Re: [Flightgear-devel] xml panels (2d)

2005-07-29 Thread Erik Hofman

Torsten Dreyer wrote:


Work in progress is the radar altimeter and here comes my first question:
The needle is bound to the /position/altitude-agl-ft property with a rotation 
transformation and a interpolation table which works pretty good. Is it 
possible to feed the result of the tranformations thru a lowpass? The reason 


It should be possible, once a lowpass filter is implemented for 
FlightGear. I'm not aware of any ... wait a minute, there seems to be a 
lowpass filter in Main/util.cxx.

Hmm, it should be adapted to make it a command to be useful for animators.

is: if the height above ground is less than 20 feet, the needle moves 
clockwise out of sight (behind the 2500 feet mark) and if I implement this 
with the interpolation table, the needles just disappeares instead of moving 
more or less quickly out of view.


How should the files be organized? All xml files in Aircraft/Instruments and 
all textures in Aircraft/Instruments/Textures or whould it be better to sort 
the files e.g. all files related to the KRA-10A go into 
Aircraft/Instruments/KRA10 (which I prefer)?


The idea is to have reasonably common instruments available in the 
Aircraft/Instruments directory and put everything else in the aircraft 
directory. How common is the KRA10?


Erik

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Re: [Flightgear-devel] another compass question

2005-07-29 Thread Erik Hofman

Josh Babcock wrote:

I know that the fg magnetic compass code models errors due to tilt
pretty well, but it occurs to me that a lot of these compasses are
gimbaled and remain flat for a few degrees as the plane tilts. Is this
aspect modeled?


I wouldn't know, It is modeled by David Megginson. You might want to 
test it yourself.


Erik

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Re: [Flightgear-devel] Overhauling the networking code(was:Multiplayercrashes with unknown aircrafts, any solution?)

2005-07-29 Thread Frederic Bouvier

Oliver Schroeder wrote :


Andy is, of course, right. We should not send binary data over the wire
and I think that using XDR for transmission is the way to go, as it will
fix problems with endianess and platforms not using IEEE-format for
floats/doubles. That way multiplayer mode will even work on a VAX ;)

I will look into it next week.
 

There is no native xdr implementation with MSVC. We should provide our 
own implementation if it is the way we want to go.


-Fred



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Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet

2005-07-29 Thread Arnt Karlsen
On Thu, 28 Jul 2005 23:01:28 +0100, Lee wrote in message 
[EMAIL PROTECTED]:

 On Thursday 28 Jul 2005 15:15, Vivian Meazza wrote:
  Dave Culp
 
  ... snip ...
 
   The present system makes smoke/contrails by releasing AI
   objects rapidly. There are three problems with it now:
  
   1)  Orienting the objects properly.  Only applies for long
   (i.e. cylindrical,
   rectangular) models.
  
   2)  Matching the release rate to the airplane's speed.
  
   3)  Making a smoke model that merges well with the others. 
   I've heard (on this list) that this may be a plib
   limitation.  It may require the use of a
   different visual model, like billboards or particle fields.
  
  
   On the other hand, maybe a whole new tactic is needed.
 
  I think Harald is working on this as an offshoot of his 3d
  clouds. I'm quite sure we can't do better with the AI
  ballistic approach as it stands.
 
  Vivian
 
 I've been wondering if Harald's clouds could be adapted for 
 smoke, contrails, gun-puffs and touch-down smoke...
 
 It started me thinking when I saw a 'tower' of 3d clouds over 
 some high ground and it looked like a pretty good volcano plume, 
 and it occurred to me that it could be possible to add pretty 
 good volcano hazards to FG.

.._sexy_ way to sneak in war game features: we need to model
anti-aircraft lava ammo 'n turbine blade ash etc damage.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet

2005-07-29 Thread Gerard Robin

 ..._sexy_ way to sneak in war game features: we need to model
 anti-aircraft lava ammo 'n turbine blade ash etc damage.  ;o)
 

We don't need it, only watch the TV, and wait for Iraki News. :=(
-- 
Gerard


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Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet

2005-07-29 Thread Arnt Karlsen
On Fri, 29 Jul 2005 14:11:40 +0200, Gerard wrote in message 
[EMAIL PROTECTED]:

  ..._sexy_ way to sneak in war game features: we need to model
  anti-aircraft lava ammo 'n turbine blade ash etc damage.  ;o)
  
 
 We don't need it, only watch the TV, and wait for Iraki News. :=(

..bull, I see no reason any of Sissy Boy George's idiot stunts should
stop any new FlightGear development.  

..since we do have guns now in FG, and since Slobodan's shills didn't 
dare challenge my rulings ;o) on Geneva Convention disputes in
soc.culture.yugoslavia, alt.war.yugoslavia etc a decade ago, I believe
we can code both a kill score AI engine, and a war crime score AI,
basing the latter on the full 4 Geneva Conventions. 

..and, this latter bit can get us some seriously fat funding:
FlightGear helps war game authors teach soldiers how 
to prevent war crimes.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet

2005-07-29 Thread Gerard Robin
Le vendredi 29 juillet 2005 à 15:18 +0200, Arnt Karlsen a écrit :
 On Fri, 29 Jul 2005 14:11:40 +0200, Gerard wrote in message 
 [EMAIL PROTECTED]:
 
   ..._sexy_ way to sneak in war game features: we need to model
   anti-aircraft lava ammo 'n turbine blade ash etc damage.  ;o)
   
  
  We don't need it, only watch the TV, and wait for Iraki News. :=(
 
 ...bull, I see no reason any of Sissy Boy George's idiot stunts should
 stop any new FlightGear development.  
 
 ...since we do have guns now in FG, and since Slobodan's shills didn't 
 dare challenge my rulings ;o) on Geneva Convention disputes in
 soc.culture.yugoslavia, alt.war.yugoslavia etc a decade ago, I believe
 we can code both a kill score AI engine, and a war crime score AI,
 basing the latter on the full 4 Geneva Conventions. 
 
 ...and, this latter bit can get us some seriously fat funding:
 FlightGear helps war game authors teach soldiers how 
 to prevent war crimes.


No comment,
you convicted me. Let's go for startup fat funding.
-- 
Gerard


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Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet

2005-07-29 Thread Dave Martin
On Friday 29 July 2005 14:18, Arnt Karlsen wrote:

 ..and, this latter bit can get us some seriously fat funding:
 FlightGear helps war game authors teach soldiers how
 to prevent war crimes.

Or even just helps Fight Pilots avoid Friendly-Fire incidents ;)

Dave Martin.

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[Flightgear-devel] Re: another compass question

2005-07-29 Thread Alex Perry
From: Josh Babcock [EMAIL PROTECTED]
 I know that the fg magnetic compass code models errors due to tilt
 pretty well, but it occurs to me that a lot of these compasses are
 gimbaled and remain flat for a few degrees as the plane tilts. Is this
 aspect modeled?

I believe you misunderstand the purpose of gimballing.  It eliminates
any dependency of the compass indication on aircraft speed (since the
pitch and angle of attack do not affect it) and also avoids any
dependency on yaw management (such as slips or uncoordinated turns).

In most civil aviation flight operations, the readout of a gimballed
and an ungimballed compass is similar.  This is unlike (eg) a boat.

Dave's code is based on mine so, unless an error has crept in, it
already uses the local acceleration vector and not vehicle attitude.
Consequently, the calculation of the indicated value is inherently
for a gimballed compass.  I did that because most aero compasses are
gimballed.  It is possible to turn the sim gimbal off, if desired;
I'm not aware of any aircraft design that uses such an instrument.

My code had the gimballing explicit; I don't recall whether David kept
that aspect.  If you exceeded the gimbal's range of motion, the card
would block and cease to move until your attitude became coordinated.
Carefully flying an uncoordinated 180 degree turn, for example, could
get the compass to keep showing the original heading until you roll
out level ... at which point the thing would oscillate madly down.

As an aside, if the compass is regularly oscillating like that for
you ... you need to practice smooth flight.  The blockage only 
happens for situations that would routinely have your passengers
abandoning their lunch all over your instrument panel.  FYI.

There _is_ a weakness in the current FGFS systems, namely that the
rendering of the wet compass (on the 2D or 3D instrument panel)
does not show the gimballing happening.  This is wrong, of course.
In practice, the mechanics and optics of the instruments are
designed so that the translational motion of the compass interior
is not distracting to the user ... so this omission is not obvious.

If one of the instrument modellers would like to add the additional
rotation axis (2D, around the center top of the card area) or
axes (3D, tilt laterally and longitudinally about the center top)...
I'll be happy to write up what calculation has to go behind it.

From: Erik Hofman [EMAIL PROTECTED]
 I wouldn't know, It is modeled by David Megginson. You might want to 
 test it yourself.

Seconded.  When David converted my special case code into his neater
and generic instrument layer, most of the math was necessarily 
rewritten.  A bug could easily have crept in that neither of us
noticed at the time.  And my original code could've had a bug too.


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Re: [Flightgear-devel] Startup / environment scripts

2005-07-29 Thread Craig Martin


Group,
Is there a script or a batch file that sets the following start-up parameters for FGFS;
Environment conditions, Aircraft, View, Systems Statuses (engine, etc.), Scenery active...
Thanks.
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Re: [Flightgear-devel] xml panels (2d)

2005-07-29 Thread Torsten Dreyer
 directory. How common is the KRA10?
Well - you usually don't find it in the small trainers like 150's or 172's, 
but in the upperclass like the mooney or beech or lite twins, it can be 
seen. So I declare this one as common and I put the files under 
Aircraft/Instruments and Aircraft/Instruments/Textures.

I solved the problem with the lowpass filter by using the interpolation/ tag 
which is very easy to use.

I put a downloadable version of my radar altimeter here:
http://www.t3r.de/fg/ 
and whould be happy if anybody likes to integrate it to their panels.

Torsten

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Re: [Flightgear-devel] Startup / environment scripts

2005-07-29 Thread AJ MacLeod
On Friday 29 July 2005 15:35, Craig Martin wrote:
 Is there a script or a batch file that sets the following start-up
 parameters for FGFS;
 Environment conditions, Aircraft, View, Systems Statuses (engine, etc.),
 Scenery active...

At least some of those can be set in data/preferences.xml

AJ

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Re: [Flightgear-devel] Free simulator of the Frecce

2005-07-29 Thread Martin Spott
Arnt Karlsen wrote:

 ..since we do have guns now in FG, and since Slobodan's shills didn't 
 dare challenge my rulings ;o) on Geneva Convention disputes in
 soc.culture.yugoslavia, alt.war.yugoslavia etc a decade ago, I believe
 we can code both a kill score AI engine, and a war crime score AI,
 basing the latter on the full 4 Geneva Conventions. 

I heavily object because this lets FlightGear definitely cross the line
between serious simulation and war games,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Scenery

2005-07-29 Thread Craig Martin


Is this the proper list for FGFS scenery questions?

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Re: [Flightgear-devel] Scenery

2005-07-29 Thread Erik Hofman

Craig Martin wrote:

Is this the proper list for FGFS scenery questions?


Yes, see http://www.terragear.org

Erik

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Re: [Flightgear-devel] Free simulator of the Frecce

2005-07-29 Thread Arnt Karlsen
On Fri, 29 Jul 2005 15:02:04 + (UTC), Martin wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
  ..since we do have guns now in FG, and since Slobodan's shills
  didn't  dare challenge my rulings ;o) on Geneva Convention
  disputes in soc.culture.yugoslavia, alt.war.yugoslavia etc a
  decade ago, I believe we can code both a kill score AI engine, and
  a war crime score AI, basing the latter on the full 4 Geneva
  Conventions. 
 
 I heavily object because this lets FlightGear definitely cross the
 line between serious simulation and war games,
 
 Martin.

..overruled or sustained by any new code in cvs.  ;o) boom  

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Re: another compass question

2005-07-29 Thread Josh Babcock
Alex Perry wrote:
 As an aside, if the compass is regularly oscillating like that for
 you ... you need to practice smooth flight.  The blockage only 
 happens for situations that would routinely have your passengers
 abandoning their lunch all over your instrument panel.  FYI.
 

No, I am pretty good at coordinating my turns.

 There _is_ a weakness in the current FGFS systems, namely that the
 rendering of the wet compass (on the 2D or 3D instrument panel)
 does not show the gimballing happening.  This is wrong, of course.
 In practice, the mechanics and optics of the instruments are
 designed so that the translational motion of the compass interior
 is not distracting to the user ... so this omission is not obvious.
 
 If one of the instrument modellers would like to add the additional
 rotation axis (2D, around the center top of the card area) or
 axes (3D, tilt laterally and longitudinally about the center top)...
 I'll be happy to write up what calculation has to go behind it.
 

This is what I was getting at. Looking at photos it seems that WWII era
compasses did not hide the tilting of the card as much as modern ones
do. I was actually trying to figure out if and how I should animate that
for the B29s magnetic compass. If you would be happy to provide some
properties for the tilting I would be happy to use them. I can also add
it to the common 3D magnetic compass as well.

Josh




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Re: [Flightgear-devel] Overhauling the networking code(was:Multiplayercrashes with unknown aircrafts, any solution?)

2005-07-29 Thread Mathias Fröhlich
On Donnerstag 28 Juli 2005 18:32, Andy Ross wrote:
 Oliver Schroeder wrote:
  Andy is, of course, right. We should not send binary data over the
  wire and I think that using XDR for transmission
 
 Binary is fine.  Uncooked memory is not. :) And FWIW, XDR seems
 awfully heavyweight to me.  It involves a comparatively large amount
 of code for things that are really pretty easy, while at the same time
 making hand optimization of the packet format more difficult.
 
 Note that this hand tuning can be really beneficial, especially if the
 server is on a low bandwidth link.  The multiplayer protocol I was
 thinking of (which these days is, I guess, mostly an idea box for the
 working version) managed to pack a full precision* position, velocity,
 acceleration, orientation and rotation rate into a block of 26 bytes.
 
 * Positions to within 1mm, orientations to within a degree over a
   typical inter-packet delay.
 
 That's about 3x smaller than a naive implementations based on floats
 and doubles, which means that you can transmit data on 3x as many
 aircraft/objects over the same link.
Well, I was looking for an existing implementation of a non ascii format
which will just work.
Looking at that stuff I have found is not that heavyweight. That is just a kind
of iostream like implementation to build up that network packets in a defined
byte order and alignment. That would be just handy to use ...

But if you have a better solution ...

Greetings

  Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

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Re: [Flightgear-devel] Start up questions

2005-07-29 Thread Craig Martin


OK, I found the \data\preferences and the\data\options xml files. I understand the settings in the preferences file, but I am not quite sure about the setup / format / function of the options file.
What I am trying to do is to set a default "situation" which FG boots to, without having to go through all of the wizard selections. So basically from boot to runway.nothing else. So, how do I disable the startup selection wizards, and force FGFS to use the data in the preferences file?
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Re: [Flightgear-devel] Preferences selections

2005-07-29 Thread Craig Martin


Is there any documentation of the possible values for the different selections in the preferences.xml file. Or, is there any documentation of the file structure of that file.

Thanks
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Re: [Flightgear-devel] Free simulator of the Frecce

2005-07-29 Thread Curtis L. Olson

Martin Spott wrote:


I heavily object because this lets FlightGear definitely cross the line
between serious simulation and war games,
 



I think what we have to come to grips with is that just about any tool 
... software or hardware can be used to benefit humanity (or our 
enviroment or whatever else might be higher on your priority list) or 
harm it ... and if not directly, it certainly can be used indirectly.  
Go watch The God's Must Be Crazy and see what kind of craziness ensues 
from a simple coke bottle.  (Curt gives the movie 5 out of 5 thumbs up.)


As we move forward, there is going to be pressure to be able to drop 
items or fire items from a moving airplane ... forest fire water bombers 
will want to drop retardant/water, we may want to simulate a rocket 
launch from 35,000' to deploy a civilian communication satellite, maybe 
we want to drop the X-15 from a B-52, maybe we want to drop a dozen 
realistic parachuters and the practice landing without flying into any 
of them, maybe someone would want to air drop humanitarian items to 
needy people.  And it makes sense to add these to a simulation so you 
don't accidently drop a ton of rice on the people you are trying to 
feed, or drop it on their one remaining goat.


But by adding these features, we open the door to all the logical 
extensions that might move us towards more direct shoot 'em up style 
games.  I honestly don't think it's possible to prevent that, and I'm 
not sure it's worth shooting ourselves in the foot (so to speak) just 
trying to lock out the FPS gamer crowd.


Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d


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Re: [Flightgear-devel] Start up questions

2005-07-29 Thread Jim Wilson
 From: Craig Martin
 
 OK, I found the \data\preferences and the \data\options xml files. I 
 understand the settings in the preferences file, but I am not quite sure 
 about the setup / format / function of the options file.

 What I am trying to do is to set a default situation which FG boots to, 
 without having to go through all of the wizard selections. So basically from 
 boot to runway.nothing else. So, how do I disable the startup selection 
 wizards, and force FGFS to use the data in the preferences file?


It sounds like you are using the fgrun.   That is just a front end that runs 
fgfs.  Try running fgfs directly instead.  From a command window enter fgfs 
--help or fgfs --help --verbose.   This will give you lists of the command line 
options.  Under windows you could then just create a shortcut with the 
parameters you want specified.

Or you can use an .fgfsrc file (fgrun used to create one of these, not sure if 
it still does).  IIRC it is called system.fgfsrc under windows.  It can be used 
as a handy predefined configuration  file that has a list of settings (see 
example below).   Any of the options listed under fgfs --help --verbose can be 
put into the .fgfsrc file.

example .fgfsrc file:

--geometry=1024x768
--airport-id=KBGR
--aircraft=747

And of course you can set anything that is available in preferences.xml and 
those settings will be used if you just type fgfs with no parameters.


Best,

Jim



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Re: [Flightgear-devel] Preferences selections

2005-07-29 Thread Jim Wilson
 From: Craig Martin [EMAIL PROTECTED]
 
 Is there any documentation of the possible values for the different 
 selections in the preferences.xml file. Or, is there any documentation of the 
 file structure of that file.

There is not.  Some of the preferences are covered in the individual 
configuration documentation.  For the most part things you'll want to use are 
already listed in preferences.xml.

Best,

Jim



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Re: [Flightgear-devel] Start up questions

2005-07-29 Thread Craig Martin
Jim,

when I open a dos window, and type fgfs, then hit enter, this is what I get;

Base package check failed...Found version [none] at :\FlightGear
Please updrage to version: 0.9.8
Hit a key to continue.

I think the flightgear directory has to be at the root levelI'll try it. But if it is something else, please let me know.

H...remembering DOS, I think there is a PATH command I could use also...

Please advise.

Thanks in advance,

CraigJim Wilson [EMAIL PROTECTED] wrote:
 From: Craig Martin  OK, I found the \data\preferences and the \data\options xml files. I understand the settings in the preferences file, but I am not quite sure about the setup / format / function of the options file. What I am trying to do is to set a default "situation" which FG boots to, without having to go through all of the wizard selections. So basically from boot to runway.nothing else. So, how do I disable the startup selection wizards, and force FGFS to use the data in the preferences file?It sounds like you are using the fgrun. That is just a front end that runs fgfs. Try running fgfs directly instead. From a command window enter fgfs --help or fgfs --help --verbose. This will give you lists of the command line options. Under windows you could then just create a shortcut with the parameters you want specified.Or you
 can use an .fgfsrc file (fgrun used to create one of these, not sure if it still does). IIRC it is called system.fgfsrc under windows. It can be used as a handy predefined configuration file that has a list of settings (see example below). Any of the options listed under fgfs --help --verbose can be put into the .fgfsrc file.example .fgfsrc file:--geometry=1024x768--airport-id=KBGR--aircraft=747And of course you can set anything that is available in preferences.xml and those settings will be used if you just type fgfs with no parameters.Best,Jim___Flightgear-devel mailing listFlightgear-devel@flightgear.orghttp://mail.flightgear.org/mailman/listinfo/flightgear-devel2f585eeea02e2c79d7b1d8c4963bae2d___
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Re: [Flightgear-devel] Start up questions

2005-07-29 Thread Harald JOHNSEN

Craig Martin wrote:


Jim,
 
when I open a dos window, and type fgfs, then hit enter, this is what 
I get;
 
Base package check failed...Found version [none] at :\FlightGear

Please updrage to version: 0.9.8
Hit a key to continue.
 
I think the flightgear directory has to be at the root levelI'll 
try it. But if it is something else, please let me know.
 
H...remembering DOS, I think there is a PATH command I could use 
also...
 
Please advise.
 
Thanks in advance,
 
Craig


Add the --fg-root param in your command line, for example :
fgfs --fg-root=\FlightGear\data

Harald.


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Re: [Flightgear-devel] Free simulator of the Frecce

2005-07-29 Thread Gene Buckle

Martin Spott wrote:

Arnt Karlsen wrote:


..since we do have guns now in FG, and since Slobodan's shills didn't 
dare challenge my rulings ;o) on Geneva Convention disputes in

soc.culture.yugoslavia, alt.war.yugoslavia etc a decade ago, I believe
we can code both a kill score AI engine, and a war crime score AI,
basing the latter on the full 4 Geneva Conventions. 



I heavily object because this lets FlightGear definitely cross the line
between serious simulation and war games,


*rolls eyes*

g.


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Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet

2005-07-29 Thread Gene Buckle

Dave Martin wrote:

On Friday 29 July 2005 14:18, Arnt Karlsen wrote:



..and, this latter bit can get us some seriously fat funding:
FlightGear helps war game authors teach soldiers how
to prevent war crimes.



Or even just helps Fight Pilots avoid Friendly-Fire incidents ;)



Better yet, Helps Fighter Pilots from becoming Fighter Pile-Its. :)

g.


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