Re: [Flightgear-devel] Lot's of Fun!

2003-07-18 Thread Martin Spott
Kris Feldmann [EMAIL PROTECTED] wrote:

 After the posting here of the Eifel tower fly-through, I tried to
 duplicate the maneuver in MSFS. Their tower has solid sides with
 transparency in the bitmap and thus one cannot fly under it  :(

Obviously it depends on how the tower is constructed for FlightGear. For
example you can fly through the Sutro tower very well (both releases). Dunno
what makes this possible,

Martin.
-- 
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Re: [Flightgear-devel] Lot's of Fun!

2003-07-18 Thread Frederic Bouvier
Martin Spott wrote:
 Kris Feldmann [EMAIL PROTECTED] wrote:

  After the posting here of the Eifel tower fly-through, I tried to
  duplicate the maneuver in MSFS. Their tower has solid sides with
  transparency in the bitmap and thus one cannot fly under it  :(

 Obviously it depends on how the tower is constructed for FlightGear. For
 example you can fly through the Sutro tower very well (both releases).
Dunno
 what makes this possible,

It's because the horizontal surfaces are very thin.

-Fred



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Re: [Flightgear-devel] Lot's of Fun!

2003-07-18 Thread Lee Elliott
On Friday 18 July 2003 07:09, Frederic Bouvier wrote:
 Martin Spott wrote:
  Kris Feldmann [EMAIL PROTECTED] wrote:
 
   After the posting here of the Eifel tower fly-through, I tried to
   duplicate the maneuver in MSFS. Their tower has solid sides with
   transparency in the bitmap and thus one cannot fly under it  :(
 
  Obviously it depends on how the tower is constructed for FlightGear. For
  example you can fly through the Sutro tower very well (both releases).
 Dunno
  what makes this possible,
 
 It's because the horizontal surfaces are very thin.
 
 -Fred

_All_ surfaces are very thin:)

(geometry joke)

LeeE


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-18 Thread John Check
On Friday 18 July 2003 6:55 pm, Lee Elliott wrote:
 
   what makes this possible,
 
  It's because the horizontal surfaces are very thin.
 
  -Fred

 _All_ surfaces are very thin:)

 (geometry joke)


That's what I like to hear, plane talk

hwaah hwaah hwaaah hwah

Do I get double points for that one? I didn't think so ;)



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Re: [Flightgear-devel] Lot's of Fun!

2003-07-18 Thread Frederic Bouvier
Lee Elliott wrote:
 On Friday 18 July 2003 07:09, Frederic Bouvier wrote:
  Martin Spott wrote:
   Kris Feldmann [EMAIL PROTECTED] wrote:
  
After the posting here of the Eifel tower fly-through, I tried to
duplicate the maneuver in MSFS. Their tower has solid sides with
transparency in the bitmap and thus one cannot fly under it  :(
  
   Obviously it depends on how the tower is constructed for FlightGear.
For
   example you can fly through the Sutro tower very well (both releases).
  Dunno
   what makes this possible,
 
  It's because the horizontal surfaces are very thin.
 
  -Fred

 _All_ surfaces are very thin:)

 (geometry joke)

Yes, you're right. I meant that their area projected onto an horizontal
plane
along the vertical is very small, so the HOT algorithm is not finding them.

Am I precise enough ? ;-)

-Fred



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Re: [Flightgear-devel] Lot's of Fun!

2003-07-18 Thread Lee Elliott
On Saturday 19 July 2003 00:41, Frederic Bouvier wrote:
 Lee Elliott wrote:
  On Friday 18 July 2003 07:09, Frederic Bouvier wrote:
   Martin Spott wrote:
Kris Feldmann [EMAIL PROTECTED] wrote:
   
 After the posting here of the Eifel tower fly-through, I tried to
 duplicate the maneuver in MSFS. Their tower has solid sides with
 transparency in the bitmap and thus one cannot fly under it  :(
   
Obviously it depends on how the tower is constructed for FlightGear.
 For
example you can fly through the Sutro tower very well (both releases).
   Dunno
what makes this possible,
  
   It's because the horizontal surfaces are very thin.
  
   -Fred
 
  _All_ surfaces are very thin:)
 
  (geometry joke)
 
 Yes, you're right. I meant that their area projected onto an horizontal
 plane
 along the vertical is very small, so the HOT algorithm is not finding them.
 
 Am I precise enough ? ;-)
 
 -Fred

Sorry - me being flippant.  I blame it on the booze - I don't get enough of it 
so I'm out of practice when I finally do get out for a drink:)

LeeE


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-18 Thread Arnt Karlsen
On Fri, 18 Jul 2003 19:20:38 -0400, 
John Check [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 On Friday 18 July 2003 6:55 pm, Lee Elliott wrote:
  
what makes this possible,
  
   It's because the horizontal surfaces are very thin.
  
   -Fred
 
  _All_ surfaces are very thin:)
 
  (geometry joke)
 
 
 That's what I like to hear, plane talk
 
 hwaah hwaah hwaaah hwah
 
 Do I get double points for that one? I didn't think so ;)


..  ;-)


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...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] Lot's of Fun!

2003-07-18 Thread Jim Wilson
Lee Elliott [EMAIL PROTECTED] said:

 On Friday 18 July 2003 07:09, Frederic Bouvier wrote:
  Martin Spott wrote:
 
  It's because the horizontal surfaces are very thin.
  
  -Fred
 
 _All_ surfaces are very thin:)
 
 (geometry joke)
 
 LeeE

Infinitely so.

Best,

Jim

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-17 Thread Jorge Van Hemelryck
How much of real life potential scenery do you thing is copyrighted ? I
know one good example of that, it's the Eiffel Tower (in Paris, for those
who wouldn't know) by night. It has had a lighting system since new year
2000, and I think you have to pay royalties if you redistribute images of
the lit up tower... What can we do ?

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-17 Thread Lee Elliott
On Thursday 17 July 2003 18:30, Jorge Van Hemelryck wrote:
 How much of real life potential scenery do you thing is copyrighted ? I
 know one good example of that, it's the Eiffel Tower (in Paris, for those
 who wouldn't know) by night. It has had a lighting system since new year
 2000, and I think you have to pay royalties if you redistribute images of
 the lit up tower... What can we do ?

Hopefully, this will be sucessfully challenged in law.  Because of it's size 
and prominance it must be regarded as part of the scenery, as well as being 
an artifact in it's own right.  While it may be reasonable to copyright an 
artifact, it's not yet possible to copyright scenery.

There's also the fact that by placing their copyrighted material so 
prominently on public display, in such a way that it would be impossible to 
avoid, that they are preventing other objects or scenes from being 
photgraphed and displayed because it could be impossible to get a photograph 
that didn't have it in the background.

This may not actually be an issue for FG at all though, because we wouldn't be 
distributing an image of the tower but a model of it.  Also, because it 
should only be possible to copyright a particular lighting design and not the 
idea of illuminating the tower, we should be able to distribute an 
illuminated tower as long as lit was lit differently i.e. not using the 
copyrighted design.

Important Note: I am not a copyright scientist and these comments must not be 
taken as legal advice.

LeeE


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-17 Thread Arnt Karlsen
On Thu, 17 Jul 2003 19:23:23 +0100, 
Lee Elliott [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 On Thursday 17 July 2003 18:30, Jorge Van Hemelryck wrote:
  How much of real life potential scenery do you thing is
  copyrighted ? I know one good example of that, it's the Eiffel Tower
  (in Paris, for those who wouldn't know) by night. It has had a
  lighting system since new year 2000, and I think you have to pay
  royalties if you redistribute images of the lit up tower... What can
  we do ?
 
 Hopefully, this will be sucessfully challenged in law.  Because of
 it's size and prominance it must be regarded as part of the scenery,
 as well as being an artifact in it's own right.  While it may be
 reasonable to copyright an artifact, it's not yet possible to
 copyright scenery.
 
 There's also the fact that by placing their copyrighted material so 
 prominently on public display, in such a way that it would be
 impossible to avoid, that they are preventing other objects or scenes
 from being photgraphed and displayed because it could be impossible to
 get a photograph that didn't have it in the background.
 
 This may not actually be an issue for FG at all though, because we
 wouldn't be distributing an image of the tower but a model of it. 
 Also, because it should only be possible to copyright a particular
 lighting design and not the idea of illuminating the tower, we should
 be able to distribute an illuminated tower as long as lit was lit
 differently i.e. not using the copyrighted design.
 
 Important Note: I am not a copyright scientist and these comments must
 not be taken as legal advice.

..in FG, we could fix this, legally, the al-Quaida way.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...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] Lot's of Fun!

2003-07-17 Thread Kris Feldmann
Jorge Van Hemelryck wrote:
...  I look forward to being able to fly through our own version
of it.
After the posting here of the Eifel tower fly-through, I tried to
duplicate the maneuver in MSFS. Their tower has solid sides with
transparency in the bitmap and thus one cannot fly under it  :(
(unless, I suppose, one turns off the allow building collisions
option, but then there's hardly a challenge). MS also doesn't provide
the long grass approach before the tower. The monument is instead
depicted tightly framed by rather tall buildings.
On the other hand, in FS2004 there is a saved flight that comes
with the sim which encourages the pilot to fly through an open
barn. Apparently if you do it successfully a bunch of chickens
will fly out. I tried it at E3, but clipped the doorway with a
wingtip and thus can't verify the chicken story... :P
Kris

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-17 Thread Lawrence Manning
On Thu, 17 Jul 2003, Jorge Van Hemelryck wrote:

 How much of real life potential scenery do you thing is copyrighted ? I
 know one good example of that, it's the Eiffel Tower (in Paris, for those
 who wouldn't know) by night. It has had a lighting system since new year
 2000, and I think you have to pay royalties if you redistribute images of
 the lit up tower... What can we do ?

Don't know what to do, but can confirm definetly that images taken at
night are copyrighted.  Damned if I know the legal bases of that, but it
is certainly true.  even more OT I was there last month and went up to
the top for the first time.  Definetly recommend it. :) Looks absolutely
beatutiful at night  Just watch out for the damn anoying blokes trying
to sell you rubbish at the base.

Lawrence




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Re: [Flightgear-devel] Lot's of Fun!

2003-07-13 Thread David Culp
 I know (and can appreciate) that there is some sensitivity to warfare kinds
 of themes in FlightGear.  However, I wonder if there might be some
 acceptance of re-enactments of WWI/WWII dogfighting tactics - for
 historical research and education, etc.

A few years back I was hooked on a game called Air Warrior III, which had 
massively multi-player scenarios, including renactments of actual campaigns.  
It was wy too much fun!  I eventually had to erase the program from my 
computer to save myself from becoming Tron (now there's a blast from the 
past).  The people who ran the server had to have flying moderators in order 
to catch people gaining unfair advantage by hacking the program.  In 
FlightGear it would be trivial to give your Messerschmidt 10,000,000 
horsepower.  You couldn't even call it hacking.

Since we already have an OV-10 we could stick a J-85 engine on top of it and 
make an OV-10Z, which the German airforce uses (or used) for gunnery 
training.  It would pull a large dart behind it on a long cable, which 
fighters would then attack.  The benefit here is that solving the dart-towing 
programming would then lead directly to sailplane towing.

Anyway, here's a Lot's of Fun screen shot for all to enjoy.

http://home.comcast.net/~davidculp2/fw190.jpg

Dave Culp

-- 

David Culp
[EMAIL PROTECTED]


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-07 Thread Erik Hofman
Lee Elliott wrote:

In a contradictory sort of way, military flight simming is less 
serious/realistic than civil flying, so I think this is a good point too.
??
Maybe from a gaming point of view?
Erik

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Re: [Flightgear-devel] Lot's of Fun! Copyright and Disasters

2003-07-07 Thread Erik Hofman
Daniel Moore wrote:

How about having a disaster setting? When switched it on could affect 
any part of the aircraft from power loss to hydraulic failure in control 
surfaces. How about reenacting famous air disasters? Having bits fail in 
the sim might even give a pilot some idea how to cope if it were to 
happen in real life...
If/whenever FlightGear got it's scripting engine (I've been working on 
it but haven't look at it for a while) these things should ultimately be 
put into external scripts.

Erik



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Re: [Flightgear-devel] Lot's of Fun! Copyright and Disasters

2003-07-07 Thread David Megginson
Erik Hofman writes:

   How about having a disaster setting? When switched it on could affect 
   any part of the aircraft from power loss to hydraulic failure in control 
   surfaces. How about reenacting famous air disasters? Having bits fail in 
   the sim might even give a pilot some idea how to cope if it were to 
   happen in real life...
  
  If/whenever FlightGear got it's scripting engine (I've been working on 
  it but haven't look at it for a while) these things should ultimately be 
  put into external scripts.

Changing the flight characteristics is a little trickier, but failing
systems and controls is very straight-forward.  When I have time, I
plan to implement something nick-named the Failulator, which will be
capable of disabling any systems or controls including the engine
based on either a random failure rate or a user-supplied failure
rate (MTBF or something similar).


All the best,


David

-- 
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Re: [Flightgear-devel] Lot's of Fun!

2003-07-07 Thread Curtis L. Olson
Arnt Karlsen writes:
 ..the Wright Flyer oughtta be ok this year, even 
 if it is American, it _is_ 100 years old!  ;-)

Sounds good, but someone needs to take a snapshot and do the
gimp/photoshop work.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Martin Spott
Arnt Karlsen [EMAIL PROTECTED] wrote:

 ..and, gun support _is_ gonna come, either here or in a fork, you 
 like it or not.

I believe frightening an OpenSource developer by mentioning the word 'fork'
belongs to the past - it does not work out any more these days. In the end,
those people will decide that are doing the Real Work,

Martin.
-- 
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Re: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Arnt Karlsen
On 6 Jul 2003 09:02:59 GMT, 
Martin Spott [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen [EMAIL PROTECTED] wrote:
 
  ..and, gun support _is_ gonna come, either here or in a fork, you 
  like it or not.
 
 I believe frightening an OpenSource developer by mentioning the word
 'fork' belongs to the past - it does not work out any more these days.

.. ;-)

 In the end, those people will decide that are doing the Real Work,

...and pointing it the right way makes it more useful for us all.  ;-) 


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...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] Lot's of Fun!

2003-07-06 Thread David Megginson
Lee Elliott writes:

  The sad this is that much interesting research and developement has
  been done for military systems and you can't really investigate
  them outside that sphere.  The good thing about a sim is that you
  can.  You can also do lots of other things, like racing,
  re-enactment, research etc.

When we do a better job of modularizing FlightGear, we can put combat
support into entirely separate modules.  People who object to combat
simulations will not find anything to dislike in the main FlightGear
distro, but people who are interested can easily download the WWII or
Cold War modules (for example).

My biggest concern right now is that nearly all of the screenshots on
the startup splash screens are of U.S. combat aircraft: they don't
bother me (though I'd prefer to see Mosquitos, Hurricanes, and Spits),
but they might turn off a lot of users.  Perhaps we could bias them
more towards civilian aircraft, so that we don't give a misleading
impression of what FlightGear currently is.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 My biggest concern right now is that nearly all of the screenshots on
 the startup splash screens are of U.S. combat aircraft: they don't
 bother me (though I'd prefer to see Mosquitos, Hurricanes, and Spits),
 but they might turn off a lot of users.  Perhaps we could bias them
 more towards civilian aircraft, so that we don't give a misleading
 impression of what FlightGear currently is.

H...good point...when I get a chance see about making up some new additions.

Best,

Jim

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Lawrence Manning
On Sun, 6 Jul 2003, Jim Wilson wrote:

 David Megginson [EMAIL PROTECTED] said:
 
  My biggest concern right now is that nearly all of the screenshots on
  the startup splash screens are of U.S. combat aircraft: they don't
  bother me (though I'd prefer to see Mosquitos, Hurricanes, and Spits),
  but they might turn off a lot of users.  Perhaps we could bias them
  more towards civilian aircraft, so that we don't give a misleading
  impression of what FlightGear currently is.
 
 H...good point...when I get a chance see about making up some new
 additions.

Perhaps user-submitted screen shots would be an interesting idea?  A kind 
of users gallery, if you like.

Lawrence


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Gene Buckle
  It would be neat to build a duplicate of the Reno Air Races course and
  field.

 Well... we can't do that.

 By: Mark Kallio

 Well, it was a nice thought while it lasted - developing a plug-in for air
 racing fans out there to go online and have a virtual air race on a
 virtual Reno course. It's sad that I have to bring you the bad news but
 things are sometimes just what they are - the Reno/Stead facility as well as
 the existing course layout of off-limits to flight sim developers.  

 Complete article is here:
 http://www.pylon1.com/news/need4speed/fsar_01/index_02.shtml


Oh goodie.  I think I'll go copyright Hudson Bay and charge everyone that
takes pictures of it.

Screw 'em.  Set up the pylons with a 100 foot or so offset.

Better yet, give 'em 50% of FlightGear's commercial revenue.  (ie. diddly
squat)

g.



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RE: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Norman Vine
Gene Buckle writes:
 
   It would be neat to build a duplicate of the Reno Air Races course and
   field.
 
  Well... we can't do that.
 
  By: Mark Kallio
 
  Well, it was a nice thought while it lasted - developing a plug-in for air
  racing fans out there to go online and have a virtual air race on a
  virtual Reno course. It's sad that I have to bring you the bad news but
  things are sometimes just what they are - the Reno/Stead facility as well as
  the existing course layout of off-limits to flight sim developers.  
 
  Complete article is here:
  http://www.pylon1.com/news/need4speed/fsar_01/index_02.shtml
 
 
 Oh goodie.  I think I'll go copyright Hudson Bay and charge everyone that
 takes pictures of it.
 
 Screw 'em.  Set up the pylons with a 100 foot or so offset.

I am with you on this one Gene.

I wouldn't even put the 100 foot offset in *if* we can find a layout of the
course that doesn't have a copyright that prevents us from using it.

We don't have to include this as part of the 'official' scenery if this
makes anyone too nervous. 

But it sure would be cool to find a FAA or other regulatory agencies
layout of the course :-)

Cheers

Norman


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Erik Hofman
Gene Buckle wrote:

Better yet, give 'em 50% of FlightGear's commercial revenue.  (ie. diddly
squat)
So far FlightGear only costs me money. DO you think they wil start 
paying me 50% then?

Erik

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Erik Hofman
Norman Vine wrote:
Gene Buckle writes:
By: Mark Kallio

Complete article is here:
http://www.pylon1.com/news/need4speed/fsar_01/index_02.shtml
Oh goodie.  I think I'll go copyright Hudson Bay and charge everyone that
takes pictures of it.
Screw 'em.  Set up the pylons with a 100 foot or so offset.
I am with you on this one Gene.


If this goes any further you would have to pay for your freedom in the 
near future ... :-/

Erik

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Gene Buckle
On Sun, 6 Jul 2003, Erik Hofman wrote:

 Gene Buckle wrote:

  Better yet, give 'em 50% of FlightGear's commercial revenue.  (ie. diddly
  squat)

 So far FlightGear only costs me money. DO you think they wil start
 paying me 50% then?


It would be nice, eh? :)

g.



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Re: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Gene Buckle
 Norman Vine wrote:
  Gene Buckle writes:
 By: Mark Kallio

 Complete article is here:
 http://www.pylon1.com/news/need4speed/fsar_01/index_02.shtml
 
 Oh goodie.  I think I'll go copyright Hudson Bay and charge everyone that
 takes pictures of it.
 
 Screw 'em.  Set up the pylons with a 100 foot or so offset.
 
  I am with you on this one Gene.


 If this goes any further you would have to pay for your freedom in the
 near future ... :-/

What do you think we do now?  Fair Use is now Fair paymelicencefees Use.

g.



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RE: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Norman Vine
Gene Buckle writes:
 
http://www.pylon1.com/news/need4speed/fsar_01/index_02.shtml
   
  
   Oh goodie.  I think I'll go copyright Hudson Bay and charge everyone that
   takes pictures of it.
  
   Screw 'em.  Set up the pylons with a 100 foot or so offset.
 
  I am with you on this one Gene.
 
  I wouldn't even put the 100 foot offset in *if* we can find a layout of the
  course that doesn't have a copyright that prevents us from using it.
 
  We don't have to include this as part of the 'official' scenery if this
  makes anyone too nervous.
 
  But it sure would be cool to find a FAA or other regulatory agencies
  layout of the course :-)
 
 
 Hmmm.  Anyone have a terminal chart for that area?  If the towers are tall
 enough, they'd be marked on the map. :)

That's what I was thinking :-)

Norman

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RE: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Jon Berndt
 What do you think we do now?  Fair Use is now Fair paymelicencefees Use.
 
 g.


http://www.airrace.org/raceCourse.php

http://tinyurl.com/g5io

Jon


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Arnt Karlsen
On Sun, 6 Jul 2003 15:39:21 +0100 (BST), 
Lawrence Manning [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 On Sun, 6 Jul 2003, Jim Wilson wrote:
 
  David Megginson [EMAIL PROTECTED] said:
  
   My biggest concern right now is that nearly all of the screenshots
   on the startup splash screens are of U.S. combat aircraft: they
   don't bother me (though I'd prefer to see Mosquitos, Hurricanes,
   and Spits), but they might turn off a lot of users.  Perhaps we
   could bias them more towards civilian aircraft, so that we don't
   give a misleading impression of what FlightGear currently is.
  
  H...good point...when I get a chance see about making up some
  new additions.
 
 Perhaps user-submitted screen shots would be an interesting idea?  A
 kind of users gallery, if you like.

...a good place to grab splash screens from.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...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] Lot's of Fun!

2003-07-06 Thread Lee Elliott
On Sunday 06 July 2003 14:59, David Megginson wrote:
 Lee Elliott writes:
 
   The sad this is that much interesting research and developement has
   been done for military systems and you can't really investigate
   them outside that sphere.  The good thing about a sim is that you
   can.  You can also do lots of other things, like racing,
   re-enactment, research etc.
 
 When we do a better job of modularizing FlightGear, we can put combat
 support into entirely separate modules.  People who object to combat
 simulations will not find anything to dislike in the main FlightGear
 distro, but people who are interested can easily download the WWII or
 Cold War modules (for example).

I think that would be ideal.
 
 My biggest concern right now is that nearly all of the screenshots on
 the startup splash screens are of U.S. combat aircraft: they don't
 bother me (though I'd prefer to see Mosquitos, Hurricanes, and Spits),
 but they might turn off a lot of users.  Perhaps we could bias them
 more towards civilian aircraft, so that we don't give a misleading
 impression of what FlightGear currently is.

In a contradictory sort of way, military flight simming is less 
serious/realistic than civil flying, so I think this is a good point too.

LeeE
 
 
 All the best,
 
 
 David
 
 -- 
 David Megginson, [EMAIL PROTECTED], http://www.megginson.com/
 
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Re: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Lee Elliott
On Sunday 06 July 2003 20:39, Norman Vine wrote:
 Jon Berndt writes:
  
  
  http://www.airrace.org/raceCourse.php
 
 Doesn't help
 
 The contents of this Web site are copyright C2002-2003 Mark Johnston and 
the Reno Air Racing Association. 
 No part of this Web site may be reproduced without the express written 
consent of the copyright holders
 
 Hmm  I guess I am now in violation of their copyright
 
  however this is the only part of this site I will copy and I will take my 
chances 
on any court's interpretation of my intent in posting the above 
 
 Norman

Could someone fly over and take some snaps?  Could be worked out from them 
pretty accurately.

LeeE


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-06 Thread Arnt Karlsen
On Sun, 6 Jul 2003 23:59:06 +0100, 
Lee Elliott [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Could someone fly over and take some snaps?  

..snaps?  Tape it.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...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] Lot's of Fun!

2003-07-06 Thread Curtis L. Olson
Someone wrote:
  My biggest concern right now is that nearly all of the screenshots on
  the startup splash screens are of U.S. combat aircraft: they don't
  bother me (though I'd prefer to see Mosquitos, Hurricanes, and Spits),
  but they might turn off a lot of users.  Perhaps we could bias them
  more towards civilian aircraft, so that we don't give a misleading
  impression of what FlightGear currently is.

One of the problem here is that the recent and nicest modeling work
has been military planes.  (Note the seahawk is a british plane.)

If someone wants to make a better splash screen, then by all means,
please do.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Martin Spott
Lawrence Manning [EMAIL PROTECTED] wrote:

 Have no idea at all where those aircraft come from!  But I believe I can 
 answer the last point.  The jumping around is because of the way the 
 multiplayer feature works; it simply transmits coordinates at regular 
 intervals  So the other guys position updates N times a second (I've tried 
 10 over a VPN to my mates LAN).  Thus the other plane appears to jump 
 rapidly from point to point in the sky.  Of course, it would be cool if it 
 transmitted velocities as well, thus the other machine could guess at 
 where it is going between updates.

You're describing how the IEEE1278 (DIS) protocol works  :-)

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

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RE: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Norman Vine
Martin Spott writes:
 
 Lawrence Manning [EMAIL PROTECTED] wrote:
 
  Have no idea at all where those aircraft come from!  But I believe I can 
  answer the last point.  The jumping around is because of the way the 
  multiplayer feature works; it simply transmits coordinates at regular 
  intervals  So the other guys position updates N times a second (I've tried 
  10 over a VPN to my mates LAN).  Thus the other plane appears to jump 
  rapidly from point to point in the sky.  Of course, it would be cool if it 
  transmitted velocities as well, thus the other machine could guess at 
  where it is going between updates.
 
 You're describing how the IEEE1278 (DIS) protocol works  :-)

If you have a time series of positions, you have a time series of velocities
  ie the velocity is just the first difference ( Pi - P(i-1)) /  dT; 
And acceleration is just the 2nd differeance

so all you need is to keep track of the difference vectors
for the Positions dX, dY, dZ and the Rotations HPR,
and the Positional, and Rotational accelerations

 probably easiest to keep these in Vector form but in essence 
dX   = (ThisX-LastX)/dT  # Velocity in X
ddX = dX - last_dX  # Acceleration in X
etc...
http://www.shodor.org/cserd/Resources/Algorithms/NumericalDifferentiation/index.php
 
Even better is to feed the positions into a Kalman Filter
http://seneca.me.umn.edu/pipermail/flightgear-devel/2003-June/018511.html

Keep in mind that these techniques work best with 'continious' functions
but this should still give *much* better AI for the *vast* majority of the
time as 'normal' Flight is reasonably 'smooth'

Cheers

Norman


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Martin Spott
Norman Vine [EMAIL PROTECTED] wrote:

 If you have a time series of positions, you have a time series of velocities
   ie the velocity is just the first difference ( Pi - P(i-1)) /  dT; 
 And acceleration is just the 2nd differeance

Oh, yes, I know this numerical stuff quite well because I did massive use
for my diploma thesis. But the DIS protocol goes one step further and they
would not have included this additional stuff into an IEEE standard if it
were of no use.
The 'classical' numeric methods, as you already know, allow some sort of
prediction based on the _past_ movement of an object. You can optimize
your prediction by different weighing of the past waypoints based on
empirical experience. I developed such an algorithm - it was uncommon,
sort of 'simple' but very effective for my use  :-)

The DIS protocol is one step ahead. It tells the client in which direction
the object will _definitely_ move at which speed. From this information the
client can do a much better prediction. The server itself does this
prediction on the same information _too_ and this is the reason why the
server always knows what position and velocity of the object the client is
currently assumin. The server delays sending updates to the client until
it's own (the servers) prediction differs from the actual position and speed
of the object.

This is quite tricky, isn't it  :-)))

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

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Arnt Karlsen
On Fri, 4 Jul 2003 20:49:06 -, 
Jim Wilson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 WillyB [EMAIL PROTECTED] said:
 
  learning myself. As for the FG code, I'm not even where to begin
  looking to see how it's all put together.
 
 Start by trying to track properties you are interested in back to the
 code that updates them (the main reason for writing the property
 browser, btw). It's not that bad...just takes a litle time.
 
  I did take a c++ class back in about 81 or so, when an 80286 was new
  and MS just came out with windows 3.0.  That was a long time ago.
 
 Oops! dates don't match up ;-)  IIRC 80286 was 1984, C++ was still in
 the lab in 1985, Windows 3.0 released 1990!

..who cares, if that bought us a new coder.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...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] Lot's of Fun!

2003-07-05 Thread Arnt Karlsen
On Fri, 4 Jul 2003 16:24:50 -0500, 
Jon Berndt [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

  It seems we could invent a competitive flying or even 
  dogfighting game that
  didn't involve guns and actually shooting down aircraft.
 
 Aerial Paintball.
 
 :-)

..getting hit should _hurt_, change the colors and add a 
ton to the weight?  ;-)


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...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] Lot's of Fun!

2003-07-05 Thread Christopher S Horler
I'd like to see leaking fuel, detaching flight control surfaces, and
most importantly the pilot parachuting away!

Additionally!

I'd like to be able to participate in massively multiplayer flightgear
games.  I'm looking forward to the day when we get ATC controlled flight
and fighters are dispatched to pick up planes straying too much out of
their flight plan.  I can just imagine the dc3 being chased down by a
Spitfire or P51.  My long term plan at the moment is making a mosquito,
and Wellington.  Shortterm plan finish Spitfire.



On Sat, 2003-07-05 at 13:02, Arnt Karlsen wrote:
 On Fri, 4 Jul 2003 16:24:50 -0500, 
 Jon Berndt [EMAIL PROTECTED] wrote in message 
 [EMAIL PROTECTED]:
 
   It seems we could invent a competitive flying or even 
   dogfighting game that
   didn't involve guns and actually shooting down aircraft.
  
  Aerial Paintball.
  
  :-)
 
 ..getting hit should _hurt_, change the colors and add a 
 ton to the weight?  ;-)
-- 
Christopher S Horler [EMAIL PROTECTED]


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Arnt Karlsen
On Fri, 4 Jul 2003 12:24:01 -0700, 
WillyB [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 
 Ok Rich... now I'm in trouble because he seems a little bit interested
 and asked me how to program.  I know enough to sometimes follow the
 code, but 

..be a good father and invest in your future, then ask him.  ;-)

..http://tldp.org/HOWTO/HOWTO-INDEX/programming.html
http://tldp.org/HOWTO/Emacs-Beginner-HOWTO.html

..David M, hints for Emacs-for-FlightGear setup?


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...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] Lot's of Fun!

2003-07-05 Thread Norman Vine
Martin Spott writes:
 
 Norman Vine [EMAIL PROTECTED] wrote:
 
  If you have a time series of positions, you have a time series of velocities
ie the velocity is just the first difference ( Pi - P(i-1)) /  dT; 
  And acceleration is just the 2nd differeance
 
 The DIS protocol is one step ahead. It tells the client in which direction
 the object will _definitely_ move at which speed. From this information the
 client can do a much better prediction. The server itself does this
 prediction on the same information _too_ and this is the reason why the
 server always knows what position and velocity of the object the client is
 currently assumin. The server delays sending updates to the client until
 it's own (the servers) prediction differs from the actual position and speed
 of the object.
 
 This is quite tricky, isn't it  :-)))

Hmm.. _definately_  is a strong concept .

FWIW
I doubt if the DIS protocol is much if any better then a clientside Kalman Filter
except for reducing 'net traffic'.  So the tradeoff is where do you want to expend
the computing time.

It does take a 'leap of faith' though :-)

Cheers

Norman

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RE: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Norman Vine
Arnt Karlsen writes:
 
 On Fri, 4 Jul 2003 12:24:01 -0700, 
 WillyB [EMAIL PROTECTED] wrote in message 
 [EMAIL PROTECTED]:
 
  
  Ok Rich... now I'm in trouble because he seems a little bit interested
  and asked me how to program.  I know enough to sometimes follow the
  code, but 
 
 ..be a good father and invest in your future, then ask him.  ;-)
 
 ..http://tldp.org/HOWTO/HOWTO-INDEX/programming.html
 http://tldp.org/HOWTO/Emacs-Beginner-HOWTO.html


I heartily reccomend How To Think Like A Computer Scientist
esp. the Python version but you have a choice :-)


These texts are introductions to Computer Science in an increasing number of 
both programming languages and natural languages. The order of presentation 
is what might be called procedural first, which means that the programming style 
is mostly procedural until the later chapters, which introduce object-oriented 
programming.

They are intended for people with little or no programming experience, and are 
appropriate for first year college or advanced high school students, or anyone 
interested in learning to program. 

All versions are under the GNU Free Documentation License. 

 
http://www.ibiblio.org/obp/thinkCS/

Cheers

Norman


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread WillyB
On Friday 04 July 2003 13:49, Jim Wilson wrote:
 WillyB [EMAIL PROTECTED] said:
  learning myself. As for the FG code, I'm not even where to begin looking
  to see how it's all put together.

 Start by trying to track properties you are interested in back to the code
 that updates them (the main reason for writing the property browser, btw).
 It's not that bad...just takes a litle time.

  I did take a c++ class back in about 81 or so, when an 80286 was new and
  MS just came out with windows 3.0.  That was a long time ago.

 Oops! dates don't match up ;-)  IIRC 80286 was 1984, C++ was still in the
 lab in 1985, Windows 3.0 released 1990!

hmmm.. I guess I started the school in 89 then, but I remember they just 
purchased the 80286, so maybe it was just new to the school.
I don't have such a good memory when it comes to anything more than a few 
years back, unless it's something I think about all the time. They did get 
Windows after I had been going for a while, so I'd say 89-90 was when I was 
there. It was a one year course and I started in late summer.

It was a computer applications course at one of those almost college school.. 
Draughns I think.

I do remember that we learned dos 4.0 and used a dos disk to boot the schools 
computers. I learned dbase and clipper there also, along with computerized 
accounting and wordperfect also.

That was what got me interested in computers anyway.

Thanks for the corrections! Anything that helps jog my long-term memory is 
good ;)

Re's
WillyB


 Best,

 Jim

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread WillyB
On Saturday 05 July 2003 07:23, Norman Vine wrote:
 Arnt Karlsen writes:
  On Fri, 4 Jul 2003 12:24:01 -0700,
  WillyB [EMAIL PROTECTED] wrote in message
 
  [EMAIL PROTECTED]:
   Ok Rich... now I'm in trouble because he seems a little bit interested
   and asked me how to program.  I know enough to sometimes follow the
   code, but
 
  ..be a good father and invest in your future, then ask him.  ;-)
 
  ..http://tldp.org/HOWTO/HOWTO-INDEX/programming.html
  http://tldp.org/HOWTO/Emacs-Beginner-HOWTO.html

 I heartily reccomend How To Think Like A Computer Scientist
 esp. the Python version but you have a choice :-)

 
 These texts are introductions to Computer Science in an increasing number
 of both programming languages and natural languages. The order of
 presentation is what might be called procedural first, which means that
 the programming style is mostly procedural until the later chapters, which
 introduce object-oriented programming.

 They are intended for people with little or no programming experience, and
 are appropriate for first year college or advanced high school students, or
 anyone interested in learning to program.

 All versions are under the GNU Free Documentation License.
 

 http://www.ibiblio.org/obp/thinkCS/

 Cheers

 Norman


Thanks for the encouragement and the links :-))

I found these while surfing last night:
http://www.infosys.tuwien.ac.at/Research/Component/tutorial/prwmain.htm
http://www.thinkbrown.com/programming/
(and from the last link):
http://www.mindview.net/Books/TICPP/ThinkingInCPP2e.html

WillyB


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RE: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Norman Vine
WillyB writes:
 
 Thanks for the encouragement and the links :-))
 
 I found these while surfing last night:
 http://www.infosys.tuwien.ac.at/Research/Component/tutorial/prwmain.htm
 http://www.thinkbrown.com/programming/
 (and from the last link):
 http://www.mindview.net/Books/TICPP/ThinkingInCPP2e.html

Ah you found Bruce :-)

To stave off the many emails that I have been receiving that suggest I consider
writing a book titled Thinking in Python: yes, I've definitely been planning to do it.
Considering that Python is my language of choice for virtually all my own programming 
projects, my research into the language is continuing apace. 

http://mindview.net/Books/Python/ThinkingInPython.html


Cheers

Norman

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Gene Buckle
  He asked me to ask you guys if you would make some guns for his airplane
  becuase he wants shoot dad down!  He was on my tail and had me dead to rights
  a few times too..  lol
 
  He's watching me write this, and even though I told him guns were not in the
  plans  as of yet, I have to ask.

 It seems we could invent a competitive flying or even dogfighting game that
 didn't involve guns and actually shooting down aircraft.

 Best,


I think what you'd get is something like the companies that sell
dogfighting training in Marchetti(sp) S260's with lasers on them.  It'd
be a lot of fun.

g.



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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Gene Buckle
 
  David

 We could also set up a course on some scenery tile .. say in Death Valley or
 some other remote 'arena area' .. and have races :)

It would be neat to build a duplicate of the Reno Air Races course and
field.

g.


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RE: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Jon Berndt
   It seems we could invent a competitive flying or even
   dogfighting game that
   didn't involve guns and actually shooting down aircraft.
 
  Aerial Paintball.
 
  :-)

 ..getting hit should _hurt_, change the colors and add a
 ton to the weight?  ;-)


:-)

I know (and can appreciate) that there is some sensitivity to warfare kinds
of themes in FlightGear.  However, I wonder if there might be some
acceptance of re-enactments of WWI/WWII dogfighting tactics - for historical
research and education, etc.

Jon


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread WillyB
On Saturday 05 July 2003 10:19, Gene Buckle wrote:
   David
 
  We could also set up a course on some scenery tile .. say in Death Valley
  or some other remote 'arena area' .. and have races :)

 It would be neat to build a duplicate of the Reno Air Races course and
 field.

Well... we can't do that.

By: Mark Kallio

Well, it was a nice thought while it lasted - developing a plug-in for air 
racing fans out there to go online and have a virtual air race on a 
virtual Reno course. It's sad that I have to bring you the bad news but 
things are sometimes just what they are - the Reno/Stead facility as well as 
the existing course layout of off-limits to flight sim developers.  

Complete article is here:
http://www.pylon1.com/news/need4speed/fsar_01/index_02.shtml

WillyB


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RE: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Jon Berndt
 Well, it was a nice thought while it lasted - developing a
 plug-in for air
 racing fans out there to go online and have a virtual air race on a
 virtual Reno course. It's sad that I have to bring you the bad news but
 things are sometimes just what they are - the Reno/Stead facility
 as well as
 the existing course layout of off-limits to flight sim developers.  


There are much, much better places for a race than there. In a flight sim,
we also are not subject to the same restrictions. Obstacles, challenges, and
hazards might include (for us):

- night
- mountains (over hill and dale, through valleys and canyons, etc.)
- about pylons and buildings
- around and/or through airborne stationary or moving targets

etc.

Make it sort of like an airborne Grand Prix. Add challenges such as best
touch and go, best bean-bag drop on target, etc.

Jon


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Lee Elliott
On Saturday 05 July 2003 13:54, Christopher S Horler wrote:
 I'd like to see leaking fuel, detaching flight control surfaces, and
 most importantly the pilot parachuting away!
 
 Additionally!
 
 I'd like to be able to participate in massively multiplayer flightgear
 games.  I'm looking forward to the day when we get ATC controlled flight
 and fighters are dispatched to pick up planes straying too much out of
 their flight plan.  I can just imagine the dc3 being chased down by a
 Spitfire or P51.  My long term plan at the moment is making a mosquito,
 and Wellington.  Shortterm plan finish Spitfire.

I've been think about asking for a 'crashed' property so that I could try 
animating crashes.

I don't have a problem with modelling weapons and systems in a sim, or having 
the possibility of shooting someone down.  This is because it's a sim.

LeeE
 
 
 
 On Sat, 2003-07-05 at 13:02, Arnt Karlsen wrote:
  On Fri, 4 Jul 2003 16:24:50 -0500, 
  Jon Berndt [EMAIL PROTECTED] wrote in message 
  [EMAIL PROTECTED]:
  
It seems we could invent a competitive flying or even 
dogfighting game that
didn't involve guns and actually shooting down aircraft.
   
   Aerial Paintball.
   
   :-)
  
  ..getting hit should _hurt_, change the colors and add a 
  ton to the weight?  ;-)
 -- 
 Christopher S Horler [EMAIL PROTECTED]
 
 
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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Martin Spott
Jon Berndt [EMAIL PROTECTED] wrote:

 I know (and can appreciate) that there is some sensitivity to warfare kinds
 of themes in FlightGear.  However, I wonder if there might be some
 acceptance of re-enactments of WWI/WWII dogfighting tactics - for historical
 research and education, etc.

Even though it's already part of history (a very burdensome history for us
Germans! ) I'd prefer to see David's idea of a cone realized that you have
to stay inside for a certain amount of time. Reno air race would be fine,
too.
Although I'm partially fascinated by the technique employed in modern
military aircraft I have a strong antipathy against war games. This probably
has to do with the fact that we Germans - o.k., not all but at quite a few
of us - still are in the process of bearing the blame that earlier
generations brought over the German nation,

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

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Lee Elliott
On Saturday 05 July 2003 21:19, Martin Spott wrote:
 Jon Berndt [EMAIL PROTECTED] wrote:
 
  I know (and can appreciate) that there is some sensitivity to warfare 
kinds
  of themes in FlightGear.  However, I wonder if there might be some
  acceptance of re-enactments of WWI/WWII dogfighting tactics - for 
historical
  research and education, etc.
 
 Even though it's already part of history (a very burdensome history for us
 Germans! ) I'd prefer to see David's idea of a cone realized that you have
 to stay inside for a certain amount of time. Reno air race would be fine,
 too.
 Although I'm partially fascinated by the technique employed in modern
 military aircraft I have a strong antipathy against war games. This probably
 has to do with the fact that we Germans - o.k., not all but at quite a few
 of us - still are in the process of bearing the blame that earlier
 generations brought over the German nation,
 
 Martin.
 -- 
  Unix _IS_ user friendly - it's just selective about who its friends are !
 --

I couldn't in any way blame the current day Germany for the WWs.  And it would 
be a bit 'Hello Pot, Kettle here' in any case, imo.

The sad this is that much interesting research and developement has been done 
for military systems and you can't really investigate them outside that 
sphere.  The good thing about a sim is that you can.  You can also do lots of 
other things, like racing, re-enactment, research etc.

LeeE


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Arnt Karlsen
On 5 Jul 2003 20:19:21 GMT, 
Martin Spott [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Jon Berndt [EMAIL PROTECTED] wrote:
 
  I know (and can appreciate) that there is some sensitivity to
  warfare kinds of themes in FlightGear.  However, I wonder if there
  might be some acceptance of re-enactments of WWI/WWII dogfighting
  tactics - for historical research and education, etc.
 
 Even though it's already part of history (a very burdensome history
 for us Germans! ) I'd prefer to see David's idea of a cone realized
 that you have to stay inside for a certain amount of time. Reno air
 race would be fine, too.
 Although I'm partially fascinated by the technique employed in modern
 military aircraft I have a strong antipathy against war games. This
 probably has to do with the fact that we Germans - o.k., not all but
 at quite a few of us - still are in the process of bearing the blame
 that earlier generations brought over the German nation,

..true.  The fact _is_ however that war games _are_ fun, fun enough to
draw in _millions_ from gamers, and even pacifists play Quake, Counter
Strike, Half Life etc, check out _any_ damned LAN party.  

..and, gun support _is_ gonna come, either here or in a fork, you 
like it or not.

..the real thing, military service can also be fun, and I did 22 months 
and I saw _no_ reason ;-) to confuse anyone with the 6'th Commandment, 
strict adherance to it cause 5 times greater military damage to the
enemy than the sin, _and_ keeps everyone and their families happy, those
on the wrong side don't have the freedom of choice, other than where to
put their bullets.  (And, boy _was_I_lucky_, the Russians defeated the 
Soviet Union and cancelled WWIII.  ;-) )

..statistics shows it takes an average 250 to 400 rounds to down an 
enemy soldier in infantery field combat, in Vietnam the US GI's dropped 
their ammo expenditure into the 2-digits region, this is credited (or 
blamed) onto Hollywood type TV shows, where the average kid sees 1400 
firearm kills and _no_ sex.  ;-)  

..the cause of this ammo extravaganza is human civilization, soldiers
are simply reluctant to kill each other, in the muzzleloader age, in
Battle of Gettysburg, 95% of the rifles found on the field, were still
loaded, 25% were not fired before being _re_-loaded, an average 2 times
to put 3 charges into it, one guy managed to stuff 10! charges into his
pipe bomb without blowing up his platoon, before he was shot.

..about a year ago, some anti-war activists organized sabotage against 
Counter Strike gamers, where they would join gamer teams, and then 
either shoot their own team mates in the back, or commit suicide in 
a rather tasteless style, disrupting the game to convince the gamers 
war is bad.

..we _all_agree_ war crime is _bad_.  (Unfortunately, 
it _usually_ takes a war to stop war crime.)

..these above facts gave me the idea that the 4 Geneva Conventions 
and their Protocols Additional, and the Hague Convention on warfare, 
_should_ be used as _the_ guidelines, to code kill score rules for 
_all_ combat games.

..to maximize your kill score under such a score rule set, would 
encourage combat gamers to _learn_ about them.

..I rather firmly believe this will help weed out war crimes, by 
simply training these gamers to maximize their kill score using 
the Hague and the 4 Geneva Conventions, as combat weapons, and 
thus make _better_ soldiers out of these pacifist war gamers.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...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] Lot's of Fun!

2003-07-04 Thread Arnt Karlsen
On Thu, 3 Jul 2003 19:03:52 -0700, 
WillyB [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Hello!
 
 Just got done flying around KSFO for about an hour w/ one of my sons,
 the 11 yr old via networked flightgears :)
 What a Blast!

.. ;-)
 
 He asked me to ask you guys if you would make some guns for his
 airplane becuase he wants shoot dad down!  He was on my tail and had
 me dead to rights a few times too..  lol

..now, what _ever_ happened to his role model ideals?  _Where_ did he
pick up these heinous ideas?  ;-)

 He's watching me write this, and even though I told him guns were not
 in the plans  as of yet, I have to ask.

..tell him to do it himself.  The source _is_ open for new stuff.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...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] Lot's of Fun!

2003-07-04 Thread Richard A Downing FBCS
On Thu, 3 Jul 2003 19:03:52 -0700
WillyB [EMAIL PROTECTED] wrote:

 Hello!
 
 Just got done flying around KSFO for about an hour w/ one of my sons, the 11yr old 
 via networked flightgears :)
 What a Blast!
 
 He asked me to ask you guys if you would make some guns for his airplane 
 becuase he wants shoot dad down!  He was on my tail and had me dead to rights 
 a few times too..  lol

Well now, 11 years old is nearly as old as many of the hackers I know.  To me, they 
all look that age (the Supreme Court is starting to look a bit young).  So get him 
into programming, and he can start coding the weapons for us.

Rich.

P.S. Tell him to remember that each round fired (especially the depleted uranium 
ones), or bomb dropped instantaneously alters the CG, and hence the position of the 
airframe with respect to it (just like using fuel), so we have to hope that the 
'reference' thread comes to a conclusion soon!.  And firing cannon rounds will 
generate a force vector that needs modelling too!




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Re: [Flightgear-devel] Lot's of Fun!

2003-07-04 Thread Lee Elliott
On Friday 04 July 2003 03:03, WillyB wrote:
 Hello!
 
 Just got done flying around KSFO for about an hour w/ one of my sons, the 11 
 yr old via networked flightgears :)
 What a Blast!
 
 He asked me to ask you guys if you would make some guns for his airplane 
 becuase he wants shoot dad down!  He was on my tail and had me dead to 
rights 
 a few times too..  lol
 
 He's watching me write this, and even though I told him guns were not in the 
 plans  as of yet, I have to ask.
 
 Best Regards!
 
 WillyB

I was playing at intercepts last night (and I think it was the first time I'd 
run FG properly since updating a couple of days ago).

I had a B-52 flying on AP between KLAX and KSEA in TF mode at low level and 
was flying a YF23 out of KSFO when I noticed a few other aircraft en-route to 
the intercept area.  One of them was either the 747 or another B-52 and 
another looked like one of the GA a/c (although I was further away from it).  
I followed one of the big jet a/c up to 10,000ft but didn't chase it further 
then, to check exactly what a/c it was as I wanted to make the intercept.  

This was all miles away from KEMT.

I was wondering if these were a new feature of the AI developments or were 
they mis-placed instances of my target a/c?

I was intentionally flying at dusk for the low light conditions and at first I 
thought I was seeing a rendering glitch.  It was certainly a bit of a 
surprise:)

I should just add that this was on a lan with no on-line connection to the 
net;)

Regarding multiplay, even though my lan's 100mb and the lan loading is pretty 
light, the 'other' a/c jump around a lot when I get close them.  What is the 
most likely cause of this?

LeeE


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-04 Thread Lawrence Manning
On Fri, 4 Jul 2003, Lee Elliott wrote:

 I was playing at intercepts last night (and I think it was the first time I'd 
 run FG properly since updating a couple of days ago).
 
 I had a B-52 flying on AP between KLAX and KSEA in TF mode at low level and 
 was flying a YF23 out of KSFO when I noticed a few other aircraft en-route to 
 the intercept area.  One of them was either the 747 or another B-52 and 
 another looked like one of the GA a/c (although I was further away from it).  
 I followed one of the big jet a/c up to 10,000ft but didn't chase it further 
 then, to check exactly what a/c it was as I wanted to make the intercept.  
 
 This was all miles away from KEMT.
 
 I was wondering if these were a new feature of the AI developments or were 
 they mis-placed instances of my target a/c?
 
 I was intentionally flying at dusk for the low light conditions and at first I 
 thought I was seeing a rendering glitch.  It was certainly a bit of a 
 surprise:)
 
 I should just add that this was on a lan with no on-line connection to the 
 net;)
 
 Regarding multiplay, even though my lan's 100mb and the lan loading is pretty 
 light, the 'other' a/c jump around a lot when I get close them.  What is the 
 most likely cause of this?

Have no idea at all where those aircraft come from!  But I believe I can 
answer the last point.  The jumping around is because of the way the 
multiplayer feature works; it simply transmits coordinates at regular 
intervals  So the other guys position updates N times a second (I've tried 
10 over a VPN to my mates LAN).  Thus the other plane appears to jump 
rapidly from point to point in the sky.  Of course, it would be cool if it 
transmitted velocities as well, thus the other machine could guess at 
where it is going between updates.  This is all from guessing at how it 
works; I've not looked at the code or anything.

The other interesting thing is positions of flaps, speed of the prop etc, 
are not transmitted.  This means that if you get close to the other 
aircraft you can see his prop looks to be going at the same speed as yours 
(this is obviously much easier to see on the runway).

Even with these charactastics, mutliplay is still great fun! :)

Lawrence


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-04 Thread WillyB
On Friday 04 July 2003 11:08, Lee Elliott wrote:
 On Friday 04 July 2003 03:03, WillyB wrote:
  Hello!
 
  Just got done flying around KSFO for about an hour w/ one of my sons, the
  11 yr old via networked flightgears :)
  What a Blast!
 
  He asked me to ask you guys if you would make some guns for his airplane
  becuase he wants shoot dad down!  He was on my tail and had me dead to

 rights

  a few times too..  lol
 
  He's watching me write this, and even though I told him guns were not in
  the plans  as of yet, I have to ask.
 
  Best Regards!
 
  WillyB

 I was playing at intercepts last night (and I think it was the first time
 I'd run FG properly since updating a couple of days ago).

 I had a B-52 flying on AP between KLAX and KSEA in TF mode at low level and
 was flying a YF23 out of KSFO when I noticed a few other aircraft en-route
 to the intercept area.  One of them was either the 747 or another B-52 and
 another looked like one of the GA a/c (although I was further away from
 it). I followed one of the big jet a/c up to 10,000ft but didn't chase it
 further then, to check exactly what a/c it was as I wanted to make the
 intercept.

 This was all miles away from KEMT.

 I was wondering if these were a new feature of the AI developments or were
 they mis-placed instances of my target a/c?

I have no idea! I've never seen this myself and not seen anything on the list 
to suggest that there is more than one IA aircraft at KEMT... 
Interesting.

Air traffic seems like it would be a nice enhancement to FGFS though, as in 
the real world I imagine every pilot has to keep that in mind constantly.
 

 I was intentionally flying at dusk for the low light conditions and at
 first I thought I was seeing a rendering glitch.  It was certainly a bit of
 a surprise:)

 I should just add that this was on a lan with no on-line connection to the
 net;)

 Regarding multiplay, even though my lan's 100mb and the lan loading is
 pretty light, the 'other' a/c jump around a lot when I get close them. 
 What is the most likely cause of this?

I noticed that too, but attributed it to the lower frame rates on the windows 
machine.

I'm not even sure if you can connect 3 or more together, I only have two 
systems with FGFS on them. Also I've never tried via the internet, only my 
local lan which is 10/100 base eth through.

WillyB


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-04 Thread Lee Elliott
On Friday 04 July 2003 19:02, Lawrence Manning wrote:
 On Fri, 4 Jul 2003, Lee Elliott wrote:
 
  I was playing at intercepts last night (and I think it was the first time 
I'd 
  run FG properly since updating a couple of days ago).
  
  I had a B-52 flying on AP between KLAX and KSEA in TF mode at low level 
and 
  was flying a YF23 out of KSFO when I noticed a few other aircraft en-route 
to 
  the intercept area.  One of them was either the 747 or another B-52 and 
  another looked like one of the GA a/c (although I was further away from 
it).  
  I followed one of the big jet a/c up to 10,000ft but didn't chase it 
further 
  then, to check exactly what a/c it was as I wanted to make the intercept.  
  
  This was all miles away from KEMT.
  
  I was wondering if these were a new feature of the AI developments or were 
  they mis-placed instances of my target a/c?
  
  I was intentionally flying at dusk for the low light conditions and at 
first I 
  thought I was seeing a rendering glitch.  It was certainly a bit of a 
  surprise:)
  
  I should just add that this was on a lan with no on-line connection to the 
  net;)
  
  Regarding multiplay, even though my lan's 100mb and the lan loading is 
pretty 
  light, the 'other' a/c jump around a lot when I get close them.  What is 
the 
  most likely cause of this?
 
 Have no idea at all where those aircraft come from! 

I guess they were mis-placed instances of my taget then.  I'll check it out - 
try a few different targets and chase them until I can positivly id them.

 But I believe I can 
 answer the last point.  The jumping around is because of the way the 
 multiplayer feature works; it simply transmits coordinates at regular 
 intervals  So the other guys position updates N times a second (I've tried 
 10 over a VPN to my mates LAN).  Thus the other plane appears to jump 
 rapidly from point to point in the sky.  Of course, it would be cool if it 
 transmitted velocities as well, thus the other machine could guess at 
 where it is going between updates.  This is all from guessing at how it 
 works; I've not looked at the code or anything.

I'd guessed that might be the reason and I've tried upping the rate to 40 or 
50.  The 'target' pc was running at between 20 - 40 fps (in a 800x600 window, 
cockpit view, no hud or panel) so there didn't appear to be a cpu problem.  
Actually it was on a dual cpu box but I was only getting about 50% 
untilisation (--with-threads option).

 
 The other interesting thing is positions of flaps, speed of the prop etc, 
 are not transmitted.  This means that if you get close to the other 
 aircraft you can see his prop looks to be going at the same speed as yours 
 (this is obviously much easier to see on the runway).

I've noticed this too.  If you're using identical a/c your controls are 
mirrored on the 'remote' a/c.  If they're different there's no control 
surface animation but the gear seems to be ok.  Need to check a bit more 
though to be sure about everything.

 
 Even with these charactastics, mutliplay is still great fun! :)
 
 Lawrence

Definitely - lots of fun:)

LeeE


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-04 Thread WillyB
On Friday 04 July 2003 08:58, Richard A Downing FBCS wrote:
 On Thu, 3 Jul 2003 19:03:52 -0700

 WillyB [EMAIL PROTECTED] wrote:
  Hello!
 
  Just got done flying around KSFO for about an hour w/ one of my sons, the
  11yr old via networked flightgears :) What a Blast!
 
  He asked me to ask you guys if you would make some guns for his airplane
  becuase he wants shoot dad down!  He was on my tail and had me dead to
  rights a few times too..  lol

 Well now, 11 years old is nearly as old as many of the hackers I know.  To
 me, they all look that age (the Supreme Court is starting to look a bit
 young).  So get him into programming, and he can start coding the weapons
 for us.

 Rich.

Ok Rich... now I'm in trouble because he seems a little bit interested and 
asked me how to program.  I know enough to sometimes follow the code, but 
thats about it.  I did download Kylix3 the other day because I wouldn't mind 
learning myself. As for the FG code, I'm not even where to begin looking to 
see how it's all put together.

I did take a c++ class back in about 81 or so, when an 80286 was new and MS 
just came out with windows 3.0.  That was a long time ago.

Just out of curiosity, is the first file that starts the process 
source/src/Main/main.cxx ?
Seems like I remember that void main(); or something like that was always how 
we started a new program.



 P.S. Tell him to remember that each round fired (especially the depleted
 uranium ones), or bomb dropped instantaneously alters the CG, and hence the
 position of the airframe with respect to it (just like using fuel), so we
 have to hope that the 'reference' thread comes to a conclusion soon!.  And
 firing cannon rounds will generate a force vector that needs modelling too!

I know it would be a very deep and involved addition, with a lot to consider.

WillyB


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-04 Thread Erik Hofman
WillyB wrote:

I'm not even sure if you can connect 3 or more together, I only have two 
systems with FGFS on them. Also I've never tried via the internet, only my 
local lan which is 10/100 base eth through.


That would be no problem. Just conenct them all to the broadcast 
address. (in a C class network: 192.168.0.255).

Erik

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-04 Thread Jim Wilson
WillyB [EMAIL PROTECTED] said:

 learning myself. As for the FG code, I'm not even where to begin looking to 
 see how it's all put together.

Start by trying to track properties you are interested in back to the code
that updates them (the main reason for writing the property browser, btw).
It's not that bad...just takes a litle time.

 I did take a c++ class back in about 81 or so, when an 80286 was new and MS 
 just came out with windows 3.0.  That was a long time ago.

Oops! dates don't match up ;-)  IIRC 80286 was 1984, C++ was still in the lab
in 1985, Windows 3.0 released 1990!
 
Best,

Jim

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-04 Thread Jim Wilson
Lawrence Manning [EMAIL PROTECTED] said:


 Have no idea at all where those aircraft come from!  But I believe I can 
 answer the last point.  The jumping around is because of the way the 
 multiplayer feature works; it simply transmits coordinates at regular 
 intervals  So the other guys position updates N times a second (I've tried 
 10 over a VPN to my mates LAN).  Thus the other plane appears to jump 
 rapidly from point to point in the sky.  Of course, it would be cool if it 
 transmitted velocities as well, thus the other machine could guess at 
 where it is going between updates.  This is all from guessing at how it 
 works; I've not looked at the code or anything.

If you could get a reasonably steady update rate it should be easy enough to
interpolate.  It is possible to do it with an unsteady rate, but you'd have to
live with some lag.

Best,

Jim


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-04 Thread Jim Wilson
WillyB [EMAIL PROTECTED] said:

 He asked me to ask you guys if you would make some guns for his airplane 
 becuase he wants shoot dad down!  He was on my tail and had me dead to rights 
 a few times too..  lol
 
 He's watching me write this, and even though I told him guns were not in the 
 plans  as of yet, I have to ask.

It seems we could invent a competitive flying or even dogfighting game that
didn't involve guns and actually shooting down aircraft.

Best,

Jim

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RE: [Flightgear-devel] Lot's of Fun!

2003-07-04 Thread Jon Berndt
 It seems we could invent a competitive flying or even 
 dogfighting game that
 didn't involve guns and actually shooting down aircraft.

Aerial Paintball.

:-)


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-04 Thread Lawrence Manning
On Fri, 4 Jul 2003, Jim Wilson wrote:

 WillyB [EMAIL PROTECTED] said:
 
  He asked me to ask you guys if you would make some guns for his airplane 
  becuase he wants shoot dad down!  He was on my tail and had me dead to rights 
  a few times too..  lol
  
  He's watching me write this, and even though I told him guns were not in the 
  plans  as of yet, I have to ask.
 
 It seems we could invent a competitive flying or even dogfighting game that
 didn't involve guns and actually shooting down aircraft.

Two ideas:

Flying through floating loops, perhaps in a large circuit with a stop 
watch for time trials;

Projecting a beam from the nose of the plane.  Beam has finite length.  
Idea is to touch the other planes with the beam and score points.

I think it would be nice to steer clear of guns and blowing things up.  
You can have perfectly exciting gameplay without those kind of elements.

Lawrence


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-04 Thread David Megginson
Lawrence Manning writes:

   It seems we could invent a competitive flying or even
   dogfighting game that didn't involve guns and actually shooting
   down aircraft.

Define a zone behind each aircraft, possibly coneshaped and a hundred
feet long or so.  If you can remain in that zone for (say) ten
seconds, you have defeated the other aircraft.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-04 Thread WillyB
On Friday 04 July 2003 14:36, David Megginson wrote:
 Lawrence Manning writes:
It seems we could invent a competitive flying or even
dogfighting game that didn't involve guns and actually shooting
down aircraft.

 Define a zone behind each aircraft, possibly coneshaped and a hundred
 feet long or so.  If you can remain in that zone for (say) ten
 seconds, you have defeated the other aircraft.


 All the best,


 David

We could also set up a course on some scenery tile .. say in Death Valley or 
some other remote 'arena area' .. and have races :)

4 to 6 very tall towers could be modeled and put up and put the dir with them 
in it online for folks to download if they want to race.  Have one aircraft 
like a 747, or even a blimp be a referee and take screenshots and make sure 
ppl do not cut corners.

That would be fun to meet like that once a month or something.

I thijk the user base may go up too, with some sort of competetion like the 
ones suggested.

I like the cone zone and the paint ball idea's too :)

WillyB


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