|
|
Handling The Big Jets.pdf 'link' -
Handling big jets requires specialized knowledge, skills, and equipment. This article provides an in-depth look at the challenges and best practices associated with managing large aircraft. Key takeaways include:
If you upload the specific text of the PDF you are referring to, I can write a direct summary, a critical analysis of a specific chapter, or an essay tailored to the exact arguments and examples found in your document. Handling the Big Jets.pdf
| | Author | Why it's a good alternative | | :--- | :--- | :--- | | Handling the Big Jets (3rd Ed) | D.P. Davies | The gold standard (the .pdf you want) | | Jet Transport Technique | John B. Taylor | More diagrams, less British wit | | Aerodynamics for Naval Aviators | US Navy | The deep dive into swept-wing flow | | The Killing Zone (for jets) | Paul Craig | Modern accident analysis using old principles | | Flying the Big Jets | Stanley Stewart | A gentler, more narrative introduction | | | Author | Why it's a good
"Handling the Big Jets" by D.P. Davies is considered a foundational text for pilots transitioning to heavy jet transport, offering in-depth analysis on aerodynamics, sweepback effects, and high-speed flight mechanics. The book addresses crucial handling characteristics, including inertia, engine spool-up, and landing geometry essential for managing large, high-momentum aircraft. For more details on the legacy of D.P. Davies, you can search for information online. Davies is considered a foundational text for pilots
Modern textbooks (e.g., Ace the Technical Pilot Interview ) are excellent, but they are dense with systems. is purely about feel and technique . It teaches you how the airplane talks to you through the seat of your pants.
: As you approach the speed of sound, the center of pressure moves aft, causing the nose to "tuck" down. Recovery requires careful use of trim and speed brakes.
Perhaps the most quoted section of the book deals with the "Stabilized Approach." Because jets have high inertia and slow engine acceleration, a haphazard approach is dangerous. Davies argues that:
|
|
|
This map is a synthesis between my original earth map, gradient mapping of the USGS DEM information, hand painting, DEM modulation of detail, bathyspheric depth information, and the USGS Ocean clip. Bathyspheric data was used to modulate the color of the water so that deeper areas are a darker blue than shallow areas.
|
|
|
This is pieced together exclusively from the USGS DEM database. It contains landmass elevations only, with the ocean at zero, and the top of Mt. Everest at 255. Use this as a bump map to give the appearance of the Earth's rugged surface features. Some madmen have also used this data in POV Ray as a displacement map on a very finely divided sphere to produce a "true" 3D version of the Earth. The 10K version is VERY large, so make sure you really need that much detail.
|
|
|
This is derived from USGS DEM data, with the addition of the Arctic ice areas which do not show up on USGS data (since they are not solid land masses.) Use this to control specularity and reflectance of the ocean surface.
|
|
|
1024 x 512 color image. Very similar to the night lights map as published by NASA on their Blue Marble Page. I took their
30000 x 15000 black and white city lights map, and adapted it with a color table to a colorized version of my earth color map. This comes in 2k, 4k, and 10k versions in color, as opposed to the maximum 2k size of the NASA version of this map (higher resolution versions are available on the paid page only because of their size).
Be sure to have a look at the tutorials page for a special rendering tip for using this map.
|
|
|
1024 x 512 color image. Based on a mosaic of satellite data, colorized, data errors retouched out, and fixed for seamless wrapping.
|
|
|
1024 x 512 greyscale image. Based on the same data as the color map, but leveled for the purpose of transparency mapping.
|
|
|
4096 x 2048 greyscale image. Built up out of real satellite imagery based upon a tutorial Dean Scott of Silicon Magic has posted. This is posted in JPEG2000 format. You need a special Photoshop plug-in to make use of jp2 images. I've thoughtfully provided a link:
JPEG 2000 Plugin from Fnord.
|
|
|
Handling The Big Jets.pdf 'link' -
The Moon is a tricky planetoid to render. It has a very distinctive albedo which remains constant across its lit side, regardless of the angle of the surface to the sun. Therefore, standard rendering lighting models do not apply, as they always have a characteristic drop off in intensity as the angle of incidence to the light source increases. In Lightwave, there is an option to use a "non-Lambertian" lighting model on a surface setting. In previous versions of Cinema4D, you had a contrast control in the lighting setup. More recent versions of Cinema4D feature an Oren/Nayar illumination model in the lighting setup which allows you to simulate the lighting properties of "rough" surfaces. This is the method I used on the same pictured here.
|
|
|
This map is based on a mosaic of satellite data, retouched for visible mosaic seams and for problems with the wrapping seam. Since this image contains highlight and shadow information independent of the location of your light source (inevitable because of how the moon is illuminated by the sun), you'll need to be careful how you light this so you don't break the illusion.
|
|
|
This map is my attempt to derive bump information from the above map. I did a high-pass filter operation to find all the edges of the craters, and then curved the result so that blacks and whites were white, and mid-tones were black. The results came out pretty well, as you can see from the sample image above.
|
|
|
|
|
|
this site works
best on Firefox:
|
|