Re: [Flightgear-devel] GLSL shaders for flightgear

2005-02-17 Thread Dave Culp

 http://fgfs.narod.ru/fgfs-006.jpg
 Roman


I had a really slow download from there so I'm mirroring it here:

http://home.comcast.net/~davidculp2/3207.0.fgfs-006.jpg

This should work better, at least over on this side of the Atlantic.


Dave

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Re: [Flightgear-devel] Total Energy instrument - Was Instrument headaches

2005-02-23 Thread Dave Culp

   If I was able to create a Total Energy Tube module it still leaves me
   without a way to perform calculations and logic that are vario
   specific.

From what I've seen from googling this stuff it looks like the TE vario is 
midway between a standard vario and a netto vario in capability.  It might be 
easier to calculate backwards from the netto vario.  A TE vario would show 
the same value as a netto vario except for a min sink rate correction?

Dave

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[Flightgear-devel] AI thermals

2005-03-03 Thread Dave Culp
I've received a complaint that thermals in 0.98 are not working.  I don't have 
0.98 on my system but I tried them in the CVS version and see that they are 
not working.  I'm guessing some changes were made in the AI subsystem that 
killed the thermals.

Does anyone out there have working thermals on 0.98 or CVS?


Dave

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Re: [Flightgear-devel] Dashes in filenames

2005-03-14 Thread Dave Culp

 Which one should be the guideline on how to deal with this issue:
 Should modelers avoid using dashes in filenames except the one in
 -set.xml of should the Windws binary get enabled to handle these
 names ?

I was under the impression that if the directory name is A-10 then there must 
be a file in it named A-10-set.xml.   Is this wrong?


Dave

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Re: [Flightgear-devel] Help with B-29

2005-03-15 Thread Dave Culp

 open(/usr/local/share/FlightGear/data/Aircraft/b29/Engine/R-3350.xml,

The directory should be plural, Engines.  Maybe that will fix it.

Also, this prop config will give you better thrust.  Aero-Matic's prop 
generator needs some work.

xml version=1.0?
!-- Generated by Aero-Matic v 0.7, with new CT and CP
 tables from Aero-Matic v 0.8

 Inputs:
   horsepower:   2200.0
   pitch:variable

 Outputs:
   linear-blade-inches: 248.59203527064
--

FG_PROPELLER NAME=prop
  IXX   53.2729
  DIAMETER   199.2
  NUMBLADES  4
  GEARRATIO  2.3
  MINPITCH   12
  MAXPITCH   40
  MINRPM904
  MAXRPM   1130
  C_THRUST   2 2
12 40
   0.0  0.0519 0.0519
   2.4  0.0519 0.0519 
  C_POWER   17 2
12 40
   0.0  0.0604 0.1204
   0.1  0.0604 0.1204
   0.2  0.0575 0.1204
   0.3  0.0547 0.1204
   0.4  0.0481 0.1204
   0.5  0.0396 0.1191
   0.6  0.0321 0.1177
   0.7  0.0189 0.1151
   0.8  0.0075 0.1097
   1.0 -0.0226 0.0896
   1.2 -0.0660 0.0602
   1.4 -0.1226 0.0301
   1.6 -0.1811-0.0026
   1.8 -0.2415-0.0734
   2.0 -0.3019-0.1469
   2.2 -0.3623-0.2203
   2.4 -0.4227-0.2937
/FG_PROPELLER


Dave

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[Flightgear-devel] thermals

2005-04-19 Thread Dave Culp
Thermals work again in CVS FlightGear.


Dave

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[Flightgear-devel] screen capture causes loss of control

2005-04-19 Thread Dave Culp
I'm running today's CVS FlightGear on a linux box.  When flying a JSBSim 
aircraft and hitting the F3 key to get a screen capture the aircraft goes out 
of control  (looks like a spin, from the external view).  The screen capture 
works fine otherwise.

Anyone else getting this?


Dave

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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-19 Thread Dave Culp
 I'm running today's CVS FlightGear on a linux box.  When flying a JSBSim
 aircraft and hitting the F3 key to get a screen capture the aircraft goes
 out of control  (looks like a spin, from the external view).  The screen
 capture works fine otherwise.


Same thing with Yasim  (the A-10).


Dave

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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Dave Culp
 I'm running today's CVS FlightGear on a linux box.  When flying a JSBSim
 aircraft and hitting the F3 key to get a screen capture the aircraft goes
  out of control  (looks like a spin, from the external view).  The screen
  capture works fine otherwise.
 
 I could see this happening if you have the autopilot engaged ... there
 will be a pause to write the screenshot to disk.  The dynamics will then
 need to 'catch up' to real time afterwards and run a number of extra
 iterations.  However, the autopilot code runs at the FlightGear level so
 all these extra iterations run with the same exact control inputs ...


This is with autopilot off.  Also, I'm using the mouse for control and have no 
joystick installed.  This might be a mouse thing?

Dave

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Re: [Flightgear-devel] Re: [RFC] keyboard changes: warp/mixture

2005-04-20 Thread Dave Culp

 there's a lot of room to expand to. Only the help dialogs may become a bit
 crowded. :-)


Are tabbed dialogs possible?

Dave

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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Dave Culp

  Anyone else getting this?

 Occasionally, but I think I've seen it with the Fokker Dr.1 (UIUC) also.
 It's best the pause the program before taking a screenshot I guess.

Maybe the screen capture code should pause the sim first?


Dave

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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Dave Culp
More on the screen capture/fdm problem.

It only happens when the mouse is in flight control mode, indicated by the 
cursor having a crosshairs shape.  If I first right-click to put the mouse 
into pointer mode, indicated by the standard arrow cursor, then the screen 
capture has no effect on the fdm.


Dave

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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Dave Culp
 It only happens when the mouse is in flight control mode, indicated by
  the cursor having a crosshairs shape.  If I first right-click to put the
  mouse into pointer mode, indicated by the standard arrow cursor, then
  the screen capture has no effect on the fdm.

 Perhaps something relating to the screen capture is reseting the mouse
 position?  Sounds like you might be onto a subtle bug under these
 specific circumstances.   You could also turn on the HUD and instantly
 see what happens to the control positions.


Yes, the controls slew very far.  I was able to recover the airplane by 
finding a new neutral position and then right-clicking three times to 
re-enter flight control mode.

Dave

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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Dave Culp

 What happens if you: start FG, display the hud, put the mouse
 into control mode, make a half deflection of the control
 surfaces, so that none of them hit their end-stops, and then hit
 F3?  Do the controls move back to their centered position or do
 they end up randomly placed?


When I hit F3 the cursor goes to the bottom-left of the screen.  The ailerons 
and elevator are displaced.  If I find the new neutral position and 
right-click three times to re-enter control mode, then the cursor re-centers.

So, F3 causes the cursor to displace very far.  When the screen capture is 
complete the model has already started tumbling.

Dave

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Re: [Flightgear-devel] AIManager and AIBase

2005-04-22 Thread Dave Culp
 I intend to use FG as a viewer. I have an application that manipulate
 aircrafts, boats and more, and I'd like to see them living in a 3D world.
 I saw that in FG there is an AIManager that can do what I want. If I've
 understood its function, it manipulates AIBase objects which have a
 position and an attitude (that's all I need). I then have to create AIBase
 objects corresponding to the entity living in my first application and then
 refresh properties of AIBase objects.
 * Is this possible ? I think I will integrate this in FG code...

I haven't seen this done yet, but it seems plausible.  So far we have only 
used the descendant classes of AIBase so that we get a basic FDM that allows 
the objects to move by themselves.  If you will be providing for the movement 
of these objects using some other process, then you won't need the descendant 
classes.  I think this will work, but you may have to look through the 
AIManager to see if it can handle AI objects that don't use a descendant 
class.  Some small changes might be needed.


 * If I'm right I won't need any FDM. What should I do in FG code to
 remove/disable this feature ?

I believe a null FDM is possible?  If not, then the UFO FDM might be the 
simplest solution for you.


 * Is it possible to attach the viewer on an AIBase object ? If it is, how
 can I do it ?

Don't know.  The AI objects report their position to a property, so the 
location of each object is known.  If you are providing the AI FDM from 
another application then you already know the AI object's location and 
orientation?

Dave

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Re: [Flightgear-devel] AI related

2005-05-02 Thread Dave Culp
 I'm looking for documentation about AI objects. Maybe someone can help : I
 want to be able to create AI objects within my code on the fly, to be able
 to move them and let FG draw them.
 Does somebody has an idea ? remarks ?
 Can somebody point me on doc ?

There is some here:

http://www.seedwiki.com/wiki/flight_gear/ai_model.cfm?wpid=141766

but a problem with rendering XML in wiki makes them hard to read.

Right now there are two instances where AI objects are created on-the-fly.  
One is in the submodels manager (see /source/src/AIModel/submodels.cxx).  
These are ballistic AI objects the emanate from the user airplane.  Currently 
this is used for contrails, smoke, flares, tracers, etc.

The other instance is Durk's Traffic Manager, which creates AI aircraft based 
on a schedule, and creates flightplans for them.  This provides ongoing 
airline traffic.


Dave

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[Flightgear-devel] thunderstorm, lightning

2005-05-02 Thread Dave Culp
Just checked in to CVS is a demo of an AI thunderstorm with lightning.  Some 
notes:

1)  To run this just use the AI scenario called bigstorm_demo.xml

2)  You will see a 37000 foot thunderstorm over San Francisco, with lightning 
flashes.  It looks best if your visibility is set to at least 10 miles.  Even 
though the lightning's emmissivity is set to maximum, it will be attenuated 
by the visibility value.

3)  The lightning is triggered by a boolean property, 
environment/lightning/flash, which is controlled by code within AIStorm.cxx

4)  The 3D model, bigstorm.ac, has a lightning object that is selected on 
whenever environment/lightning/flash is true.

5)  The lightning is also attenuated by the rain, so the rain object is set to 
turn off whenever environment/lighning/flash is true.  There might be a 
better way to do this, but I don't know what it is.

6)  This is a first-cut at lightning, and any further development will depend 
on the possibility of integrating the new clouds code, so I don't know where 
this will go from here.

7)  It would be easy to add triggers for rain, turbulence and St. Elmo's fire, 
based on the user aircraft's distance from the center of the storm.  On the 
other hand, why model things you are never supposed to do (like crash)?


Dave

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Re: [Flightgear-devel] thunderstorm, lightning

2005-05-02 Thread Dave Culp
 ..because some people enjoy sporty rides in WC-130's?  ;o)

Oh yeah, forgot about those guys :)

BTW, here's a screenshot of the bigstorm/lightning;

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


Dave

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Re: [Flightgear-devel] Error compiling FlightGear

2005-05-03 Thread Dave Culp
 (II) LoadModule: GLcore
 (II) Loading /usr/X11R6/lib/modules-dri-trunk/extensions/libGLcore.so
 dlopen: /usr/X11R6/lib/modules-dri-trunk/extensions/libGLcore.so: undefined
 symbol: __glXLastContext
 (EE) Failed to load
 /usr/X11R6/lib/modules-dri-trunk/extensions/libGLcore.so (II) UnloadModule:
 GLcore
 (EE) Failed to load module GLcore (loader failed, 7)

On my nvidia system libGLcore is provided by nvidia's driver, so is more 
capable than the Mesa.  IIRC you have an ATI card.  Do you have an ATI driver 
installed?

Dave

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Re: [Flightgear-devel] Terrain Replacments trough other sources

2005-05-10 Thread Dave Culp
 After I asked a bit around, I came to (my) conclusion that making external
 changes trough custom data on the Scenery is a pain. No chance to get
 custom Sceneries (not just objects)  really good to run.

I'm glad you looked into it, because I was hoping to add Sembach Airbase, 
EDAS, to my local Germany terrain.  Looks like this may be more work than I 
thought.

Dave

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Re: [Flightgear-devel] Terrain Replacments trough other sources

2005-05-11 Thread Dave Culp
Actually, Karsten wrote this:
 Dave Culp wrote:
  After I asked a bit around, I came to (my) conclusion that making
  external changes trough custom data on the Scenery is a pain. No chance
  to get custom Sceneries (not just objects)  really good to run.

And I wrote this:
 Karsten Krispin wrote:
  I'm glad you looked into it, because I was hoping to add Sembach Airbase,
  EDAS, to my local Germany terrain.  Looks like this may be more work than
  I thought.

 Therefore we already
 have an airport database where everyone can submit their favourite
 airport definitions they make with TaxiDraw.


Can we put defunct airports into the database?  If not, is there an 
alternative way to build a scenery tile with said defunct airport in it?


Dave

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Re: [Flightgear-devel] Terrain Replacments trough other sources

2005-05-11 Thread Dave Culp

 disused airfields,

OK, this would then not be the same as an airport that no longer exists?
I would think some people would have a problem with having these added to the 
scenery.


Dave

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Re: [Flightgear-devel] Terrain Replacments trough other sources

2005-05-11 Thread Dave Culp

 Arnt Karlsen wrote:
 ..treat these fields the same way we treat the WTC Twin Towers,
 axe'em down on 9/11/2001.

 Hmmm, I sure any insenstivity here was not intentional


Insensitivity, or perhaps Tourett's Syndrome, which I've always suspected 
anyway, and isn't his fault.


Dave

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Re: [Flightgear-devel] AI for Ground Units

2005-05-13 Thread Dave Culp
 I noticed in flightgear there are classes for AI aircraft and ships.  Has
 anyone tried to add a car or truck to flightgear yet?  Is there any
 documentation on this?

The problem with moving ground vehicles is that they have to know where the 
ground is at all times, which is not an easy thing in FlightGear.  The 
calculations are CPU-intensive.  These calculations are already in David 
Luff's AI Traffic code, and it was partially adapted to the AIAircraft code 
by Durk Talsma.

Static ground vehicles, or ground vehicles that only move on level surfaces, 
are a different story.  They can be easily modeled using the existing code.

Dave

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[Flightgear-devel] City signs

2005-05-13 Thread Dave Culp
I made a large (1000 meter) sign to place over the coordinates for Sembach and 
Enkenbach, Germany, because the scenery data for that area is not good enough 
for finding towns visually.

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

It would be possible to put these over lots of towns and have them switched 
on/off with a key binding.  Is there any interest in that sort of thing being 
applied elsewhere, and on a large scale,  amongst the developers?


Dave

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Re: [Flightgear-devel] City signs

2005-05-14 Thread Dave Culp
 How did you made that ?
 Is it a scenari object inserted in the .stg or a run time generated poly
 from a text string ?

I made a simple 1000m long rectangle to form the sign.  The texture is a 
256x256 rgb that can contain about 8 city names (depending on font size, of 
course).  I put it in the .stg file:

OBJECT_SHARED Scenery/Objects/e000n40/e007n49/sembach.ac7.855 49.513 500.0 
0.0

It hovers about 200m over the terrain.

This one was done by hand, no auto-generation involved.  


Dave

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Re: [Flightgear-devel] City signs

2005-05-14 Thread Dave Culp
  http://home.comcast.net/~davidculp2/city_sign.jpg

 It's easy enough to do using the date from GNS
 (http://earth-info.nga.mil/gns/html/) the biggest quiestion is how to
 generate the signs - imagemagick could be used to generate a texture to
 add to a standard model (and an appropriate xml file could be created at
 the same time to select it) but that would result in insane texture
 usage. A better way may be to generate the letters seperately, and add
 those to the scenery (not unlike a variation on the hollywood sign).

That sounds interesting.  Also, I wonder if the HUD could generate and place 
text strings instead?  Here are possibilities:

1)  Allow each .stg file to have one 256x256 texture, hand made, containing 
the names of the biggest 8 (or 16, or whatever) towns.  The signs and their 
associated .xml files would also be individual and hand made.

2)  Jon's hollywood sign method, where the signs are autogenerated using 
individual letters.

3)  Make a text animation (I'm guessing this doesn't exist yet?).  

4)  Have the HUD autogenerate tags that would appear superimposed over the 
appropriate coordinates.

Of these, number 1 is available now, in concept, although people will have to 
make the signs.  I'm willing to make a set for SFO.

Dave

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Re: [Flightgear-devel] City signs

2005-05-14 Thread Dave Culp
 As I'm very visually challenged, a sign in the air over an airport saying
 KJFK 2.5 miles or some such would be a big help finding my way around.
 Identifying particular buildings in the air would be nice too. (Golden Gate
 bridge, Washington Monument, landmarks like large cemetaries and parks).
 I'd love to work on this eventually but that'll probably never happen at
 the rate I'm going. 8-(

Something like this?

 http://home.comcast.net/~davidculp2/tourist-sign.jpg


 Perhaps something similar could be used to mark restricted airspace.
 Something especially useful would be signs for those features found on vfr
 charts.

That should be easy to do, provided the areas are built by hand, like the 
current buildings and bridges.  They could also be toggled on/off with a key 
binding for airspace marking (seperate from the key binding for city names or 
tourist signs).  It would be interesting to make a terminal control area 
also.  I could do all this, but I would need a sectional, an area to work on 
(SFO area?), and some assurance that I'll get the key bindings and that the 
work won't be for naught.


 Perhaps the signs can be turned on/off with various levels as the log
 messages are?

I think we could use properties for each type of sign, 
i.e. /sim/signs/cities, /sim/signs/tourist, /sim/signs/airspace, etc.  The 
properties could be set on at your command line, or startup script, and 
controlled at any time with a key binding.


 Is US government information on public charts
 available for use? How is this 'common knowledge' and US government sources
 impacted by GPL and other licenses?

I believe the data can be found freely in text format, i.e. there is a control 
zone at lat xxx, lon xxx, surface to FLxxx.  This is all we'd need.


Dave

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Re: [Flightgear-devel] Re: City signs

2005-05-14 Thread Dave Culp
   http://members.aon.at/mfranz/marker.jpeg  [60 kB]

 It popped up balloons over the nearest 5 airports. Was all done by
 my late metar script written in Perl. I would just need to add some
 text ...   :-)

You win the prize for style :)  Those look nice.

Dave

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Re: [Flightgear-devel] today's 3d clouds commit

2005-05-16 Thread Dave Culp
   MenuBar-View-Rendering-Enable 3d clouds
 I can't get the new 3d clouds to appear here either.

Same here.  I don't get 3D clouds.  Using CVS from ten minutes ago.

I set the weather scenario to thunderstorm and I get rain.  I select Enable 
3d clouds in the Rendering options dialog and nothing happens.  


Dave

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Re: [Flightgear-devel] today's 3d clouds commit

2005-05-16 Thread Dave Culp
 Same here.  I don't get 3D clouds.  Using CVS from ten minutes ago.

 I'm pretty sure the new clouds don't work in 16 bit graphics mode. 

I think I'm running in 24 bit mode.  My xwininfo ouput is:

[EMAIL PROTECTED] dave]$ xwininfo

xwininfo: Please select the window about which you
  would like information by clicking the
  mouse in that window.

xwininfo: Window id: 0x281 FlightGear

  Absolute upper-left X:  4
  Absolute upper-left Y:  23
  Relative upper-left X:  0
  Relative upper-left Y:  0
  Width: 1016
  Height: 741
  Depth: 24
  Visual Class: TrueColor
  Border width: 0
  Class: InputOutput
  Colormap: 0x20 (installed)
  Bit Gravity State: ForgetGravity
  Window Gravity State: NorthWestGravity
  Backing Store State: NotUseful
  Save Under State: no
  Map State: IsViewable
  Override Redirect State: no
  Corners:  +4+23  -4+23  -4-4  +4-4
  -geometry 1016x741+0+0



Dave

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Re: [Flightgear-devel] today's 3d clouds commit

2005-05-16 Thread Dave Culp
  Same here.  I don't get 3D clouds.  Using CVS from ten minutes ago.

Never mind.  I had --disable-clouds in my command line string.  The clouds 
work fine, and look very nice.

I see though that they don't work well with the AIStorm.  The rain shaft under 
the storm hides the 3D clouds behind it, as it should, but when the lightning 
flashes and the rain shaft is temporarily de-selected (to help see the 
lightning) then the 3D clouds reappear.  Maybe some tweak to the AIStorm will 
fix this.


Dave

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Re: [Flightgear-devel] Model's xml properties

2005-05-16 Thread Dave Culp
 I have added a tank to flightgear but the model is not to scale, appears
 below the ground, and doesn't face the right direction.  If I understand
 correctly the model should have values to correct this in a xml file, but I
 can't find documentation for the properties to define them.  Can someone
 point me in the right direction?

The offsets are defined in SimGear/simgear/scene/model/model.cxx.  Here's the 
code:

...
  props.getFloatValue(/offsets/heading-deg, 0.0),
  props.getFloatValue(/offsets/roll-deg, 0.0),
  props.getFloatValue(/offsets/pitch-deg, 0.0),
  props.getFloatValue(/offsets/x-m, 0.0),
  props.getFloatValue(/offsets/y-m, 0.0),
  props.getFloatValue(/offsets/z-m, 0.0));
...


To use these offsets you need to put an offsets section in the model's XML 
wrapper file, like this:

PropertyList
 pathmymodel.ac/path
 offsets
   z-m0.41/z-m
   pitch-deg1.0/pitch-deg
 /offsets 
/PropertyList



Dave

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Re: [Flightgear-devel] Colditz Glider

2005-05-18 Thread Dave Culp
 You'll notice a non-working digital ASI crept onto the panel somehow,
 I've not spotted where that's coming from or I'd remove it!


That's the Netto Variometer I believe.  It works.

Dave

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Re: [Flightgear-devel] Any UAV models?

2005-05-18 Thread Dave Culp
 A predator model is available here:

 http://www.simviation.com/fs2002military19.htm

 It will be in MDL format, which works in FlightGear, however if you want to
 animate any part of it you'll have to convert it to *.ac format.

Well, not so fast :(  This model appears to be in a newer MDL format that plib 
can't use.  Maybe there's an older MDL model somewhere.


Dave

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Re: [Flightgear-devel] Colditz Glider

2005-05-18 Thread Dave Culp

  That's the Netto Variometer I believe.  It works.

 No offence intended, but I've just removed it from what will become the
 next release of the Colditz Glider. It's a bit anachronistic! The other
 instruments were at least available in 1944/45 even if not fitted to
 this particular machine.

Good idea.  I don't think the Colditz Glider could do much soaring anyway :)

Dave

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[Flightgear-devel] splash screen distortion

2005-05-22 Thread Dave Culp
During sim startup, about 2 or 3 seconds before the world appears, the 
splash image is distorted, most often stretched vertically, sometimes split 
in two vertically.  It's been doing this for a long time, maybe a year or 
more, but I've been ignoring it until now. 

Anyone else getting this?


Mandrake 10.1
nVidia MX440 with latest driver
cvs plib, SimGear, FlightGear
glut, openal


Dave

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[Flightgear-devel] FDM freeze

2005-05-25 Thread Dave Culp
Lately I've been flying around German terrain and have been getting an FDM 
freeze at seemingly random occasions after flying for ten minutes or so.  
Here's a screenshot of the freeze:

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

The user airplane is frozen, but other things keep running fine.  The AI 
aircraft keep going, as does the clock, frame rate, GUI, key bindings, mouse.  
It looks like just the FDM froze.  Anyone else getting this?

BTW, the HUD lat/lon *never* matches the actual lat/lon, so I don't think 
that has anything to do with it.

Dave

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Re: [Flightgear-devel] FDM freeze

2005-05-25 Thread Dave Culp
 That happen often for me with message on the console:

FGInterface is beeing called without scenery below the aircraf

What logging level did you use?  --log-level=?



Dave

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Re: [Flightgear-devel] FDM freeze

2005-05-25 Thread Dave Culp
I tried log-level=info and flew around Sembach until it happened again.  
Here's some console output:

...
prepare_ground_cache(): ac radius = 11.7738, # leafs = 0, ground_radius = 0
prepare_ground_cache(): trying to build cache without any scenery below the 
aircraft
FGInterface is beeing called without scenery below the aircraft!
  Updating Sun position
  Gst = 19.2257
t-cur_time = 1043061518
Sun Geodetic lat = -0.351757 Geocentric lat = -0.34959
sun angle relative to current location = 1.21658
  Updating Moon position
t-cur_time = 1043061518
Moon Geodetic lat = 0.307437 Geocentric lat = 0.305505
moon angle relative to current location = 1.86307
Updating light parameters.
  Sun angle = 69.7049
  ambient = 0.2  diffuse = 0.977531  specular = 0.5  sky = 0.962797
prepare_ground_cache(): ac radius = 23.2997, # leafs = 0, ground_radius = 0
prepare_ground_cache(): trying to build cache without any scenery below the 
aircraft
FGInterface is beeing called without scenery below the aircraft!
...


I've heard others talk of this problem, but this is the first time I've seen 
it  myself.  Could it be the European terrain data resolution versus U.S. 
terrain data resolution?  Anyway, it would seem that a fix would be to keep a 
copy of the last tile info, and if no tile is found on the next update then 
the last one can be used until a new one appears.


Dave


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Re: [Flightgear-devel] FDM freeze

2005-05-25 Thread Dave Culp

 prepare_ground_cache(): ac radius = 11.7738, # leafs = 0, ground_radius = 0
 prepare_ground_cache(): trying to build cache without any scenery below the
 aircraft
 FGInterface is beeing called without scenery below the aircraft!


The last line comes from JSBSim.cxx line 425, inside the function 
FGJSBsim::update().   If there is a ground cache problem then the function 
returns without ever calling copy_to_JSBsim() or copy_from_JSBsim().  That 
would explain the freeze.


Dave

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Re: [Flightgear-devel] Re: FDM freeze

2005-05-26 Thread Dave Culp

 (2) I don't allow multiloop to become higher than, currently, 80.


 diff -u -p -r1.20 flight.cxx
 --- flight.cxx  22 Nov 2004 10:10:33 -  1.20
 +++ flight.cxx  26 May 2005 05:07:44 -
 @@ -83,7 +83,13 @@ FGInterface::_calc_multiloop (double dt)
// ... ok, two times the roundoff to have enough room.
int multiloop = int(floor(ml * (1.0 + 2.0*DBL_EPSILON)));
remainder = (ml - multiloop) / hz;
 -  return (multiloop * speedup);
 +
 +  int result = multiloop * speedup;
 +  if (result  80) {
 +  fprintf(stderr, \033[31;1m_calc_multiloop=%d\033[m\n, result);
 +  return 80;
 +  }
 +  return result;
  }


I tried your fix above and it didn't work for me :(

Here's a fix that I just tried and it works for me.  In JSBSim.cxx, line about 
number 423, I just commented out the return statement, so the FDM can 
continue no matter what happens with the ground cache.

if (!cache_ok) {
  SG_LOG(SG_FLIGHT, SG_WARN,
 FGInterface is beeing called without scenery below the 
aircraft!);
  //return;
}


No more freezes now :)


Dave

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[Flightgear-devel] Re: FDM freeze

2005-05-26 Thread Dave Culp
Just out of curiosity I removed the three tall scenery objects I had placed at 
Sembach, then flew around there for 30 minutes with no more ground cache 
errors.  I think the problem comes from overflying the edge of a tall scenery 
object.  Just a guess.

Dave

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[Flightgear-devel] Crash detection (was FDM freeze)

2005-05-26 Thread Dave Culp
 We should probably come up
 with some kind of standard way for the FDM to signal to the rest of
 the simulator that it has detected a collision and stopped.

I agree it's time for crash detection and handling.  I just added a basic 
version to my OV-10 sim (can't have public users wallowing around 
underground, wondering what to do now :)  One decision to make is what the 
handler should do once a crash is detected.  I have it calling the reinit 
code in order to reset the sim to the starting position (below), while others 
may prefer to have the sim close after a crash, or perhaps display a 
crash-splash screen and/or console warning.


 // force a sim reset if crashed (altitude AGL  0)
     if (get_Altitude_AGL()  0.0) {
          SGPropertyNode* node = fgGetNode(/sim/presets, true);
          globals-get_commands()-execute(old-reinit-dialog, node);
     }


The above went in JSBSim.cxx because I couldn't figure out where to put it so 
that all FDM's could have the same crash detector/handler.


Dave

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[Flightgear-devel] 3D view goes away by itself

2005-05-26 Thread Dave Culp
I have a cockpit view system set up for the OV-10 sim that uses a 2D forward 
view and 3D side views (screenshot : 

http://home.comcast.net/~davidculp2/2D_3D_views.jpg

It's controlled by some nasal scripts I bound to the arrow keys.  Here are the 
up(forward) and left bindings:

 key n=356
  nameLeft arrow/name
  descLook left./desc
  binding
  commandnasal/command
  script
node = props.globals.getNode(/sim/current-view);
if(node.getChild(view-number).getValue() == 0) { 
   setprop(/sim/current-view/heading-offset-deg, 
getprop(/sim/view/config/left-direction-deg));
   node.getChild(internal).setBoolValue(1);
   node.getChild(x-offset-m).setDoubleValue(0.0);
   node.getChild(y-offset-m).setDoubleValue(1.1);
   node.getChild(z-offset-m).setDoubleValue(-1.25);
   node.getChild(pitch-offset-deg).setDoubleValue(0.0);
}
   /script
   /binding
 /key

 key n=357
  nameUp arrow/name
   descLook forward./desc
  binding
  commandnasal/command
  script
node = props.globals.getNode(/sim/current-view);
if(node.getChild(view-number).getValue() == 0) { 
   setprop(/sim/current-view/heading-offset-deg, 
getprop(/sim/view/config/front-direction-deg));
   node.getChild(internal).setBoolValue(0);
   node.getChild(x-offset-m).setDoubleValue(0.0);
   node.getChild(y-offset-m).setDoubleValue(0.0);
   node.getChild(z-offset-m).setDoubleValue(0.0);
   node.getChild(pitch-offset-deg).setDoubleValue(-10.0);
}
   /script
   /binding
 /key


It works fine on the ground, but about 10 seconds after takeoff the 3D side 
views of the aircraft's engine/wing go away and never come back.  I check 
through the property browser and all the values look unchanged.  It seems 
like the internal boolean value must have changed, but the property browser 
does not indicate a change (even after a refresh of course).

Any idea what causes the view to change by itself after takeoff?

Thanks,

Dave

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Re: [Flightgear-devel] Crash detection (was FDM freeze)

2005-05-26 Thread Dave Culp
 If you want to do push-mode handling with an FGCommand and make it
 settable by the user, you can have the command call (or be) a Nasal
 script that can be assigned by the user (e.g. globals.crashHandler =
 myFunction).  Or have it indirect through another FGCommand binding
 found in the property tree, etc...


Which reminds me, I'm using the command old-reinit-dialog in my crash 
handler, but I can't find where this is defined.  It's not in FGCommand, so I 
assume it's a nasal script?  I'm not sure what node should be provided as the 
second parameter.  I'm using /sim/presets, is that what's expected?

I like the idea of a global crash handler script, but I don't know enough 
about nasal to write one.  How would it be called from within the code?


Dave

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Re: [Flightgear-devel] Potential startup speed fix

2005-05-27 Thread Dave Culp
   Airports and Navigation Data   Total
 Before2 min 40 sec3 min 50 sec
 After 1 min 40 sec2 min 50 sec

 It's still the most significant part of the load process - can we be even
 more clever yet?


How about an un-clever solution?  Can we just divide the existing data up into 
regions, and let the user select which regions he wants before start up?  
Even the 737 I fly doesn't keep a worldwide data set.

For the OV10 sim I cut out all but some of the German bits, and the load time 
for airports/navaids went from about 10 seconds to 0 seconds.


Dave

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Re: [Flightgear-devel] 3D view goes away by itself

2005-05-27 Thread Dave Culp
Thanks Curt and Phil.  After looking around in the view manager and trying 
many different combinations of XML settings, I finally took the easy way out 
and changed the airborne clip plane distance in renderer.cxx  to 0.5, rather 
than 10.  That solves my problem, but don't know if anyone else would like 
that move :)

Dave

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Re: [Flightgear-devel] 3D view goes away by itself

2005-05-27 Thread Dave Culp

 I finally took the
  easy way out and changed the airborne clip plane distance in renderer.cxx
   to 0.5, rather than 10.  That solves my problem, but don't know if
  anyone else would like that move



 The issue would only be related to the width of the Z buffer.  I was
 running a Voodoo card at the time I set up this feature where the depth
 buffer was cleared and reset between the scenery and the cockpit rendering.
  This may still be an issue for some current hardware configurations. 
 You'd have to do the math to see what the functional far plane limitation
 is at 0.5m in order to anticipate what will and will not work.   Visually,
 the problem will appear as oddities on the horizon due to depth test
 errors.


Thanks Jim,

I haven't seen any artifacts on the horizon, so it looks like setting the near 
plane to 0.5m works OK for me.  FWIW, I'm running on nVidia MX-440.

Dave

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Re: [Flightgear-devel] Modifying nav.dat file and waypoints

2005-05-28 Thread Dave Culp
 I'm actually working thru the same type of problem... my nav.dat files are
 within the Navaid folder as a Zip file.  I can open the file and make my
 alterations, but returning the file to a zipped.dat file is escaping me.
 This seems to be the case for apt.dat, awy.dat, and nav.dat.  Has anyone 
 sucessfully returned altered data to the folder?

I have unpacked all of these, removed most of the data, and then repacked them 
in gzip.  They work fine.  What are you using to gzip them?  Make sure they 
are .gz and not .tgz.

Dave

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Re: [Flightgear-devel] Re:[Flightgear-cvslogs] CVS: data/Models/Airport beacon.xml, 1.8,

2005-05-30 Thread Dave Culp
 Still, I didn't mean to blame the problems on the
 FDMs. I just called it FDM stuttering because this is what the user sees
 (and because the ground-cache code is in the FDM/ directory :-) But the FDM
 only stuttered, because it wasn't called in time, because of unfortunate
 groundcache/beacon interaction. 


The groundcache/beacon interaction was only effecting the Yasim FDM, correct?



Dave

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Re: [Flightgear-devel] Problems with todays CVS

2005-05-30 Thread Dave Culp
  well-loved no scenery below the aircraft ground cache message.

 I don't get it, I didn't see this behavior until after I committed the
 patches, when I noticed it once. Melchior has these patches also applied
 and didn't complain.

Maybe this is something to do with OS, compiler, or video card?


Dave

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Re: [Flightgear-devel] Re: Problems with todays CVS

2005-05-30 Thread Dave Culp
  Only JSBSim doesn't.  :-(

While we're finding out the cause and fixing the ground cache thing, how about 
making a small modification to JSBSim.cxx that will spit out useful data and 
*not* freeze the FDM? (about line 409)

// Compute the potential movement of this aircraft and query for the
// ground in this area.
double groundCacheRadius = acrad + 2*dt*Propagate-GetUVW().Magnitude();
double alt, slr, lat, lon;
FGColumnVector3 cart = Auxiliary-GetLocationVRP();
if ( needTrim  startup_trim-getBoolValue() ) {
  alt = fgic-GetAltitudeFtIC();
  slr = fgic-GetSeaLevelRadiusFtIC();
  lat = fgic-GetLatitudeDegIC() * SGD_DEGREES_TO_RADIANS;
  lon = fgic-GetLongitudeDegIC() * SGD_DEGREES_TO_RADIANS;
  cart = FGLocation(lon, lat, alt+slr);
}
double cart_pos[3] = { cart(1), cart(2), cart(3) };
bool cache_ok = prepare_ground_cache_ft( State-Getsim_time(), cart_pos,
 groundCacheRadius );
if (!cache_ok) {
  SG_LOG(SG_FLIGHT, SG_WARN,
 FGInterface is being called without scenery below the aircraft!
\n);
  cout  altitude =   alt  endl;
  cout  sea level radius =   slr  endl;
  cout  latitude =   lat  endl;
  cout  longitude=   lon  endl;
  //return;
}


I know it works fine in the air (I've been using it for a couple days while 
trying to recreate the error conditions), but what happens if you get a bad 
cache on the ground?  Don't know.

Dave

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[Flightgear-devel] no scenery below...

2005-06-01 Thread Dave Culp
After a couple hours of flying around the Sembach/Ramstein area I've twice 
gotten ground cache errors, with this console output:

prepare_ground_cache(): trying to build cache without any scenery below the 
aircraft
FGInterface is being called without scenery below the aircraft!
altitude = 3.83573e-269
sea level radius = 0.711179
latitude = 34.7012
longitude= 1.66839e-265



I'm not familiar with the scenery tile processing, but I believe it occurs in 
a separate thread?  Could it be that sometimes there *really isn't* scenery 
below the aircraft?


Dave

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Re: [Flightgear-devel] Animation Was: jsbsim airstream info

2005-06-05 Thread Dave Culp
Anybody know where I can find the wind angles relative to
the aircraft?

I don't think these exist in the property tree, but you can always take 
/environment/wind-from-north and /environment/wind-from-east and then 
convert these to body coordinates using the aircraft's heading.


Dave

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Re: [Flightgear-devel] After crash , Restart ?

2005-06-07 Thread Dave Culp
  I believe you are seeing the results of a new capability that Dave Culp
  added to JSBSim recently.

 Aaah, I sense something: This might be a means to automagically
 re-incarnate crashed AI aircraft  :-)

Actually I added the reset-after-crash to my OV-10 sim because it will be used 
by the public, and they will crash often and not know why the crashed 
airplane is floating under the surface of the earth.  I added it to JSBSim, 
thinking that nobody else wanted subterranean floating airplanes.  Here's the 
code location so you can remove it:

See source/src/FDM/JSBSim/JSBSim.cxx  in the function named  
copy_from_JSBSim(), at about line 848:

// force a sim reset if crashed (altitude AGL  0)
if (get_Altitude_AGL()  0.0) {
 SGPropertyNode* node = fgGetNode(/sim/presets, true);
 globals-get_commands()-execute(old-reinit-dialog, node);
}


It uses some pre-existing reset code that I found bound to a key in 
keyboard.xml.   It seems to work well here, although the report of 
the /fdm/jsbsim property node being cloned after every reset is a problem.

You can comment out the code completely, or if you need lat/lon for the crash 
site you can add that as console output in the above block of code.

I'll look into the node cloning today if I get a chance.


Dave

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Re: [Flightgear-devel] After crash , Restart ?

2005-06-07 Thread Dave Culp
 It could easily check another property and then decide whether to use
 the old behavior or automatically reset. That property could have a
 user-friendly setting in preferences.xml, and everyone else could change
 it locally.

Yep, that would be best solution.  I'll see if I can get to that today.


Dave

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Re: [Flightgear-devel] After crash , Restart ?

2005-06-08 Thread Dave Culp
Before I get too far on the property node cloning thing I want to make sure 
this isn't a feature rather than a bug.  Does anyone want there to be old 
/fdm/jsbsim property nodes kept around whenever  fgInitFDM() is called?

As background, when the sim is reset using this:

  globals-get_commands()-execute(old-reinit-dialog, node);   

the old instance of the FDM is destroyed and a new one created in fgInitFDM().  
If this is a JSBSim FDM, then the property node /fdm/jsbsim stays and a new 
one, called /fdm/jsbsim[1] is created.  This happens again at every reinit.

This is a problem because some instruments are tied to properties in 
/fdm/jsbsim, so after a reset they are tied to inactive properties.


Dave

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[Flightgear-devel] AI Ships (was: Airports Data + Zoom + SHIPs)

2005-06-09 Thread Dave Culp
On Wednesday 08 June 2005 10:36 pm, Ampere K. Hardraade wrote:
 Perhaps seperating land and water would be the next thing on the agenda?

If this is in regard to the AI ships driving onto land, the AI ships and AI 
carrier can accept a flight plan, but the ability to follow the flight plan 
has not yet been implemented.  I won't be hard to do.  Once that is done, the 
carrier will follow a pre-defined path, and stay off of land.  There are then 
two options:

1)  make a race-track pattern

2)  go straight to the flightplan end, then vanish and reappear at the start 
(like in the movie :)


Of course option 1 is more realistic, but the ship will be going in the wrong 
direction over half the time.  Option two would give you more fun with your 
entertainment dollar/euro, but you don't want to be on the ship when it 
teleports to the start again.


Dave

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[Flightgear-devel] crash handling options for JSBSim in FlightGear

2005-06-09 Thread Dave Culp
Just checked in a JSBSim.hxx and JSBSim.cxx to JSBSim CVS that makes crash 
handling user-configurable.  The default behavior is the current 
subterranean flying behavior.  If the user sets the property 
/sim/pause-on-crash to true, then the sim will pause on crash, which is the 
same behavior Yasim has, so this should be the default for FlightGear.  If 
the user sets the property /sim/reset-on-crash to true, then the sim will 
reset on crash.

As for the /fdm/jsbsim property cloning problem, this has been around for 
some time now.  Any reset of FlightGear while using a JSBSim aircraft will 
cause another /fdm/jsbsim node to be created.  I've tried stopping that but 
have had no luck.  There are several people using properties from 
/fdm/jsbsim to drive instruments and they are possibly used in some nasal 
scripts, so this problem breaks some of their panels, and maybe more things.  


I'm copying this to the flightgear-devel list.


Dave

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[Flightgear-devel] property cloning solution

2005-06-10 Thread Dave Culp
Could some of you help me out and test this solution to the JSBSim property 
cloning-after-reset problem?  In the file 
source/src/FDM/JSBSim/FGFDMExec.cpp, line 137, just comment out the FDM 
counter, like this:

  //FDMctr++;


It works well here, but I'd like to make sure it works for those who might  
have slightly older versions of this file.


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Re: [Flightgear-devel] property cloning solution

2005-06-10 Thread Dave Culp
//FDMctr++;

 Tested with my own  carrier landing patched release   :
 IT IS OK == no clone now, JSB specific Functions working after reset.

Thanks Gerard,

I've commited the fix to the JSBSim CVS branches.  Note that this will not 
allow multiple instances of JSBSim, which nobody is using right now (I don't 
think?).  In the future we'll fix it so that the user instance of JSBSim is 
always the zeroeth instance, and other instances will start at instance 
number one.

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[Flightgear-devel] poll

2005-06-10 Thread Dave Culp
This is a poll.  Does anyone really want the FDM to allow flying under the 
terrain, or was that a misunderstanding by me?

If nobody wants it then I think it should be disallowed.


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Re: [Flightgear-devel] AI for Ground Units

2005-06-16 Thread Dave Culp
On Thursday 16 June 2005 06:52 pm, Drew wrote:
 Is there an existing interface to allow non-ownship objects to be
 positioned using the propery system?  If there's an easy way to
 specify lat, long, alt, roll, pitch, and heading, that would be really
 helpful.

I'm sending you a file off-list.  It's an AI acenario file for my OV-10 
simulator that puts about 45 AI objects around the Ramstein area.  Some of 
the AI objects are static, four tanks and about 12 city signs.  You'll need 
the CVS version of FlightGear to invoke these static objects, or you can make 
static objects out of ships if you have an earlier version.


 I just read the documentation on AI models, and it doesn't seem like
 any of the AI types tie models to properties.

I'm not sure what your question is.


Dave

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Re: [Flightgear-devel] Shadows

2005-06-17 Thread Dave Culp
 http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html
 Let me know what you think of that.

Wow, that looks great.  How much of a frame rate hit did you get?

Dave

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Re: [Flightgear-devel] Shadows

2005-06-17 Thread Dave Culp
 I have started to add some volumetric shadows in Flightgear.

Does the canopy frame cast a shadow on the cockpit interior?

Do transparent surfaces cast shadows?

( I don't mean to be annoying, just curious.  This would add a whole new level 
of realism to 3D cockpits :)


Dave

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[Flightgear-devel] (OT) River Visual Rwy 19 DCA

2005-06-20 Thread Dave Culp
Here's some guy flying the River Visual to Runway 19 at DCA.  This is a  
19MB  avi file.  I'll leave this up for a couple days, then remove it to 
put the hangar back up.

 http://home.comcast.net/~davidculp2/dca_visual_19.AVI


Dave

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[Flightgear-devel] latest OpenAL not compatable?

2005-06-21 Thread Dave Culp
I just downloaded the latest OpenAL from CVS and can't get SimGear to compile 
with it.  Here's the error:

if g++ -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../..  -I/usr/X11R6/include  
-g -O2 -D_REENTRANT -MT openal_test1.o -MD -MP -MF .deps/openal_test1.Tpo 
-c -o openal_test1.o openal_test1.cxx; \
then mv -f .deps/openal_test1.Tpo .deps/openal_test1.Po; else rm -f 
.deps/openal_test1.Tpo; exit 1; fi
/usr/local/include/AL/alut.h: In function `int main(int, char**)':
/usr/local/include/AL/alut.h:52: error: too few arguments to function 
`ALboolean alutInit(ALCchar*, ALCdevice**, ALCcontext**)'
openal_test1.cxx:42: error: at this point in file



Dave

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Re: [Flightgear-devel] latest OpenAL not compatable?

2005-06-21 Thread Dave Culp
 What are you trying to compile it on?

linux
Mandrake 10.1
gcc 3.4.1
plib 1.8.4

Dave

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Re: [Flightgear-devel] Re: latest OpenAL not compatable?

2005-06-21 Thread Dave Culp
  I just downloaded the latest OpenAL from CVS and can't get SimGear
  to compile with it. Here's the error:

 apply this patch

 --- openal_test1.cxx30 Apr 2004 00:44:04 -  1.5
 ...


Thanks Alex,

Just curious ... Is there any reason why OpenAl doesn't offer stable releases?


Dave

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Re: [Flightgear-devel] readXML problems

2005-06-30 Thread Dave Culp
 void
 readXML (istream input, XMLVisitor visitor, const string path)
 {
   XML_Parser parser = XML_ParserCreate(0);

 ...

   XML_ParserFree(parser);
 cout  A-3  endl;

   throw sg_io_exception(Problem reading file,
 sg_location(path,
 XML_GetCurrentLineNumber(parser),


What happens to parser after the call to XML_ParserFree(parser)?  Can it still 
be referenced after that?


Dave


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[Flightgear-devel] KSFO approach lights

2005-07-01 Thread Dave Culp

I've been working on the approach light structures at KSFO.  They look OK in
the daytime:

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


But at night some of the approach lights are covered:

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


Anyone know the altitude of the approach lights in FlightGear?  They should
 be the same as the threshold, about 13 feet.  They seem to be much lower
 here, so they're covered by the light structures.



Dave

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Re: [Flightgear-devel] KSFO approach lights

2005-07-02 Thread Dave Culp
   Anyone know the altitude of the approach lights in FlightGear?  They
   should be the same as the threshold, about 13 feet.  They seem to be
   much lower here, so they're covered by the light structures.
 
  The altitude of the approach lights vary based on viewer distance
  (and/or altitude?) because otherwise they would end up underneath the
  ground under certain circumstances.

 May be the approach lights should be shifted by that 13ft, and additionaly
 moved above with the distance to them to avoid Z-buffer races?


That sounds good, but I don't know where to start on that.  Does anyone want 
the 28R light structure to play with?  It's here:

http://home.comcast.net/~davidculp2/28RLights.ac

And the placement info goes in Scenery/Objects/w130n30/w123n37/942050.stg :

OBJECT_STATIC 28RLights.ac -122.35186 37.61125 -0.1 62.0


Here are some photos of the real thing:

 http://home.comcast.net/~davidculp2/lights2.jpg
 http://home.comcast.net/~davidculp2/lights3.jpg

If we can get the light-hiding problem fixed, then I'll make light support 
structures for all of the KSFO runways that need them.

Dave

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Re: [Flightgear-devel] Fgrun Fgfs

2005-07-17 Thread Dave Culp
 Have been having a problem on my desktop PC where fgrun seg faults when
 I hit the run button, so I can only start fg from the command line.
 I bought a laptop last weekend and did a fresh install of
 plib,simgear,fg cvs   fgrun cvs using fltk 1.4 (with threads) and I'm
 getting the same problem. This is the same set of installations as my
 desktop and both the laptop and the desktop are nvidia and both are
 using Mandriva 2005 LE.


Last time I tried fgrun I got this:

terminate called after throwing an instance of 'char const*'
Aborted

I think one of the dialog input fields is wrong for linux.

Mandrake 10.1
Dave

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Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-19 Thread Dave Culp
   So the question is: How can I easily calculate the distance and how
   many nautical miles are out of reach (thinking of e.g. radar systems)
   ?
 
  You can compute distance at an altitude using SimGear functions

 Ack, don't even *think* about doing the math in a GIS datum. 


I agree.  You don't need overkill here.  A simple check of the bounding square 
should work fine.  Something like this:

/* Check if position 2 is within a square of side R nautical miles that has 
position 1 at a corner. This is a fast approximation of checking the distance 
between them, avoiding the use of trigonometric or sqrt functions. This 
assumes latitude in the  range (-90,90) and longitude (-180,180).
*/

bool IsWithinRMiles( double lat1, double lon1, double lat2, double lon2, 
double R ) {

   double nm_per_deg_lat = 60.313; 
   double nm_per_deg_lon = 60.109 - fabs(lat1 * 0.66788);  
   double lat_diff = fabs(lat1 - lat2);
   double lon_diff = fabs(lon1 - lon2);
   if (lon_diff  180.0) lon_diff = 360.0 - lon_diff;

   if ((lat_diff * nm_per_deg_lat)  R) {
 if ((lon_diff * nm_per_deg_lon)  R) {
   return true;
 }
   }

   return false;
}


This should be good enough for deciding if object2 should be visible to 
object1, as long the range you're checking for isn't too small.  I would use 
20 nm for a visibility test.

To get a more accurate distance check (for instance, radar range) you'll need 
to call a sqrt function in the test:

   if ( sqrt( (lat_diff * lat_diff * nm_per_deg_lat * nm_per_deg_lat) +
(lon_diff * lon_diff * nm_per_deg_lon * nm_per_deg_lon))  R) {
  return true;
   }

To get even more accuracy you can use trigonometric functions in the 
nm_per_deg calculations (see AIModel/AIBase.cxx for the feet_per_deg 
formulas).
 

Dave

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Re: [Flightgear-devel] T38 and other aircraft xml files overwrite scenario settings

2005-07-21 Thread Dave Culp
 Today i found out, that using the T38 overwrites other scenario settings
 which are set in the preferences.xml file.

It's been like that for over a year.

 Scenarios should never be set in the aircraft's xml files.

Unless the aircraft is demonstrating an AI capability.

 Hunter/hunter-2tanks-set.xml: scenarioship_demo/scenario
 OV10/OV10-set.xml:   scenariothunderstorm_demo/scenario
  Thunderstorm and weather radar demo
 T38/T38-set.xml:   scenariorefueling_demo/scenario
  Refueling and air-air radar demo
 sgs233/sgs233-set.xml:   scenariothermal_demo/scenario
  Thermal demo

 The reason to remove them is, that it's not a good idea to set them in the
 aircraft files when they overwrite other scenario settings that are set in
 the user specific preferences.xml file.

Unless the user(s) aren't aware of the capabilities demonstrated in this way.  

 Imagine that someone wants to use the sgs233 glider and fly around over the
 Alps.
 What does he do?
 He will create a new scenario demo file to have thermals over the Alps and

Not in my experience.   What he'll do is complain that FlightGear doesn't have 
any thermals and that it sucks compared to any other sim.  

 Why does someone want to have thermals over KSFO when he wants to fly over
 the Alps? That makes no sense.

See above.

 Is it possible to make flightgear be able to use more than one scenario
 demo file at the same time?

No.


Dave

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Re: [Flightgear-devel] jsbsim won't start with w110n40 or w110n30airports

2005-07-26 Thread Dave Culp
 ...
  This bug showed up about 10 days ago with an update from cvs.  Any ideas
  what is broken?

 I've got a hunch. Dave Culp may have an idea. I'll take a look, too.


Sorry.  I haven't been following the FG CVS logs.

Dave

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

2005-07-28 Thread Dave Culp
  Nice model. I particularly like the horizon ball.

 I particularly like the fact that they used FlightGear :-D

And I also like the fact that they used JSBSim and started with aeromatic :)

Dave

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

2005-07-28 Thread Dave Culp
 Since the MB-339 PAN is an on-going project, we plan to release
 an improved version of the aircraft (with smokes?).

We have smoke/contrails now, but they need a lot of work:

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

They look OK from some angles, and look bad from others.  I tried to add a 
smoke generator to the OV-10 model (The real OV-10 can inject oil into the 
right exhaust stack to make white smoke), but it doesn't look good enough to 
use.


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.


Dave

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Re: [Flightgear-devel] Determining range?

2005-09-17 Thread Dave Culp
 ... how do I get the distance from
 my current Lat/Long to another Lat/Long? 


There's a function in SimGear that does this.  See 
SimGear/simgear/math/sg_geodesy.cxx for a function called int 
geo_inverse_wgs_84()


This may be overkill for your application.

Dave

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main renderer.cxx, 1.27, 1.28

2005-10-05 Thread Dave Culp
 So what basically happens now is that at the (startup) airport the AGL
 would be reported correctly, but once the terrain elevation increases
 the reported AGL won't change (like in real life).

This sounds more like HAA  (height above airport) or HAT (height above 
touchdown).  Height AGL should be the current height above the ground 
directly below the aircraft. 

Height AGL should change as the terrain below the aircraft changes.

Dave

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Re: [Flightgear-devel] a question on Sound/fg_fx.cxx /sim/sound/pause

2005-10-13 Thread Dave Culp
On Thursday 13 October 2005 01:13 pm, Ampere K. Hardraade wrote:
 Is it a priority to have a voice comm at the moment?  A voice comm would
 serve no purpose if there is no one being the ATC.

 I think we should focus on text-based ATC first.  With text, it would be
 much more easier to create an automatic ATC.  We can always expand it to
 include some sort of speech-to-text engine later on.


This sounds good to me.  Voice-ATC in the real world is a dying technology 
anyway.  In a few years it will be gone and replaced by data-link, at least 
for commercial flying.

I do think, however, that plane-2-plane comm at the multiplayer arena is a 
good idea. 


Dave

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Re: [Flightgear-devel] DME range

2005-10-13 Thread Dave Culp
 Does anyone know if the DME calculation to a VORTAC is based on slant
 range? Noticed when flying over a fix say at FL350, the range goes down
 to zero at station passage. It should be the AGLvalue of the aircraft
 over the station.
 OTH a waypoint based on radial intersections or GPS would go to zero.


I get slant range here.  What property are you looking at?  The DME in the 737 
model uses the property:

property/instrumentation/dme/indicated-distance-nm/property



Dave

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[Flightgear-devel] Winter Textures - screenshot

2005-10-21 Thread Dave Culp
screenshot:  http://home.comcast.net/~davidculp2/PC7-winter.jpg


BTW, my lakes are still blue.  Do we need an ice-water texture?


Dave

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Re: [Flightgear-devel] problems experienced with the recent c150 updates

2005-10-23 Thread Dave Culp
 Sometimes at the same time I also see the aircraft tumbling backwards and
 having its tail going underground, controls held neutral, tailwind never
 exceeding 7  knots. Could this be that the model doesn't account for the
 pilot's weight?

Tumbling backwards is usually an indication that the airplane has failed to 
ground trim properly.   Maybe something has changed the presets ?

Dave

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[Flightgear-devel] FlightGear CVS compile error

2005-10-27 Thread Dave Culp
I'm getting these errors while compiling CVS FlightGear, with CVS SimGear.  
Using gcc version 3.4.1, linux system



if g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src  
-I/usr/X11R6/include -I/usr/local/include  -g -O2 -D_REENTRANT -MT 
environment_ctrl.o -MD -MP -MF .deps/environment_ctrl.Tpo -c -o 
environment_ctrl.o environment_ctrl.cxx; \
then mv -f .deps/environment_ctrl.Tpo .deps/environment_ctrl.Po; else rm 
-f .deps/environment_ctrl.Tpo; exit 1; fi
environment_ctrl.cxx: In member function `virtual void 
FGMetarEnvironmentCtrl::update_metar_properties(const FGMetar*)':
environment_ctrl.cxx:608: error: passing `const FGMetar' as `this' argument of 
`SGMetarVisibility SGMetar::getMinVisibility()' discards qualifiers
environment_ctrl.cxx:610: error: passing `const FGMetar' as `this' argument of 
`SGMetarVisibility SGMetar::getMaxVisibility()' discards qualifiers
environment_ctrl.cxx:612: error: passing `const FGMetar' as `this' argument of 
`SGMetarVisibility* SGMetar::getDirVisibility()' discards qualifiers
environment_ctrl.cxx:642: error: passing `const FGMetar' as `this' argument of 
`std::vectorSGMetarCloud, std::allocatorSGMetarCloud  
SGMetar::getClouds()' discards qualifiers
make[2]: *** [environment_ctrl.o] Error 1


Any Ideas?

Dave

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Re: [Flightgear-devel] FlightGear CVS compile error

2005-10-27 Thread Dave Culp
  I'm getting these errors while compiling CVS FlightGear, with CVS
  SimGear.
 ...
 Please double-check your version of metar.hxx in SimGear. Mine (1.6) has
 ...
 Vassilii


Thanks Vassilii, that was it.  I must have botched my cvs commands earlier.


Dave

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[Flightgear-devel] allow-toggle-cockpit

2005-10-29 Thread Dave Culp
Using CVS FlightGear I find that the s key switches instrument panels even 
when the property /sim/allow-toggle-cockpit is false.   I see the key 
binding uses not in the condition test.  Shouldn't the not not be there?  
Or not.


Dave 

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[Flightgear-devel] wish list for next release

2005-10-29 Thread Dave Culp
Is it time to establish a wish list for the next release (or did I miss it?).   
  
Maybe this should be called a things to wrap up list, if it's too late for 
a wish list.   BTW, I looked for a wish list at the flightgear.org website 
and found a goals page, which is a similar thing as a wish list, but this 
page looks pretty out-dated.

Here are my wishes:

1)  Oliver's multiplayer

2)  Texture cropping for 2D panels so that Attitude Indicator ladders stay in 
bounds.


Dave

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Re: [Flightgear-devel] wish list for next release

2005-10-30 Thread Dave Culp
On Sunday 30 October 2005 03:23 am, Erik Hofman wrote:
 Dave Culp wrote:
  2)  Texture cropping for 2D panels so that Attitude Indicator ladders
  stay in bounds.

 This can be done now by using the texture animations;
 texrotate and textranslate

 See FlightGear/data/Docs/model-howto.html for more information.


This works for 2D panels?  The document only mentions animations for 3D 
models.

Dave

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[Flightgear-devel] document naming

2005-10-30 Thread Dave Culp
Can we change the names of the documents so there is only one dot per name?  
For example README.xmlpanel.html  should be README-xmlpanel.html  or 
something like that.  The file association settings in KDE get confused by 
multiple dots.


Dave 

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Re: [Flightgear-devel] Re: document naming

2005-10-30 Thread Dave Culp
On Sunday 30 October 2005 06:50 am, Melchior FRANZ wrote:
 * Dave Culp -- Sunday 30 October 2005 13:29:
  Can we change the names of the documents so there is only one dot per
  name? For example README.xmlpanel.html  should be
  README-xmlpanel.html  or something like that.  The file association
  settings in KDE get confused by multiple dots.

 No, they aren't. KDE doesn't even look at the name. It looks at the
 contents via file-derivative. (See $KDEDIR/share/mimelnk/magic) I have
 never had problems with multiple dots in file names. I'd rather guess that
 your setup has problems.


Ah, then I just have to find the correct mime type settings.  The hunt is on.

Dave

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Re: [Flightgear-devel] wish list for next release

2005-10-30 Thread Dave Culp
 Ow, that I'm not sure of.
 I guess it would be better to backport this code to support 2D panels
 also then.


The only thing lacking in the 2D code now is the ability rotate, translate, 
and *then* crop a texture.  Maybe it would be required that the texture be 
drawn to a context in memory, rotated, translated, and then cropped and drawn 
to the screen?

It's unlikely that I'll be learning OpenGL in the next few years, so it would 
be *really* great if someone could look into this issue.  This would finally 
make the 2D panel code complete.

Dave 

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Re: [Flightgear-devel] Re: document naming

2005-10-30 Thread Dave Culp
On Sunday 30 October 2005 06:50 am, Melchior FRANZ wrote:
 No, they aren't. KDE doesn't even look at the name. It looks at the
 contents via file-derivative. (See $KDEDIR/share/mimelnk/magic) I have
 never had problems with multiple dots in file names. I'd rather guess that
 your setup has problems.

Thanks Melchior,

Somehow I managed to get a document type of README.*, whiched caused the 
confusion.

Dave

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Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Dave Culp
On Thursday 03 November 2005 01:14 pm, Mike Kopack wrote:

 Or is this just a glaring big black hole with the FG scenery ...


What is this?  Crap on FlightGear week?


Dave

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Re: [Flightgear-devel] Out of Town next week

2005-11-07 Thread Dave Culp
On Monday 07 November 2005 12:39 pm, Durk Talsma wrote:
 Tomorrow, I'm flying out to Canada

I have two words for you:  Sleeman Dark

http://www.sleeman.com/en/html/beer/sl_brands/dark/index.htm


Dave

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[Flightgear-devel] lightning

2005-11-07 Thread Dave Culp
Currently, in CVS FlightGear, it's possible to place an AI thunderstorm in the 
FlightGear world which has both turbulence and lightning.  See the AI 
scenario called bigstorm_demo.xml.  The turbulence is controlled by each 
instance of the thunderstorm, so you could have several storm AI entries, 
each one defining an area of turbulence within a specified diameter and with 
a specified strength.  (It's hoped that you'll define the turbulence diameter 
to correspond to the visual model's diameter.  There is no way for the 
AIStorm object, which controls the turbulence, to automatically know the 
diameter of the 3D model. )

The lightning however is controlled from one property, 
environment/lightning/flash.  Because of this, if you have more than one 
storm they will all flash at the same time.   I was thinking about changing 
this so that each instance of a storm will have its own property to be used 
as a flash trigger, however it would be best if the flashing could instead be 
completely a part of the 3D model animation, with no external trigger needed.

All you experienced modelers, please tell me, is this possible?  Can you set a 
piece of a model to flash somewhat randomly using only XML animation code?

Dave

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Re: [Flightgear-devel] lightning

2005-11-08 Thread Dave Culp
 Can you
  set a piece of a model to flash somewhat randomly using only XML
  animation code?

 That said, I really think the AIThunderstorm calls should be without a
 visual model and should be called by the 3d clouds code and METAR
 weather code instead.


I don't understand.  Are you saying there is no need for the AIStorm because 
the 3D clouds and METAR will handle this?  I am not familiar with either of 
these, so I'll have to experiment with them.

Dave

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Re: [Flightgear-devel] lightning

2005-11-08 Thread Dave Culp
 Yes, the 3d clouds can draw good thunderstorm clouds and lightning and
 rain, the weather system can detect when they are needed. The only part
 missing is the accurate updrafts.


OK, just looked at them.  They look nice and sound great.  Are they GUI 
controlled only?  I couldn't find anything about them in preferences.xml.

Dave

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Re: [Flightgear-devel] Joystick issues with throttleAxis()

2005-11-09 Thread Dave Culp
On Wednesday 09 November 2005 12:58 pm, Ralf Gerlich wrote:
 ...
 some time ago a new version of the joystick configuration file for
 Logitech Wingman FF 3D was committed, containing a change to the
 throttle-handling.

 Shortly after that I couldn't get the engines down to idle. As I
 noticed, jsdemo reports that the throttle axis returns +0.3 when on
 idle. I'm using Linux on a 2.6.8 kernel.


That configuration file applies an offset of -0.3 prior to the scale.  That 
shouldn't be allowed, and I guess someone's personal configuration snuck in 
by accident?


Dave 

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