aeronautic

Mixing

From a stick, pedals and a throttle to each part's angle: throw, travel, senses and drives.

The flight holds what the pilot asks for: pitch, roll and yaw from −1 to 1, throttle to 1.1, flaps, airbrake and gear from 0 to 1. Each part turns that into an angle, in two steps: a command, in the part's terms, then a value, in its unit.

Throw and travel

A surface that deflects both ways takes a share of its throw, −1 to 1. deflect gives a share of max one way and of −min the other, so a surface that goes 25° up and 15° down reaches both at full stick.

A part that goes one way, a flap or an air brake, takes a share of its travel, 0 to 1, from min to max.

Senses

Each kind has a positive sense the mixing is written in: trailing edge down, a rudder's trailing edge right, an exhaust down and right. A model that calls the other way positive says so in its positive extra, and sense_of turns the command round.

A roll needs one more: the left wing's trailing edges go down to roll right, the right wing's up. roll_sense is 1 on the left, −1 on the right.

What each part reads

kindcommand
aileronroll × roll_sense
elevator−pitch: stick back, trailing edge up
elevon, stabilator−pitch × share + roll × roll_sense × (1 − share), share 0.6
canardpitch: ahead of the wing, its trailing edge goes down for nose up
rudderyaw
flapflaps
le_flap(alpha − 2°) × 1.4 past 2°, plus flaps × max, in degrees
airbrake, spoilerairbrake
drag_rudderairbrake, plus the yaw toward its side, to 1
stick, pedalspitch, roll, yaw
throttle leverthrottle, past the reheat detent above 1
gear legs1 − gear, for the parts whose positive is a retraction
gear doorsgear × rest: open to the pose they were modelled in

An engine's petals follow its throttle on a schedule: 0.45 open at idle, closing to 0 at military power, then opening to 1 by full reheat. Its gimbal takes the stick's pitch and the pedals' yaw, so the exhaust goes up with the stick back and right with the right pedal. With a round limit, the pair is scaled back onto the ellipse when it falls outside.

Which drive moves a part

Several drives can take one part: <FighterControls> takes every rudder, and a <Rudders side="left"> beside it the left one. The more specific drive wins:

selects byspecificity
parts3
group2
kinds1
a side+ 0.5

Between two as specific, the later one wins. Disposing a drive hands its parts to the next that takes them, or back to rest.

A part a driven clip moves is left to the clip, so a gear retraction keeps its legs and doors in the order they were animated.

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