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Translating a Fortran F-16 Simulator to Unity3D


I recently purchased the textbook “Aircraft Control and Simulation” by Brian L. Stevens, Frank L.

The steering system in the previous flight sim project was essentially a perfect FCS that could always achieve the turn rate chosen by the pilot. To be more specific, steering in the previous flight sim was easy because we could read the angular velocity of the aircraft and apply a torque that directly countered any undesired movement. Because the flight model is a complete description of how the aircraft will respond at different combinations of AOA, AOS, and control input, it is theoretically possible to design an FCS system that perfectly counters all of the unwanted tendencies.

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