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FLTSIM2D_source.txt
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FLTSIM2D_source.txt
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'-----------------------------------------------------------
'
' FLTSIM2D
'
'Longitudinal (2-D: Z & X) flight simulator
'for Atari 800XL 2017 8-bit BASIC 10-Liner
'
'Jeff Piepmeier
'March 4, 2017
'http://jeffpiepmeier.blogspot.com/
'http://github.com/jeffpiep/
'
'Parsed with TurboBASIC XL Parser Tool
'http://github.com/dmsc/tbxl-parser
$options +optimize, optimize=-convert_percent-const_replace, optimize=+const_folding
'Tested on Altirra
'http://www.virtualdub.org/altirra.html
'-----------------------------------------------------------
DIM K$(1)
DT = .1 : REM (S) TIME STEP
CLS : REM CLEAR THE SCREEN
?
?,"FLIGHT SIMULATOR 2D"
POKE 752,1 : REM TURN OFF CURSOR
REPEAT
BASETIME = TIME
'ATMOSPHERE
SIGMA=(1-Z*8.0E-05) : REM LINEAR APPROX FOR RELATIVE AIR DENSITY
STALL = ((U+2*FLAPS)>29) ! (Z<1) : REM DETERMINE IF NOT STALLED
QSW = 8.1*(U*U+W*W)*1.225*SIGMA : REM DYNAMIC PRESSURE * WING AREA
'ANGLE OF ATTACK(S)
UNOSING = 1/(U + (U=0)) : REM U != 0
SLOPE = W*UNOSING : REM SLOPE OF WIND
SLOPE = -(SLOPE<=-1) + (SLOPE>-1)*SLOPE : REM LIMIT SLOPE TO <+/-1
SLOPE = (SLOPE>=1) + (SLOPE<1)*SLOPE : REM LIMIT SLOPE TO <+/-1
ALPHA = SLOPE - .22 * SLOPE^3 : REM WING ANGLE OF ATTACK WRT WIND
ALPHAT = ALPHA + OMEGA*UNOSING*4.3 + 8.33E-3*DLTA + .0863*CL - .0873 : REM TAILPLANE AOA. INCLUDES ELEVATOR AND DOWNWASH TERMS
'LIFT & DRAG COEFFICIENTS
CLT = .4*ALPHAT -.24*ALPHAT^3 : REM TAILPLANE LIFT COEFFICIENT WITH AREA RATIO. POLYNOMIAL APPROX TO SINE
CL = 0.3+0.16*FLAPS+4.8*ALPHA+12*ALPHA*ABS(ALPHA)-46*ALPHA^3 : REM WING LIFT COEFFICIENT. CUBIC FIT TO GET "DOUBLE HOOKS"
CL = CL * STALL : REM IF STALLED NO WING LIFT
CLL = CL+CLT : REM TOTAL A/C LIFT COEFFICIENT
CD = .025 + .0575*CLL*CLL : REM DRAG COEFFICIENT USING OSWALD EFFICIENCY
'ENGINE WITH DROPOFF DUE TO ALTITUDE
THRUST=(SIGMA-.05)*THROTTLE*UNOSING*1100 : REM INVERT PROPULSIVE POWER EQUATION
THRUST=THRUST*(THRUST<=2000)+2000*(THRUST>2000) : REM LIMIT THRUST TO 2000 N
'TIME STEP EQUATIONS OF MOTION
MY = -QSW*(.0308 + CL*(.28-0.1*FLAPS) + CLT*4.3) : REM COMPUTE PITCHING MOMENT, + IS NOSE UP
OMEGA = OMEGA + MY*5.48e-5 : REM UPDATE PITCHING RATE WITH PITCHING MOMENT AND IYY
OMEGA = OMEGA * ((Z>.01) ! (OMEGA>0)) : REM NO ROTATION UNLESS POSITIVE WHEN ON GROUND
U = U + ( (THRUST-QSW*CD)*1E-3 - SINTH*9.81 - OMEGA*W ) * DT : REM UPDATE LONGITUDINAL VELOCITY
W = W + ( -QSW*CLL*1E-3 + COSTH*9.81 + OMEGA*U ) * DT : REM UPDATE TRANSVERSE VELOCITY
W = W * ((Z>.01) ! (W<0)) : REM NO VERTICAL VELOCITY IF ON GROUND, UNLESS ITS UP
'INERTIAL FRAME UPDATE
T=T+DT : REM STEP TIME FORWARD
THETA = THETA + OMEGA*DT : REM UPDATE PITCH ANGLE
COSTH = 1 - 0.49*THETA*THETA : REM QUADRATIC APPROX TO COSINE
SINTH = THETA -.15*THETA^3 : REM CUBIC APPROX TO SINE
VX = (U*COSTH + W*SINTH) : REM UPDATE VELOCITY OVER GROUND
VZ = (U*SINTH - W*COSTH) : REM UPDATE VERTICAL RATE
X = X + VX*DT : REM UPDATE GROUND TRACK POSITION
Z = Z + VZ*DT : REMO UPDATE ALTITUDE
Z = Z * (Z>0) : REM RESTRICT Z TO ABOVE GROUND
OKTOLAND = OKTOLAND ! (Z>9) : REM BE A LITTLE FORGIVING ON THE TAKEOFF
'PILOT INPUT. USE KEY INPUTS SAME AS SUBLOGIC FLIGHT SIM II
K$=INKEY$
THROTTLE = THROTTLE + 5*((K$="\1F")*(THROTTLE<100)-(K$="\1E")*(THROTTLE>0))
DLTA = DLTA + 0.5*((K$="T")*(DLTA<23)-(K$="B")*(DLTA>-28)) : REM ELEVATOR UP/DOWN
FLPIN = FLPIN + ((K$="N")*(FLPIN<3)-(K$="Y")*(FLPIN>0)) : REM FLAPS IN/OUT
FLAPS = 0.05*FLPIN+0.95*FLAPS : REM A LITTLE IIR EXPONENTIAL RESPONSE TO MODEL THE FLAP DRIVE MOTOR
POSITION 2,3
?"KTAS",INT(U*1.94)," " : REM KNOTS
?"PITCH",INT(THETA*573)*.1," " : REM DEGREES WITH 1 DECIMAL PLACE
?"ALT.",INT(Z*3.28)," " : REM FEET
?"VRATE",INT(VZ*197)," " : REM FEET/MINUTE
?
?"ELEV.", DLTA," " : REM ELEVATOR POSITION
?"POWER", THROTTLE," " : REM % POWER
?"FLAPS ", INT(FLAPS*10+0.5)," " : REM FLAP POSITION
?
?"STALL ", CHR$(161-116*STALL); : REM STALL INDICATOR
?CHR$(253-221*STALL) : REM BEEP IF STALLING!
?
?"DIST.", INT(X*.9)," " : REM DISTANCE TRAVELED OVER GROUND
?"TIME",T,,INT(600/(TIME-BASETIME));"% " : REM TIME AND SIMULATOR RATE RELATIVE TO REAL TIME
UNTIL OKTOLAND & (Z=0) : REM END GAME IF BACK ON GROUND
?
IF VZ >-2 : REM CHECK TO SEE IF VERTICAL RATE IS SLOW ENOUGH
? "TOUCHDOWN"
ELSE
? "YOU CRASHED!\FD\FD\FD" : REM OH NO! VERTICAL TOO FAST!
ENDIF