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aircraft:tmd [2019/07/07 17:20] – [DynamicObjects] jhaircraft:tmd [2019/07/20 19:00] – [DynamicObjects] jh
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 The dynamics section defines all objects that create the dynamics and systems simulation for an aircraft. Physical values, such as the location of the aircraft, it's speed and orientation as well as the deflection of it's control surfaces, the rotation speed of engines or [[aircraft:tmd:propeller|propellers]], electrical loads, fuel consumption, system states and numerous other values are calculated numerically by Aerofly FS 2's physics engine. The dynamics section defines all objects that create the dynamics and systems simulation for an aircraft. Physical values, such as the location of the aircraft, it's speed and orientation as well as the deflection of it's control surfaces, the rotation speed of engines or [[aircraft:tmd:propeller|propellers]], electrical loads, fuel consumption, system states and numerous other values are calculated numerically by Aerofly FS 2's physics engine.
  
-The core of each aircraft in the Aerofly flight simulator is a [[aircraft:tmd:rigidbody|rigidbody]] simulation. Each body has its own mass, position, velocity, orientation and angular velocity. Forces like gravity, [[aircraft:tmd:aerowing|aerodynamic forces]], [[aircraft:tmd:engine]] or [[aircraft:tmd:propeller|propeller]] thrust and torque, [[aircraft:tmd:collision|collisions]] with the ground are computed and applied to the body. [[aircraft:tmd:rigidbody|Joints]] connect different bodies and apply forces and torques to the bodies. In the tmd code the rigidbody system definition is usually positioned at the very beginning of the file. Further down in the dynamics section the aerodynamic properties ([[aircraft:tmd:airfoil|airfoils]]) of the aircraft are defined, followed by the [[aircraft:tmd:actuator|primary flight control]] deflections and more advanced aircraft systems like [[aircraft:tmd:electrics|electrics]] or [[aircraft:tmd:fuel|fuel systems]]. Simulated [[tmd:instruments|instruments]] like the attitude indicators, airspeed indicators and altimeters complement the tmd dynamics section.+The core of each aircraft in the Aerofly flight simulator is a [[aircraft:tmd:rigidbody|rigidbody]] simulation. Each body has its own mass, position, velocity, orientation and angular velocity. Forces like gravity, [[aircraft:tmd:aerowing|aerodynamic forces]], [[aircraft:tmd:propulsion|engine]] or [[aircraft:tmd:propeller|propeller]] thrust and torque, [[aircraft:tmd:collision|collisions]] with the ground are computed and applied to the body. [[aircraft:tmd:rigidbody|Joints]] connect different bodies and apply forces and torques to the bodies. In the tmd code the rigidbody system definition is usually positioned at the very beginning of the file. Further down in the dynamics section the aerodynamic properties ([[aircraft:tmd:aerodynamics|aerowings]], [[aircraft:tmd:airfoil|airfoils]]) of the aircraft are defined, followed by the more advanced aircraft systems like [[aircraft:tmd:electrical|electrical]][[aircraft:tmd:hydraulic|hydraulic]] or [[aircraft:tmd:fuel|fuel systems]]. Simulated [[aircraft:tmd:instruments|instruments]] like the attitude indicators, airspeed indicators and altimeters are towards the end tmd dynamics section.
  
 The objects defined in the graphics and sound section use the output generated by the dynamics simulation to render the 3D objects and animations. Therefore it is necessary to hand over the required values to the graphics and sound using an output object. This includes the position of all control surfaces and primary flight controls as well as values that are visible on any display in the cockpit. An example can be found below. The objects defined in the graphics and sound section use the output generated by the dynamics simulation to render the 3D objects and animations. Therefore it is necessary to hand over the required values to the graphics and sound using an output object. This includes the position of all control surfaces and primary flight controls as well as values that are visible on any display in the cockpit. An example can be found below.
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   * [[aircraft:tmd:actuators   |Actuators]]   * [[aircraft:tmd:actuators   |Actuators]]
   * [[aircraft:tmd:propulsion  |Propulsion]]   * [[aircraft:tmd:propulsion  |Propulsion]]
 +  * [[aircraft:tmd:instruments |Instrumentation]]
   * [[aircraft:tmd:inputs      |Inputs (buttons, switches and knobs, flight controls, digital inputs)]]   * [[aircraft:tmd:inputs      |Inputs (buttons, switches and knobs, flight controls, digital inputs)]]
 +  * [[aircraft:tmd:logic       |Math and Logic Circuits]]
   * [[aircraft:tmd:events      |Event Based Programming]]   * [[aircraft:tmd:events      |Event Based Programming]]
-  * [[aircraft:tmd:electrics   |Electrical Systems]]+  * [[aircraft:tmd:electrical  |Electrical Systems]]
   * [[aircraft:tmd:fuel        |Fuel Systems]]   * [[aircraft:tmd:fuel        |Fuel Systems]]
-  * [[aircraft:tmd:instruments |Instrumentation]]+  * [[aircraft:tmd:hydraulic   |Hydraulic Systems]] 
 +  * [[aircraft:tmd:autopilot   |Autopilot and Flight Management]]
  
  
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 The rendering engine itself can't directly access the user's control inputs or simulate the position of slow moving actuators; this is what the physics engine does. Every animation, therefore, needs to get their inputs from the dynamics section where all the physical movements or delays can be simulated. To send a value from the dynamics section to the graphics section the dynamics section needs to define an 'output' object as described above and the graphics section needs to have a [[aircraft:tmd:graphics_input|graphics_input]] object whose InputID matches the 'Name' property of the output followed by the text '.Output'. The rendering engine itself can't directly access the user's control inputs or simulate the position of slow moving actuators; this is what the physics engine does. Every animation, therefore, needs to get their inputs from the dynamics section where all the physical movements or delays can be simulated. To send a value from the dynamics section to the graphics section the dynamics section needs to define an 'output' object as described above and the graphics section needs to have a [[aircraft:tmd:graphics_input|graphics_input]] object whose InputID matches the 'Name' property of the output followed by the text '.Output'.
 +
 +Collection of the pages relevant to the GraphicObjects section:
 +  * [[aircraft:tmd:inputs              |Animation of buttons, switches and knobs]]
 +  * [[aircraft:tmd:rigidbodygraphics   |Rigidbodygraphics, transformations and bendingbodygraphics]]
 +  * [[aircraft:tmd:lighting            |Interieur lighting and external lights]]
 +  * [[aircraft:tmd:displays            |Numerical Displays, LCDs, flight displays, HUDs]]
 +  * [[aircraft:tmd:humangraphics       |Human character]]
 +
  
 ==== SoundObjects ==== ==== SoundObjects ====
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 Similar to the graphics section a [[aircraft:tmd:soundinput|soundinput]] object will read the value of a dynamics [[aircraft:tmd:output|output]] object and provide its value for the entire sound section. Similar to the graphics section a [[aircraft:tmd:soundinput|soundinput]] object will read the value of a dynamics [[aircraft:tmd:output|output]] object and provide its value for the entire sound section.
  
 +Most relevant pages
 +  * [[aircraft:tmd:inputs      |Button, switch and knob sounds triggered in DynamicObjects]]
 +  * [[aircraft:tmd:sound       |Sound input, mixing, mapping, fading, etc.]]
  
 ===== Object unique names ===== ===== Object unique names =====
aircraft/tmd.txt · Last modified: 2022/07/19 21:14 by jh