commented 9 years ago

And so I think #46 is related to this.

Juanvvc commented 9 years ago

Oh, sorry, i clicked on the wrong button! Sorry!

gilbertohasnofb commented 9 years ago

No worries, I did the same a couple of times already :smile:

tigert commented 9 years ago

Oil amount is usually measured in "quarts" (imperial unit pretty close to a liter), minimum 6 in that engine I think (depends on engine size, so the 180hp might have a bigger oil sump, need to verify from the handbook). If you plan for a longer cross country trip, you want to up it close to 8, since the lycoming engine does eat something like a quart in every 10 hours. For this reason you have a bottle or two in the trunk, and if it is much below 7qt when you check you add one quart before the flight.

The maintenance stuff is pretty tricky to do right - on one hand it is part of the preflight and the life as a pilot, but on the other hand, it is not nice if the user interface to do the checks is awkward. I never really learned how the walker works, so there needs to be a lot of improvement (plus it would be nice to actually show what kind of problems you should look for when you do the checks!)

gilbertohasnofb commented 9 years ago

Guys, inspired by the new Airfoil Lab Cessna 172 for X-Plane I thought we could implement some nice things related to preflight inspection, and they could work even without the walker (just using any external view):

legoboyvdlp commented 9 years ago

Also, a fuel test hole would be a good feature - you put a test tube in and check it for water. If the sim has rain you have to click the test tube hole to remove water or something.... also this should have a checkbox in the options menu

onox commented 9 years ago

Also simulate fuel contamination by water? (how it affects the engine) :smile:

gilbertohasnofb commented 8 years ago

I copied the list of ideas to the first post to make it easier to find. Also, I implemented the "clicking on fuel caps open fuel dialogue" in the branch bug-441

onox commented 8 years ago

We should also add these red "remove before flight" things. I think there was one airplane (piper archer) that had them, but not completely sure.

gilbertohasnofb commented 8 years ago

Totally. I think those are the pitot tube cover, which I mentioned in the third point. I will check the piper archer for them.

onox commented 8 years ago

It's not the archer, but the bonanza: http://forum.flightgear.org/viewtopic.php?f=4&t=22808&start=75#p213700.

gilbertohasnofb commented 8 years ago

Found it, and it even has its own .ac file :smile:

gilbertohasnofb commented 8 years ago

Okay, so I implemented the pitot tube cover in the branch bug-303:

Maybe in the future someone can help me improve this 3D model, I think it should look a bit more like this:

eg

gilbertohasnofb commented 8 years ago

@onox @wlbragg would one of you check my code to see if I haven't done anything stupid?

onox commented 8 years ago

I'll check it in a minute.

gilbertohasnofb commented 8 years ago

@onox In the next days I plan to implement the block in front of the main wheels when securing the plane (see fourth idea in the main post). The conditional I have in mind is if the plane has ground speed < 1kts and is at the ground (using AGL altitude), the blocks can be activated by clicking on the wheels. The question I have is how to then force the airplane to not move, regardless of brakes and parking brakes? Would you have any idea which property could I use for that? I tried raising the friction between the gear and the ground but it didn't really work.

onox commented 8 years ago

Pfff... good question. Fake parking brake? That's basically what it is. What kind of solution do other planes use? Try the 787-8 for example.

onox commented 8 years ago

@gilbertohasnofb @wlbragg Btw, what should we do with that skitext branch?

gilbertohasnofb commented 8 years ago

Ok, I will check it in the next days. I will just add the condition that the pitot tube can't be removed if the groundspeed is higher than 5 knots and then call it a day (or rather a night).

what should we do with that skitext branch?

I have no idea what was going on there any more. But given that we have merged the skis into the master and they have textures, I assume that whatever is left there is useless.

onox commented 8 years ago

Or use the wow conditions. 'not(wow1 or wow2 or wow3)' Or a combination with groundspeed...

I'm outta here. See you next time!

gilbertohasnofb commented 8 years ago

Sorry, I don't get it.

wlbragg commented 8 years ago

what should we do with that skitext branch?

Yes, get rid of it.

@gilbertohasnofb wow is a property the gear have that is true when on the ground and false when not on the ground. So (not wow) is the aircraft is off the ground.

gilbertohasnofb commented 8 years ago

I get it now. I think only using airspeed would be sufficient though and it would keep the code cleaner (much less lines), since the condition (groundspeed < 5kts) must imply that the plane is on the ground.

wkitty42 commented 8 years ago

ever flown at 80kts into a 75kts head wind? but seriously, i think the ground contacts should also be taken into account for the best accuracy... ground contact and speed = zero but let's also not forget about drifting in the wind in an amphibious that's not tied up to something or beached...

gilbertohasnofb commented 8 years ago

If your ground speed is less than 5 knots, I think you have bigger problems to worry about than the pitot tube cover left on :wink:

let's also not forget about drifting in the wind in an amphibious that's not tied up to something or beached...

That's a valid point. What would be an upper limit ground speed of drifting in such situations?

gilbertohasnofb commented 8 years ago

@wlbragg I created the block for the wheels but when I add power to the plane, the whole fuselage goes a bit down, and so do the blocks: they sink in the scenery. How can I make their position be relative to the front wheel and not to the fuselage??

I already found my answer.

wkitty42 commented 8 years ago

@gilbertohasnofb as an aside, i just read, in the last few days, about old WWI or WWII craft specifically flying into strong headwinds to be able to fly backwards over the ground... in other words, they let the wind push them backwards or back and sideways so they could reach their intended destination... sure, with decently powered craft these days, going backwards like this is much harder... especially if the winds don't normally reach the speed of your craft's flight capabilities ;) now back to our regularly scheduled development and bug hunting ;)

gilbertohasnofb commented 8 years ago

@wlbragg tiedowns implemented for all variants except floats and amphibian. Also, I have a little problem which you can help me with: those struts that connect the wing to the fuselage (where the tiedowns are connected to) are actually a single object with the fuselage! Would you be able to create two "hotspots" (don't make them too small) in the top of the struts to use them for the tiedowns? Currently the hotspot to add them is the whole wing, which is very inelegant.

wlbragg commented 8 years ago

Let me know if the hot spots on the tiedowns are big enough and at the correct angle, I angled them to match the strut but I am not sure if that is correct.

Great body of work gilbertohasnofb, this is really adding up!

gilbertohasnofb commented 8 years ago

:+1: :smile:

gilbertohasnofb commented 8 years ago

I am opening a new issue for the fuel contamination by water, so we can then close this one with this PR here: https://github.com/Juanvvc/c172p-detailed/pull/505

gilbertohasnofb commented 8 years ago

@onox

As you rightfully pointed out, today we got the first bug report about using the parking brake property for all the securing aircraft objects: someone's joystick button stopped to control to the parking brakes in our plane. Here is his code:

    <button n="12">
       <desc>Parking Brake</desc>
       <binding>
          <command>nasal</command>
          <script>
             brake = !getprop("/controls/gear/brake-parking");
             setprop("/controls/gear/brake-parking", brake);
             if (brake) {
                gui.popupTip("Parking Brake ON");
             } else {
                gui.popupTip("Parking Brake OFF");
             }
             setprop("/controls/gear/brake-left", 0);
             setprop("/controls/gear/brake-right", 0);
          </script>
       </binding>
    </button>

I can of course help him solve his particular issue by adapting the code above, but that's a very inelegant solution and we are bond to find more reports of this in the future. So I guess something must be done about it, but what?

onox commented 8 years ago

I can of course help him solve his particular issue by adapting the code above, but that's a very inelegant solution and we are bond to find more reports of this in the future. So I guess something must be done about it, but what?

He shouldn't directly modify /controls/gear/brake-parking. See PR #520.