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00:14Sì, io sono Sébastien Vlock, CEO di Assobo Studio, e oggi vogliamo parlare di aerodinamica.
00:20Quando abbiamo iniziato a lavorare su Microsoft Flight Simulator, abbiamo studiato tutto il codice che ha scritto su Flight Simulator,
00:27Flight Simulator X.
00:28Ci sono stati molti anni di lavoro su tutte le codice, e la codice della simulazione di aerodinamica è stata
00:35abbastanza grande.
00:36Vi avvicinare 5 elementi di miglioramento che abbiamo fatto per il Flight Simulator, aerodinamica e fisica.
00:41Prima, abbiamo fatto miglioramento per il corso di simulazione.
00:44Prima, abbiamo fatto miglioramento per le simulazioni di diverse sistemi di aeroporto.
00:49Poi, la più grande area che abbiamo lavorato è l'aerodinamica.
00:52Abbiamo lavorato l'aerodinamica di simulazione da scuola in questo simulatore.
00:57I'm going to go over the details of how the aerodinamica simulation now works.
01:00One big area that we reworked was the weather system.
01:04The biggest interaction of the aircraft is with the air.
01:06It's the air that makes the aircraft fly.
01:08And so we reworked how the air was simulated in the world.
01:11We're creating a full simulation of the airflow over the planet.
01:15And I'm going to explain how the airflow interacts with the world, the environment, and also with the weather.
01:26The first big improvement in the way to the core of the simulation is a better collision model with the
01:31environment.
01:32So the system now supports sloped surfaces, which means that aircraft can land on sloped runways.
01:38But also on any slope in the world.
01:40Aircraft can now land on a sloped field.
01:42For example, if you want to simulate an engine failure, you can make a cross-country landing on any surface,
01:47including sloped surfaces like fields on mountain slopes, it's going to work anywhere.
01:51To make sloped surfaces work, we have to rewrite the friction model of the aircraft.
01:55So tires are now correctly simulated with dynamic friction, static friction.
02:00All the friction parameters have been improved.
02:02And so like the rubber now really behaves on all different surfaces like tarmac, cement, grass, earth, exactly like it
02:09should.
02:09And also on slopes, if the tires start to skid, they're going to skid exactly like they should with realistically
02:14simulated dynamic and static friction.
02:16So we also improved the way the bumps on the ground are handled.
02:19They are now realistically simulated and the way the brakes are simulated.
02:23So this allows for planes to come to a full stop even on slopes.
02:27And that's when they transition from dynamic friction to static friction.
02:30And planes can really come to a complete halt exactly as they should on slopes.
02:34So when you do a landing on a sloped runway, you can now roll and you can stop on the
02:38slope, turn around and take off again.
02:40We also rewrote the integration system of the simulation.
02:43So the integrator is what makes the simulation go forward.
02:46It calculates all the states of the system.
02:48So one thing we changed is now that the simulation is running at a much higher frame rate.
02:53But the frame rate is adaptive, so it adapts to the frame rate of your actual TV or monitor.
02:57This means that the simulation is much more smooth.
02:59Whatever the frame rate of your display, even if you have slower frame rates, frames are exactly going to match
03:04the display.
03:05And also the simulation is always going to run at a higher frame rate.
03:07So even if your frame rate goes down, the simulation stays at a high frame rate and you don't lose
03:11anything of the realism.
03:13Planes always behave as they should, whatever the frame rate.
03:15Another big change we made to the integrator is the way the integration now works.
03:19It's much more realistic and it has removed one artifact that was present in previous versions of Flight Simulator,
03:25which is that planes felt like if they were on rails.
03:27It's because the old integrator was resisting change and it was forcing planes to always move more or less in
03:33a straight line.
03:33So the integration is now super realistic.
03:35It's exactly moving the aircraft as they should in the world.
03:38Spins are not much more realistic now and planes don't feel on rails anymore.
03:42So we changed that and removed the effect of planes being on rails.
03:46We also reworked the inertia matrices.
03:48They are now more realistic, which means that the mass distribution of aircraft feels more real.
03:53and planes, when they rotate, when they yaw, when they pitch, when they roll, they feel much more realistic now
03:59as they travel through air.
04:05So we also made improvements to systems in the simulation other than aerodynamics.
04:09We improved the load factor simulation, which also improved the way the ball, the turn coordinator, is simulated.
04:15It's now much more realistic, which means that when you fly asymmetric, which means that if your aircraft skids a
04:21little,
04:21the ball is moving to the side exactly as it should, and you can now control with the rudder your
04:27flight and make it symmetric using the ball much more easily
04:30because it reacts much more realistically than before.
04:33And so we have now specific fuel consumption, which is realistic per altitude level and which is matching the actual
04:38POH of the aircraft.
04:40We improved the way flaps can be set in the files, which allows to have more control.
04:44We finally reworked the way gears and external parts, like external tanks, are simulated.
04:50Instead of just hard coding the moments they apply on the aircraft, they are actually physical elements in the airflow,
04:57which are attached to the airframe outside of the aircraft.
04:59And they now are realistically simulated aerodynamically, just like the aircraft,
05:03and apply their own forces and moments exactly where they should, how they should.
05:06We also improved the icing system.
05:09So icing is now simulated realistically depending on the actual humidity of the air around the aircraft.
05:15And because the weather system is now accurate and simulated volumetrically, if you fly through clouds,
05:20you're going to get a different icing than if you fly through dry air.
05:24And so this is now simulated in 3D volumetrically.
05:27Also what we did is the legacy simulation code from Flight Simulator X is still available.
05:31So you can switch to the legacy simulation if you don't like the new simulation.
05:35We don't want to force anyone to move to the new simulation.
05:38So all aircrafts have been reviewed with professional pilots who have many hours flying these aircrafts,
05:44or test pilots from the manufacturers.
05:46So we've gone over the aircrafts, which were already matching POH when we presented them,
05:50but to make sure they actually are controlled exactly like they should.
05:54There's many parameters that we set that are not actually present in POH,
05:58such as how fast the aircraft is going to roll when you move the yoke to the left, for example,
06:03depending on your airspeed.
06:05This is data that is not always available, but that professional pilots feel.
06:09They know how agile the plane is, at what speed.
06:12And so these are parameters that we set with them.
06:14And we reviewed the whole aircraft to make, for example, stalls as they should be,
06:18or if an aircraft can spin or not, or the way basically they behave,
06:24so that they don't just match performance parameters from the POH,
06:27but actually feel as the real aircraft when you fly them in real life.
06:36So the big change we made to the system is the aerodynamic simulation has been reworked.
06:41How we simulate now is much more advanced.
06:43So we subdivide the aircraft into thousands of surfaces, which are mapped over the airframe.
06:50So, for example, over the wings, over the fuselage, over the wheels, over the tail.
06:54There's thousands of little surfaces, which are placed exactly where they should,
06:58over the geometry of the aircraft.
07:00Each surface goes look at the weather, so it has its own wind direction.
07:04It's going to have its own air pressure, its own humidity.
07:07This means that the right wing, for example, can fly through a cloud where the left wing doesn't,
07:11and you can have different wind, turbulence and humidity on the right wing.
07:14Each of these surfaces has a realistic airflow simulation.
07:17Each surface is going to have its own wind direction, its own air pressure,
07:20and it's going to do a full three-dimensional calculation to compute what is the force and moment
07:25that should result from the airflow flying over the surface.
07:28This simulation includes the airflow speed and detachment and orientation.
07:33It will realistically simulate stall.
07:35The stall is when the airflow is actually bent too far by the surface,
07:40and the airflow cannot stay attached to the air surface anymore.
07:43So this is now simulated surface by surface, which means that we can have a left wing stalling,
07:49especially because of the weather and the full realistic simulation of each surface in the world.
07:55But each surface will also deflect the airflow, the airflow is going to be impacted,
08:00and surfaces which are behind are going to get a different airflow,
08:04because the airflow was impacted by the surfaces in front.
08:07So this, for example, is going to allow more aerobatics.
08:10So for example, the airflow is coming from the propeller and is hitting the tail,
08:14and that's how you can, for example, enter into a flat spin or some of the figures.
08:19So for example, when you can do an inverted spin,
08:22that's because the propeller hits the tail, and this is now realistically simulated.
08:32The big improvement we made to the simulation is the simulation of the air mass.
08:36We now simulate the air mass globally over the entire planet and realistically.
08:40Every area of the world has its own simulation of air,
08:44and we know where the air is flowing everywhere on the planet,
08:47and this then feeds into the aerodynamic system of the surfaces of the aircraft.
08:52So this means that, for example, we will have volumetric clouds,
08:56which you can see in the world, which are going to match the airflow.
08:59For example, on TCUs, on towering cumulus clouds, usually it's a kind of cloud which exists
09:05because there's a lot of updraft of air, but when they get really big,
09:09there's an updraft on the side and in the middle it actually goes down.
09:12That's basically why they are so dangerous, and you should never in a small aircraft
09:15get close to a TCU. In a big aircraft, you're going to get a lot of turbulence.
09:19And so this is now simulated. The airflow in the world is going to match the clouds,
09:23and it's going to fly. The air is going to move up and down inside of the clouds.
09:27So you will see a video which is going to show this airflow.
09:30So in order to visualize the airflow, we released thousands of particles in the world
09:34and displayed the trajectory of the particles. They just do exactly the same calculations
09:39than the aircraft in the world. So each particle samples the world atmosphere,
09:43exactly like each surface on the aircraft. So you can see on clouds that the air is moving up and
09:48down. You can see the turbulences, which is when the airflow of the particles changes color,
09:53and the particles move more randomly. So these are like wind shear or turbulences. Some of the air
10:00may go up because it's in the middle of the clouds, some may go down and at the edges you
10:04get shear.
10:05So this is all now naturally simulated and we have all the updrafts and downdrafts
10:10in the world which match actually the weather.
10:18So this air mass simulation also works with the world shape, like the shape of the world,
10:25which can depend on buildings, hills, forests, mountains, valleys. So all these different shapes
10:33worldwide are going to influence the airflow in the world. So for example, the air flows over a stadium
10:39or a hill, it's going to create updrafts, so the wind is going to flow up. And on the other
10:44side,
10:44usually it goes back down, but in a turbulent way. It has to go back down, but it's going to
10:51be
10:51creating a lot of rolling turbulences. So you can imagine when you fly over this air with the aircraft,
10:56if the aircraft is flying slow, if it's a small aircraft, it's going to get all these rolling moments,
11:01it's going to get the up and down draft, and you're going to feel all these bumps. So on the
11:04video
11:05you're going to see there's, for example, wind flowing over mountains, and it naturally creates
11:10turbulences. On the other side, in the valleys where the currents come together, they collide,
11:15and it creates these turbulences. You can see in the middle of the valley, you can see the up and
11:20down drafts, and you can see how the slope of the wind is actually very, very steep, right? It goes
11:27along the slope. So this is it for the improvements on the aerodynamics, on the physics. So we improved the
11:32core simulation. We improved many of the simulated systems. We reworked the aerodynamic simulation
11:37with the surface-based system, and we reworked the simulation of the airflow in the world.
11:42All these changes come together to create a much more realistic simulation of the aircraft.
11:47Aircrafts are now simulated realistically to the performance data that is available. They fly exactly
11:53to the real-world performance, but they also feel exactly like real aircraft. They turn, they behave
11:59when you move this yoke exactly like a real aircraft, and they fly through the world. They fly through
12:04the air, exactly like a real aircraft flies through the air in the real world, being impacted by clouds,
12:11by mountains, by buildings, by the shape of the world, right? I hope you enjoyed the details I gave
12:19about the simulation, about what we changed. Thank you for your time. Please subscribe to the Alpha, and
12:25talk to you soon.
12:30God bless you!
12:31Thank you so much for watching.
12:31We'll see you soon.
12:31We'll see you soon.
12:32We'll see you soon.
12:33Grazie a tutti.
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