Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread David Findlay

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 I would guess this is a major factor in the relatively small amount of
 aircraft development for Fly! ... I know of several people who have
 exterior models, but can't contemplate the effort required to assemble a
 working panel.

I think this is a major flaw in developers of aircraft for MSFS and Fly! If 
you're going to make an aircraft, that means make an aircraft, with a model, 
panel, sounds and everything. Thanks,

David
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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread John Check

On Sunday 10 March 2002 05:23 am, you wrote:
 On Sat, 2002-03-09 at 22:08, Jim Wilson wrote:
  Fly! uses a 3D cockpit. They use 2D for most of the instrumentation,
  switches and knobs, and 3D models for the things that really need it like
  levers.  More than likely the legability problem is your LCD at 1600x1200
  ;-)  In any case we'd be doing great to come up with something as nice
  and usable as the Fly! cockpits.

 I'm not trying to start an argument here, but I'm reasonably sure this
 is not the case. The fly cockpits are simply an enormouse collection of
 2D images. The best ones are made by doing a very high detail model in a
 3D suite, and then generating all the images as non-perspective-correct
 (orthographic?) renders. If you look at the throttle levers moving on
 the PMDG 7x7s, you can see the quality is far too high to be happening
 in realtime (unless you used lots of special extensions and really high
 detail meshes on high end hardware).

The alternative would be prerendered frames if I undrstand what you are
saying. I think what Jim was saying is that the, for example, throttle 
quadrant, would be a separate 3D model with a separate scene graph. Of course 
I could be talking out my ass I'd hazard a guess that external light 
sources aren't applied.



 The reason I'm going on about this is I'd like to mention a serious
 downside of the Fly! approach (even though I think the fly cockpits are
 the best I've ever seen): it takes an awful lot of time and committment
 to produce even a slightly useable cockpit.

 I would guess this is a major factor in the relatively small amount of
 aircraft development for Fly! ... I know of several people who have
 exterior models, but can't contemplate the effort required to assemble a
 working panel.


I can't really say about Fly, but FGFS 2D panels/instruments are not
*that* big a deal to put together. Our current virtual cockpit is the 2D 
panel overlayed on polygons that represent the vertical surface of the 
panel, and as such don't have the overhead of a fully 3d rendered (in the 
sense that every component of every instrument is a 3d model.
My experience is that the actual artwork is the hard part.


 HH
 James

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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread John Check

On Sunday 10 March 2002 05:32 am, you wrote:
  I would guess this is a major factor in the relatively small amount of
  aircraft development for Fly! ... I know of several people who have
  exterior models, but can't contemplate the effort required to assemble a
  working panel.

 I think this is a major flaw in developers of aircraft for MSFS and Fly! If
 you're going to make an aircraft, that means make an aircraft, with a
 model, panel, sounds and everything. Thanks,

 David


Could possibly be that instrument makers need to get into actual code
on these sims, instead of markup like FGFS. I dunno, I've no experience
with either


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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread jacco

So David Findlay says:
 I think this is a major flaw in developers of aircraft for MSFS and
 Fly! If you're going to make an aircraft, that means make an
 aircraft, with a model, panel, sounds and everything.

If you're saying what I think you're saying (don't bother creating an
aircraft unless you're going to create the whole package) I have to say
I don't agree.

Someone could be an aircraft nut who just wants to recreate a cool
paintjob he saw on an aircraft once. Someone else might be a pilot who
doesn't like the available panels for an aircraft and decides to make
one himself. Someone else might be an aeronautical engineer who decides
to improve the flight model for an aircraft. I think it would be an
enormous waste if all these people were forced to also provide all the
other parts of the package, because in that case they probably wouldn't
bother at all.

Then there's the element of re-use. The airframe, panel, FDM and sounds
for a given aircraft probably don't change much from one individual
aircraft to the other, so why create those if you just want to paint an
aircraft. You'd be better of re-using what's already there. Provided you
give credit where it's due, of course.

I think this is one area where MSFS got it right: decouple all the
individual pieces of the puzzle, so people can concentrate on their
area of expertise, and allow the end-user to pick and choose their
favourite elements.

My 2 cents.

Groeten,- Jacco

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Re: [Flightgear-devel] Rationalizing view

2002-03-10 Thread David Megginson

Michael Selig writes:

  With respect to the chase view (2), three potential options come to mind:

These are excellent suggestions, but I think that we'll want them to
end up in the view manager (or elsewhere) rather than in the viewer
proper.  As long as we tell the viewer, for each frame, what its
reference point, orientation, offsets, etc. are, it doesn't need to
know whether we're modelling a control tower, chase view, etc.
Eventually we might even control some of the views through external
scripting.


All the best,


David

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Re: [Flightgear-devel] UIUC models update

2002-03-10 Thread Dirty Bear

Where can I get the 3D models with .3ds format? or how can I translate them to .3ds?
Is there anyone convert the model of the Pioneer UAV into the JSBSim format?

If anyone has them, I'd like to get publicly released 3D models for:
- Wright Flyer (I have one, but we have not yet got permission to give it out)
- SGS 1-36
- Pioneer UAV
- Marchetti S-211
- Learjet 24
- Piper Cherokee

I included a link to Wolfram's site for all of the other 3D models.

Back to more modeling!

Regards,
Michael


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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread David Megginson

Jim Wilson writes:

  Fly! uses a 3D cockpit. They use 2D for most of the
  instrumentation, switches and knobs, and 3D models for the things
  that really need it like levers.

I have no experience with FLY2K or FLY2, so I cannot comment on those,
but FLY1 definitely uses a 2D cockpit.  Granted that there might be a
couple of small, animated 3D objects, but the panel is a flat picture
projected in its own coordinates that slides in the X/Y axes
independently of the outside scene -- that's exactly the definition of
a 2D panel.

Unlike FlightGear, FLY1 limits the viewing direction to fixed
viewpoints and has a separate 2D picture to project for each one.  The
pictures are beautiful, but there is nothing 3D about it.

  More than likely the legability problem is your LCD at 1600x1200
  ;-)

No, it's a 1600x1200 LCD trying to do 1024x768.  Unlike CRTs, LCDs
have a fixed number of pixels, so they have to double or leave out
individual pixels when changing resolutions.  The picture is clearer
in some ways when I change FLY! to 800x600, but now I've lost 75% of
my resolution.  Again, I cannot comment on later FLY! versions, except
that when I go to window mode (and lose 3D acceleration), the panel
becomes clear.

  In any case we'd be doing great to come up with something as nice
  and usable as the Fly!  cockpits.

Artistically, I agree -- they're beautifully rendered and pay a lot of
attention to detail.  From a modelling perspective, however, they're
years out of date, and I think we should aim a lot higher than fixed
2D renditions.  Try the Battle of Britain demo to see what a 3D
cockpit is like, and you won't want to go back.


All the best,


David

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Re: [Flightgear-devel] UIUC models update

2002-03-10 Thread Jon Berndt

 Where can I get the 3D models with .3ds format? or how can I translate
them to .3ds?
 Is there anyone convert the model of the Pioneer UAV into the JSBSim
format?

This would be nice to have - that is, a small program to convert the format
from one to ther other. Perhaps someday. It would be nicer if a standard
useful to describe aircraft for simulation purposes was already in use. This
*is* something which is currently being worked, at least.

Jon


 If anyone has them, I'd like to get publicly released 3D models for:
 - Wright Flyer (I have one, but we have not yet got permission to give it
out)
 - SGS 1-36
 - Pioneer UAV
 - Marchetti S-211
 - Learjet 24
 - Piper Cherokee



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Re: [Flightgear-devel] Rationalizing view

2002-03-10 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 
 In every case, we want to be able to specify offsets for all six
 degrees of freedom.  I think that it makes sense to put all of this in
 a single, configurable viewer class, rather than having separater
 viewer_lookat, viewer_rph, and (eventually) viewer_tower classes that
 duplicate most of each-others' code.
 

At first look this doesn't seem all that bad.  The hardest part is going to be
cleaning up the hard coded bits out there.  The routines basically all produce
the same thing with different methods which helps.  Right now what I need to
do is map out all the calculations that are being applied and will come up
with a proposal to post here.  But it should be too bad once I get my head
around the whole thing.  Basically what I'm going to look at is modularizing
the calculation for each matrix component (camera, center, up) so that new
methods like some of what Michael described can be easily added.

Best,

Jim

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Re: [Flightgear-devel] JSBSim changes

2002-03-10 Thread Martin Spott

[... Tony wrote ...]:
 OK, after discovering that my original implementation was horribly
 buggy, I have now committed a better version of the normalized control
 surface position code to JSBSim and FG cvs. There is a new set of
 properties for these:
 /surface-positions/flap-pos-pct
[...]

Hmmm, would anyone be so kind to add these controls to the 'External(NET)'
FDM some time ? I am designing some flight control system for a private
model aircraft project and I'd love to use FlightGear for visualization.

To be honest: I found my way to the FlightGear project when I was looking
for some code that I could steal in purpose to drive a remote display.

Unfortunately I had to find out that I don't have the skills to do the
'real' coding myself - except from the very little time critical prototyping
in Perl   So I am now in the stage of examining the External interface
and I would love to use FlightGear visualization to see if I'm correct.
There is much more motivation in having visual feedback instead of having
numbers only   ;-)

Martin.
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Re: [Flightgear-devel] UIUC models update

2002-03-10 Thread Wolfram Kuss

Michael wrote:

If anyone has them, I'd like to get publicly released 3D models for:
- Wright Flyer (I have one, but we have not yet got permission to give it out)
- SGS 1-36
- Pioneer UAV
- Marchetti S-211
- Learjet 24
- Piper Cherokee


Wright flyer: You can use the one from www.flightsim.com, see my
homepage.

I am fairly certain there is no pioneer UAV, Schweizer 1-36 and
Marchetti 211. But there are Marchetti 205, 208, and 260, maybe they
are similar enough in the 3D?

The others should be easy.

Bye bye,
Wolfram.

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Re: [Flightgear-devel] Rationalizing view

2002-03-10 Thread David Megginson

Jim Wilson writes:

  At first look this doesn't seem all that bad.  The hardest part is
  going to be cleaning up the hard coded bits out there.

Here are most of the required outputs, from an analysis I did earlier:

- the VIEW matrix, a matrix containing the transformations to put the
  view in the correct position and orientation (as as the argument to
  ssgSetCamera)

- the UP matrix, rotation matrix to the current notion of up (opposite
  of gravity)

- the current absolute view position in fgfs coordinates

- the current view position in fgfs coordinates, relative to the
  scenery center

- the world-up vector

- the surface-east vector

- the surface-south vector

All of the others are byproducts of the VIEW calculation, used for
convenience by various bits of the code.

  The routines basically all produce
  the same thing with different methods which helps.  Right now what I need to
  do is map out all the calculations that are being applied and will come up
  with a proposal to post here.  But it should be too bad once I get my head
  around the whole thing.  Basically what I'm going to look at is modularizing
  the calculation for each matrix component (camera, center, up) so that new
  methods like some of what Michael described can be easily added.

Yes, I've been playing with some of that myself.  You'll see that
I've already moved some of the common code into the temporary
FGViewPoint class -- it gets as far as calculating the absolute and
relative view position and the world-up vector.


All the best,


David

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Re: [Flightgear-devel] UIUC models update

2002-03-10 Thread Michael Selig

Wolfram,

Thanks for posting the ASW-20 and Wright Flyer 3D models!
http://home.t-online.de/home/Wolfram.Kuss/FGFS1/FGFS1.htm

My project starting tonight is to get the ASW-20 working.

Regards,
Michael

At 3/10/02, you wrote:
Michael wrote:

 If anyone has them, I'd like to get publicly released 3D models for:
 - Wright Flyer (I have one, but we have not yet got permission to give 
 it out)
 - SGS 1-36
 - Pioneer UAV
 - Marchetti S-211
 - Learjet 24
 - Piper Cherokee
 

Wright flyer: You can use the one from www.flightsim.com, see my
homepage.

I am fairly certain there is no pioneer UAV, Schweizer 1-36 and
Marchetti 211. But there are Marchetti 205, 208, and 260, maybe they
are similar enough in the 3D?

The others should be easy.

Bye bye,
Wolfram.

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**
  Prof. Michael S. Selig
  Dept. of Aero/Astro Engineering
  University of Illinois at Urbana-Champaign
  306 Talbot Laboratory
  104 South Wright Street
  Urbana, IL 61801-2935
  (217) 244-5757 (o), (509) 691-1373 (fax)
  mailto:[EMAIL PROTECTED]
  http://www.uiuc.edu/ph/www/m-selig
  http://www.uiuc.edu/ph/www/m-selig/faq.html (FAQ)
**


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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread Jim Brennan jjb -



On Sat, 9 Mar 2002, David Megginson wrote:

 Jim Brennan jjb - writes:

   The photorealistic instruments in some simulators are good to have, but
   (IMHO) not as importaint as proper flight modeling.
  
   I personally see NO need for the nice views of the airplane, and its
   moving parts as seen from other airplanes except if one is flying
   formation or shooting at the airplane.

 ... or replaying a finished flight to study it, or watching a
 student's progress in external view on a second monitor, or watching


OK, I'll grant you the validity of those two points.

 the propeller from inside the airplane.

but not that one grin!

snip
   While this is nice to have for some limited purpose, it adds
   nothing to the realism of the simulator from the perspective of the
   person flying the sim.

 No, but it might be useful for the instructor to watch, or for the
 student during a replay of a failed flight.


Ok I'll grant you that.

   These efforts could better be used in improving the  flight models, and
   the functionality of the sim to interface to other sims and external
   programs and more realistic views (such as those for KSJC).

 It's not a zero-sum game.  The people who are good at flight models
 (Jon, Tony, Andy, etc.) are already spending pretty-much all their
 time on flight modelling; contributions to other areas from other
 people aren't taking away from that.

Well, I'll even agree (mostly) with that.  I guess my point is that work
being done on exterior views of the airplane is not as valuable (from the
pilots point of view) as as would work doine to produce more detailed
airport areas (as is the case with KSJC).  Just IMHO.

jj

  All the best, 

 David

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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread David Megginson

Jim Brennan jjb - writes:

  OK, I'll grant you the validity of those two points.
  
   the propeller from inside the airplane.
  
  but not that one grin!

To start a DC-3 engine, I read that you count 12 blades before you
release the starter.  I'm not sure whether, in an engine-out on a
twin, you're supposed to try to get visual confirmation of which prop
is spinning more slowly.


All the best,


David

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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread Curtis L. Olson

David Megginson writes:
 Jim Brennan jjb - writes:
 
   OK, I'll grant you the validity of those two points.
   
the propeller from inside the airplane.
   
   but not that one grin!
 
 To start a DC-3 engine, I read that you count 12 blades before you
 release the starter.  I'm not sure whether, in an engine-out on a
 twin, you're supposed to try to get visual confirmation of which prop
 is spinning more slowly.

Hey, sort of on the same subject, all of you tracking cvs source/base
should do a cvs update -d and check out the new engine starting
sequence/sounds.  Really cool on the DC-3, especially when watching
from an outside view.  Good work Eric!

If I can get something going with runway lights in the next week or
two we might have to start thinking about the next release. :-)

Curt.
-- 
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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread Tony Peden

On Sun, 2002-03-10 at 12:08, David Megginson wrote:
 Jim Brennan jjb - writes:
 
   OK, I'll grant you the validity of those two points.
   
the propeller from inside the airplane.
   
   but not that one grin!
 
 To start a DC-3 engine, I read that you count 12 blades before you
 release the starter.  I'm not sure whether, in an engine-out on a
 twin, you're supposed to try to get visual confirmation of which prop
 is spinning more slowly.

In a twin, you'll definitely know which engine is out without looking.


 
 
 All the best,
 
 
 David
 
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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread Curtis L. Olson

Tony Peden writes:
 In a twin, you'll definitely know which engine is out without looking.

If you are well trained and practiced at it ... otherwise if there is
a lot of other stuff going on at the time it really may not be so
intuitive.

Curt.
-- 
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re: [Flightgear-devel] ANN: first experimental 3-D cockpit

2002-03-10 Thread David Megginson

David Megginson writes:

  3. The orientation is incorrect when the view is not straight forward
  and the plane is not flying level (waiting for a fix from me, but I
  don't understand matrix math well enough) -- that means that when you
  look out the side window during a climb or turn, the model will not be
  tilted correctly.

Further to this point, could someone who understands matrix math take
a look at src/Main/model.cxx, in the update() method?  Where I have

if (view_number == 0) {
// FIXME: orientation is not applied
// correctly when view is not forward
  sgMakeRotMat4( sgROT, -pilot_view-get_view_offset()
 * SGD_RADIANS_TO_DEGREES, pilot_view-get_world_up() );
  sgPreMultMat4( sgTRANS, sgROT );
}

I'm trying to keep the model from following the view around.
Obviously, I have to do some rotations in other planes as well, but
I'm not quite sure how to do it.


Thanks, and all the best,


David

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[Flightgear-devel] Help with XML and preferences.xml

2002-03-10 Thread Jonathan Polley

Does anyone have some documentation on how to build the preferences.xml 
file?  I would like to write a preferences manager, if such a tool does 
no already exist, to make it easier to manage multiple aircraft 
configurations and settings.  The goal for tool is as follows:

  Language: python 2.x (I know the language and it has good XML tools)
  GUI:  Tk (Tkinter is the standard GUI interface for python)
  Features: Load XML file, edit it, provide save/save as.

I also need to know how FDM specific the preferences file is.

I have some experience with Tkinter. but my GUIs tend to be a bit 
functional (OK, ugly), and I will be learning XML at the same time.  Any,
  and all, help will be greatly appreciated.

Thanks,

Jonathan Polley


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Re: [Flightgear-devel] Plib Compiling problem

2002-03-10 Thread Wolfram Kuss

FWIW (probably not much):
I think you need the Mesa or OpenGL and glut *developer* package (is
that the word?). In the packet manager or somewhere there is a huge
list of things you can check and you should probably tell the SuSE
packet manager to install it for you. I do not think it is a path
problem, although this does happen (but IIRC in other distros).

By the way am I right in thought SuSE 7.2 already comes with Glut and Mesa 
support ?

IMHO yes, but maybe you did not enable it.


Thanks for any help.

Sergio Roth

Bye bye,
Wolfram.

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re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-10 Thread David Megginson

Jonathan Polley writes:

  I have some experience with Tkinter. but my GUIs tend to be a bit
  functional (OK, ugly), and I will be learning XML at the same
  time.  Any, and all, help will be greatly appreciated.

If you know LISP (CommonLISP, InterLISP, Scheme, E-LISP, or what-have
you), you're most of the way there.

Think of an XML document as a single toplevel LISP list containing any
number of nested sublists.  The top-level list and every sublist are
called 'elements' in XML, and each starts with NAME and ends with
/NAME, where NAME represents the name of the element.  So, what you
might represent in LISP as

  ('person ('name David Megginson) ('citizenship Canadian))

you can represent in XML as

  person
   nameDavid Megginson/name
   citizenshipCanadian/citizenship
  /person

An element name must begin with an alpha or '_', and may contain only
alphabetic characters (actually, most Unicode ones, including Chinese,
Arabic, etc.), numerals, '_', '-', or '.'.  Technically, they can also
include ':', but that can cause conflicts and should be avoided.

The text inside an element can contain pretty-much all printing
characters, but '' and '' (and sometimes '') must be escaped, like
this:

  amp; = 
  lt; = 
  gt; = 

So in XML text, for a  b  c  d, you'd have

  a lt; b amp;amp; c gt; d

It's a bit ugly, but it works.

Comments in XML start with !-- and end with --; they may not contain
the string -- in-between.

You can attach variables, called 'attributes', to each element by
putting a name=value pair in the start tag, like this:

  a href=http://www.flightgear.org/;FlightGear/a

The attribute name is href (follows the same rules as element
names), and the value is http://www.flightgear.org/;.  The value must
always be quoted with ... or '..', and in addition to the special
character escapes I mentioned above, you can also use the following:

  apos; '
  quot; 

To encode 

  He said it's best to buy ATT

in an attribute value, you'd do something like

  quotation text=He said quot;it's best to buy ATamp;Tquot;/

or
  
  quotation text='He said itapos;s best to buy ATamp;T'/

How elements and attributes are interpreted is almost entirely up to
the application -- XML says how to encode data, but not what the data
means or how it should be processed.  In the property manager, we've
decided to treat the XML document like a file system: the root element
(PropertyList) is the filesystem root, and everything else is a
subdirectory or a file (leaf data).


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-10 Thread Jonathan Polley
 On Sunday, March 10, 2002, at 07:02 PM, David Megginson wrote:

Jonathan Polley writes:

I have some experience with Tkinter. but my GUIs tend to be a bit
"functional" (OK, ugly), and I will be learning XML at the same
time.  Any, and all, help will be greatly appreciated.

If you know LISP (CommonLISP, InterLISP, Scheme, E-LISP, or what-have
you), you're most of the way there.


Now I am going to have nightmares ).  LISP and I were not the best of friends in college (things like caadaddaddr gives me chills).

Think of an XML document as a single toplevel LISP list containing any
number of nested sublists.  The top-level list and every sublist are
called 'elements' in XML, and each starts with NAME> and ends with
/NAME>, where NAME represents the name of the element.  So, what you
might represent in LISP as

('person ('name "David Megginson") ('citizenship "Canadian"))

you can represent in XML as

person>
name>David Megginson/name>
citizenship>Canadian/citizenship>
/person>


I believe that python maps dictionaries to XML.  The above would be something like:

Someone = {'person': {'name': 'David Megginson',
'citizenship': 'Canadian'}
}

print Someone['person']['name']would yield
'David Megginson'

Since python has a nice mapping between class membership and dictionaries, it may be cleaner than that.


Jonathan Polley


Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-10 Thread Jim Wilson

Jonathan Polley [EMAIL PROTECTED] said:

  The preferences file is not FDM specific at all.  The contents of
  preferences.xml in the base package are for the most part self 
  explanatory,
 
 I have to beg to differ on this one.  For those few command line arguments 
 that I have used, I can find mappings in the preferences files.  Where I 
 do not kow the command line arguments, the preferences file is not very 
 clear.  For example:
 
 instrument-options
nav n=0
  has-gs-needle1/has-gs-needle
  needles-pivot1/needles-pivot
/nav
nav n=1
  has-gs-needle0/has-gs-needle
  needles-pivot1/needles-pivot
/nav
hsi n=0
  has-gs-needle1/has-gs-needle
/hsi
dg
  style0/style
/dg
 /instrument-options
 

Hehe.  Yep.  Didn't notice that one.  Actually I don't know why that would be
in the preferences.xml.  Anyone know why that isn't in the panel or at least
aircraft-set xmls?

Best,

Jim

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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-10 Thread David Megginson

Jim Wilson writes:

  Hehe.  Yep.  Didn't notice that one.  Actually I don't know why
  that would be in the preferences.xml.  Anyone know why that isn't
  in the panel or at least aircraft-set xmls?

A cleanup and reorg is long overdue; same for keyboard mappings.


All the best,


David

-- 
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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-10 Thread Alex Perry

  If you know LISP (CommonLISP, InterLISP, Scheme, E-LISP, or what-have
  you), you're most of the way there.
 Now I am going to have nightmares ).  LISP and I were not the best of 
 friends in college (things like caadaddaddr gives me chills).

Actually, I think they're referring to nested property lists and
not to the exciting tricks that can be played with the CONS operator.

Another sneaky bonus of XML over LISP is in the bracketing.  Instead of
having fifteen close parentheses stacked up at the end of the function,
you get to say /a/b/c/d/e/f etc.  While this is a pain in the
butt to type, at least the compiler has a chance of noticing any mistakes.

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[Flightgear-devel] New models

2002-03-10 Thread Marcio Shimoda

Hi!

How do I load the new aircraft models?
It's just flightgear --prop:sim/model/path=Aircraft/c172-set.xml?
I'm using the currrent CVS.

[]'s

Marcio Shimoda
Staridia Softworks


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[Flightgear-devel] UIUC Models -- renaming

2002-03-10 Thread Michael Selig

Hi Folks,

While I thought I had everything set ... I've decided to change my aircraft 
file naming convention on
http://amber.aae.uiuc.edu/~m-selig/apasim/Aircraft-uiuc.html.

Instead of the ending date + other stuff serving as a version ID, I am just 
going to end them w/ v1, v2 and so on.

I'll have the changes done sometime tonight.

Sorry for the shuffle.

Regards,
Michael


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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-10 Thread Jonathan Polley


On Sunday, March 10, 2002, at 08:04 PM, Alex Perry wrote:

 Another sneaky bonus of XML over LISP is in the bracketing.  Instead of
 having fifteen close parentheses stacked up at the end of the function,
 you get to say /a/b/c/d/e/f etc.  While this is a pain in the
 butt to type, at least the compiler has a chance of noticing any mistakes.

Which brings to light the old joke about what LISP stand for:  Lots of 
Idiotic Stupid Parenthesis

I also never got far enough to find out how to comment a LISP program.


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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-10 Thread Wolfram Kuss

Sounds like a worth while (sp?) project!
The XML files get IMVHO more and more confusing.
Maybe lets do the big reorg that Dave speaks about first, with the
hope that things won't change often afterwards. When doing the python
scripts to generate the very very rudimentary plane xmls on my website
http://wolfram.kuss.bei.t-online.de,
I saw that for example the spelling of z-offset changed twice and I
was told to use a third spelling. Also, it is not clear to me, what
the different xmls are for (what does -dpm, -set etc mean? set as in
set options? Don't all xmls set options?) and whether you can use all
properties in all XMLs and whether you can use all on the command
line.
So, a UI that showed you what you can do would be very nice. If you
use python, you can include my stuff. I would love someone expand on
it and say I download a MSFS 3D model, Python unpacks it, moves all
files, generates warnings if applicable telling me what to do (for
ex.: !This is an old MSFS 95 model, you need to convert it with the MS
converter first, sorry!), lets me create a *.ppeloc file, generates
the XML file with the z-offset and the pitch-deg for me, lets me
choose a FDM, panel etc, inputs it into the XMLs, generates a small
batch file to call everything, etc.


Bye bye,
Wolfram.

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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-10 Thread John Check

On Monday 11 March 2002 02:32 am, you wrote:
 Sounds like a worth while (sp?) project!
 The XML files get IMVHO more and more confusing.
 Maybe lets do the big reorg that Dave speaks about first, with the
 hope that things won't change often afterwards. When doing the python
 scripts to generate the very very rudimentary plane xmls on my website
 http://wolfram.kuss.bei.t-online.de,
 I saw that for example the spelling of z-offset changed twice and I
 was told to use a third spelling. Also, it is not clear to me, what
 the different xmls are for (what does -dpm, -set etc mean? set as in
 set options? Don't all xmls set options?) and whether you can use all
 properties in all XMLs and whether you can use all on the command
 line.

dpm == Davids initials
set ==  set of components, as in the set comprised of panel A, model B and 
FDM C. I wasn't thrilled with it when I thought of it, but I had to do 
something to avoid confusion because the FDM config files have nothing
to identify that they are for the FDM in the filename.

 So, a UI that showed you what you can do would be very nice. If you
 use python, you can include my stuff. I would love someone expand on
 it and say I download a MSFS 3D model, Python unpacks it, moves all
 files, generates warnings if applicable telling me what to do (for
 ex.: !This is an old MSFS 95 model, you need to convert it with the MS
 converter first, sorry!), lets me create a *.ppeloc file, generates
 the XML file with the z-offset and the pitch-deg for me, lets me
 choose a FDM, panel etc, inputs it into the XMLs, generates a small
 batch file to call everything, etc.




 Bye bye,
 Wolfram.

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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-10 Thread John Check

On Monday 11 March 2002 02:32 am, you wrote:
snip  choose a FDM, panel etc, inputs it into the XMLs, generates a small
 batch file to call everything, etc.


The set files do what said batch file would do. They are the
top level aircraft config.

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