| You are spot on. I got stuck trying to scale down several attributes in | regular increments but beyond a certain point it ceased to scale | properly. I still reckon that FG as a basis for R/C simulator can be | made to work but not with full scale equations in the code. ...
| > It occurred to me that the delta between power to weight ratios between | > rider scale and models might make that type of adaptation not work very | > well. C152 has approx 110 HP and a gross of around 1600 lb while many have | > models weighing in at 5 and 6 pounds or LESS and 1 to 1.25 HP on the nose. | > The physics engine might get clobbered ..
Models and full scale planes obey the same laws of physics (and I won't get into Reynolds numbers here, but if you want to know why models fly differently than larger planes, google for that.) If a flight simulator models everything about a plane, then it will do the right thing when the plane is scaled down. If the flight simulator uses lookup tables to calculate things, then that might fall apart when the plane changes.
As an example, as I understand it, X-Plane models everything, and Microsoft Flight Simulator (at least the 2004 and earlier versions) used lookup tables. No idea about Flight Gear.
In any event, modifying an existing flight simulator for R/C use should be MUCH simpler than writing one with similar features from scratch. If the physics are wrong, then you simply create new lookup tables.
I gave a list of flight simulators for Linux in another post a few minutes ago -- most were open source and two were R/C simulators rather than full scale simulators. Most have Windows ports, if that's what you're into. They might make better starting points.
I forgot to mention another flight simulator for Linux -- YS Flight.
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. Not open source, but free. Never used it myself.