FlightGear Newsletter January 2012: Difference between revisions

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''Contributed by Samuel DeRose''
''Contributed by Samuel DeRose''


Several years ago during a trip to Washington DC, my family got tickets to a flight simulator ride at the Air and Space Museum. All of us were amazed at the innovation of the Smithsonian's interactive simulator ride, having grown accustom to the common, mediocre, hydraulic-platform simulators often seen at carnivals and amusement parks. These simulators could roll 360 degrees, continuously, and could tilt about 30 degrees along the pitch axis.
Several years ago during a trip to Washington DC, my family got tickets to a flight simulator ride at the [http://www.nasm.si.edu/ Air and Space Museum]. All of us were amazed at the innovation of the Smithsonian's interactive simulator ride, having grown accustom to the common, mediocre, hydraulic-platform simulators often seen at carnivals and amusement parks. These simulators could roll 360 degrees, continuously, and could tilt about 30 degrees along the pitch axis.


Inspired by that experience, our group ("Team Viper") is attempting to create an even better version. Like the one at the Air and Space Musuem, ours will roll 360 degrees. In addition we also intend to allow 360 degrees of motion along the pitch axis. Since our family are huge Battlestar Glactica fans we thought it would be fun to theme the interior of the simulator as a Viper fighter from the show.
Inspired by that experience, our group ("Team Viper") is attempting to create an even better version. Like the one at the Air and Space Musuem, ours will roll 360 degrees. In addition we also intend to allow 360 degrees of motion along the pitch axis. Since our family are huge Battlestar Glactica fans we thought it would be fun to theme the interior of the simulator as a Viper fighter from the show.


One big challenge for us is the physical construction of the simulator, but an even greater feat lies in the software to control the motion platform. In order for the game to feel real (and also to avoid motion sickness), the visuals that will be displayed across three 22" monitors need to be fully synced to what the rider feels in his inner ear and his stomach. Thankfully we found FlightGear, which allows us to easily read the plane's flight dynamics from the sim so we can calculate the angles to orient the motion platform.  
One big challenge for us is the physical construction of the simulator, but an even greater feat lies in the software to control the motion platform. In order for the game to feel real (and also to avoid motion sickness), the visuals that will be displayed across three 22" monitors need to be fully synced to what the rider feels in his inner ear and his stomach. Thankfully we found FlightGear, which allows us to easily read the plane's flight dynamics from the sim so we can calculate the angles to orient the motion platform.
 
More info, videos and updates at the website: [http://www.the-viper.org the-viper.org]
 
{{#ev:youtube|brSW-y0dEOo}}


== Aircraft of the month ==
== Aircraft of the month ==

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