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Magnetic compass

Started by Hardy Heinlin, Sat, 19 Dec 2009 10:50

the mad hatter

#20
Jeroen

I agree with you fully on the sound aspect and it should be fully inter operable, why is it when I go into a place to purchase said items they look at me like I have 6 heads and tell me it will never work? So I come out of such places head down and even more confused ( but at least AMEX) is happy she did not get abused :-)

Am I asking the wrong questions? going to the wrong places ? or am I looking at the wrong equipment I have been looking at car systems because they are smaller with many spker options etc is my thinking wrong?

B

PS

http://www.lutron.com/Education-Training/Documents/DMX%20webinar_7-29-2010.pdf

This DMX 512 ? wow would that not cost more than the dimmers themselves?

http://www.cheaplights.com/cart/page35.html?gclid=CO2K_puQx7MCFY-d4AoduWgAWQ

answer NO  cheaper than aircraft dimmers way cheaper

Hardy Heinlin

Quote from: the mad hatterI guess it comes down to these things..
A) Are we reverse engineering the aircraft.
B) Building simulators
C) Emulating the simulator.
D) What is the intended use/expectation from the build  
E) Budgets

A) You are reverse engineering only 1 millimeter: From the knob to the pot pins. From the switch to the switch pins. Not deeper than that. In other words: Not really reverse engineering.

B) Yes.

C) Yes, in the PSX software.

D) Satisfaction.

E) ...

Hardy Heinlin

Another good example of the hardware>>PSX>>hardware principle that makes cockpit building so easy:

If you have an original thrust quadrant from the desert, you don't need to care about those inbuilt switches that are activated at certain throtte lever angles. You don't need to reverse engineer the inner linkages to learn the mechanics. You don't need to remove or add anything to those switches.

All you need to provide to PSX is the throttle lever angle.

Those switches are modelled inside PSX. PSX activates its virtual inner thrust quadrant switches when the respective thottle angle is set.

As usual, these virtual switches inside PSX are interconnected with other aircraft systems modelled inside PSX. These switches may be inoperative in certain situations. Cockpit builders don't need to care about the logic. PSX computes it. And you will see the result on your displays and lights, and by the aircraft behaviour.


Cheers,

|-|ardy

farrokh747


the mad hatter

#24
Good Morning Hardy

Okay I have a number of original TQ,s may I ask some questions

Quote from: HardyIf you have an original thrust quadrant from the desert, you don't need to care about those inbuilt switches that are activated at certain throtte lever angles. You don't need to reverse engineer the inner linkages to learn the mechanics. You don't need to remove or add anything to those switches.

does this mean I can "Gut" ( remove all the internal items excluding linkages) and simply wire the said switches to PSX and then add either DC or stepper motors to said linkages keeping the DC actuator and clutch to have a linked auto throttle ?

and to make this happen some how measure the lever angles if this is the case at what increments does one measure from and where plus how to measure  I am just trying to get my head around this somewhere in there is the speed-brake would it be the same principle as the TQ ?

thanks I realise some may have already addressed this but I dont want to go and have to redo things later one would rather get it right first time maybe as a suggestion we could have a section in the forum for builders and basic questions (how to section)  like these

thanks
Bernard


edit: quoted Hardy's text -- Hoppie

farrokh747

#25
not hardy, but jumping in :)

1. Thrust Levers: The TL assy terminates below deck, at the TL resolver assy. All you need to do is replace the 4 resolvers with potentiometers. That's it. As HH says, there's no need to connect the microswitch assy just fwd of the levers, as these are depressed by the cams on the TL assy, and will be seen by PSX anyway. You will have to connect the TOGA and AT Disc switches inside the TL switchpacks.

2. Auto Throttle: Here, all you need to do is replace the original AT motor (on the RHS) with a DC servo system of your choice. There's no need to remove/add anything else, the clutch is a mech affair, and has no elec controls. Just change the (one, single) motor.

3. Spoiler system: If you see, this goes: Spoiler handle > linkage below deck > pivot with solenoid for flight detent > drum mech > auto spoiler actuator. Parallel to this is the RVDT sensor for the spoiler handle position. Here too, just replace the RVDT with a pot. PSX will have a variable for the autospoiler deploy/retract, and the detent solenoid.

4. Also in the TQ is the RVDT for the flap lever, linked inside - again, just replace this with a pot. Nothing else to do....

There's no need to Gut anything, remove any linkages,  just don't connect the components you don't need to. The pots will supply lever angles to PSX.

fc

edit:
related topics:
http://aerowinx.com/forum/topic.php?id=502
http://aerowinx.com/forum/topic.php?id=505
http://aerowinx.com/forum/topic.php?id=647
http://aerowinx.com/forum/topic.php?id=712
http://aerowinx.com/forum/topic.php?id=764
http://aerowinx.com/forum/topic.php?id=829
http://aerowinx.com/forum/topic.php?id=855


enjoy!

Hardy Heinlin

Farrokh jumped correctly.

the mad hatter

oh that is way  cool thank you,

Bernard

Hardy Heinlin

Just to double-assure that there's no misunderstanding:

Quote1. Thrust Levers: The TL assy terminates below deck, at the TL resolver assy. All you need to do is replace the 4 resolvers with potentiometers. That's it. As HH says, there's no need to connect the microswitch assy just fwd of the levers, as these are depressed by the cams on the TL assy, and will be seen by PSX anyway. You will have to connect the TOGA and AT Disc switches inside the TL switchpacks.

PSX sees the TLA only (thrust lever angle). PSX has internal virtual microswitches, these are virtually depressed when PSX sees the respective TLA.


Cheers,

|-|ardy

farrokh747

:oops:

sorry, the line between reality and fantasy has always been a bit blurry for me.....

It should have read:
...of the levers, as these are virtually depressed in PSX by the TL angle sent to PSX by the TL pot.


on we go.....

the mad hatter

sorry, the line between reality and fantasy has always been a bit blurry for me.....


does that apply to all that have an interest in simulators and aircraft in general ?

teeloo

#31
Hardy,

To come back to your original question:

The whiskey compass on a fighter is the most underdeveloped piece of equipment.
It works great straight an level flight. That's it.
Accelerating (afterburner) makes the compass go completely useless.
You talk about upside down -1G. Updside -1G does the trick als well= all possible resistance issue come at play.
The deal with good magnethic compasses in a fighter is whether it survives erratic flight maneuvers and how fast it recovers when flying straight and level again.

It's fun to lock the thing up and keep it locked (how good can I break an instrument. )

It's an instrument you don't dare to report u/s as a fighter pilot (same with the clock).
Writing down the instrument in the forms tells everyone you are actually looking at it and costs you a round of beer at least.

So the answer is: it locks or gets to a mechanical limit. Not sure what it 'hits'. The 'cup' tilts to about 30 or so degrees and locks. All angels and forces after that it dangles to whatever side and flying HDG 180 with a compass showing 060 is not unlikely.

my 2 cents.
;)

[edit] back in the days of non-laser-gyro's, after a dogfight and below a cloud layer above sea, you had to fly straight for a while to see what was North. Whiskey compas recovered quicker than the ins...  or you'd ask the fighter controller :)

cagarini

Ah!

HH finally dealing with details of extreme flight situations :-)

Are we getting the Euler corrections for that "flip" at the top / bottom of a loop :-) ?

Hardy Heinlin

He's referring to a question I asked in 2009, five years before PSX was released :-)

Check the thread date on page 1 ...

cagarini


Hardy Heinlin

By the way, just in case you take this seriously, unlike you're suggesting there is no "Euler correction" required; this has nothing to do with Euler, and there is no wrong attitude either (you can fly a loop in PSX). What you are seeing is just a flash-like "360 roll" that lasts for a millisecond (one time frame); this effect is related to graphic scenery synchronization (also in PSX's scenery), it's not part of the aerodynamic model. If this 1-millisecond effect that one might see during a loop is seriously an essential problem for you, then I recommend to use aerobatic or fighter sims instead of PSX.