[Flightgear-devel] KSFO Terminal ???

2003-06-06 Thread Innis Cunningham
Having built the cvs version of FG under cygwin. I cannot see the terminal 
at KSFO.
All the correct files (.stg and .ac)seem to be in the scenery folder.
If it is a Plib problem why would Plib handle the aircraft .ac files and not 
the scenery .ac files.
The aircraft work fine.
Also is there any other custom scenery supposed to be around San Fran 
area(like the golden gate bridge)because other than the autogen buildings I 
dont see anything.

All help greatly appreciated.

Cheers
Innis
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[Flightgear-devel] KSFO Terminal ???

2003-06-06 Thread Innis Cunningham
So as to try and help with this problem.
On my system I have the 9.1 version of FG from the win binaries by Norman on 
my E drive and the cvs build under cygwin on my H drive.
I have taken a copy of the scenery folder that contains the KSFO terminal 
and put it in my win binaries version and the terminal does not show in 
either version.

Don,t know if this helps.

Cheers
Innis
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[Flightgear-devel] 737 model

2003-06-06 Thread Innis Cunningham
Hi All
I have downloaded a 737-300 model EX FS98 and have got it to show thanks to 
David Megginson and Wolfram Kuss's wise words.
Has some got a model about ready if not do you want this one when I get it 
Teaked.
Also if there are people here who are working on FDM's for other A/C types 
that they would like models converted for I would be happy to give it a try.

A Question for David Megginson
David I have converted one of the *af textures to RGB using Xnview and 
placed it in the folder with the model but it doesn't load.
Do I need to change the texture names using PPE or can I just rename the 
file after I have converted it.

Do I have to have all the textures for the A/C converted before Plib will 
read them.Because I have one texture named and converted but Plib won't even 
recognise it.

Thanks David in advance.

cheers
Innis
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[Flightgear-devel] Navaids file

2003-06-07 Thread Innis Cunningham
Richard, Jorge
The Default.fix default.nav and Default.ils aswell as Default.apt and the 
scenery files all work ZIPPED.
Only need to unzip them if you are going to modify them.

Cheers
Innis
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[Flightgear-devel] Scenery Thrashing

2003-06-03 Thread Innis Cunningham
I have commented before about the pauses that happen from time to time in 
FG.
It appears that this happens on my windows setup every time new scenery 
tiles
are to be loaded.
The thrashing around loading the tiles seems to be what causes the pauses(No 
I am not a poet LOL).
Sometimes this tile loading never ends and the computer finally stalls with 
a fatal error.
Is any other windows user finding this problem.
Is anybody on other systems having the problem.
Is it possible to turn the  text output to the DOS window off when running 
FG as surely this soaks up frames.

Cheers
Innis
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[Flightgear-devel] Scenery Thrashing

2003-06-03 Thread Innis Cunningham
So this is a windows problem Eric.
It seems to happen all the time(very short pauses).But sometimes the problem 
stalls the sim.I fly mainly around Australia but I do have the default 
scenery and it happens with that to.
What is threading ???.And how do I turn it on under CYGWIN.
So is there a difference between the binaries that Norman creates and the 
ones that are ceated with CYGWIN.

Thanks for the info

Innis

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[Flightgear-devel] Scenery Thrashing

2003-06-04 Thread Innis Cunningham
Thanks Jim for the explanation I do fly with the z key out as far as I can 
get it I will try with different distances and see what difference it 
makes.Also will test the tower views as I have had crashes when cycling 
through these views.

Norman the question I was trying to ask was if the CYGWIN compiled binaries 
could be used on any windows machine or if they will only run on a machine 
that also has CYGWIN.
The reason I ask is that you say in another thread that your time may be 
limited over the next few months with regard to creating the binaries.And I 
thought if I could be of assistance if I can get the sim to build then I 
would be more than happy to help.

Cheers
Innis
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Re: [Flightgear-devel] RE: [Flightgear-users] RE: MingW 0.92

2003-06-10 Thread Innis Cunningham
Hi Norman

Norman  Vine wrote
Is anybody running the 0.92 release or recent CVS files under Win32
getting sound ??
 NO. I built a CVS about 2 weeks ago on cygwin(see post No Sound on cygwin 
build in users forum)and found I had no sound and apalling FPS.Frames return 
when I ran with sound disabled.

HTH
Innis
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Re: [Flightgear-devel] 737 model

2003-06-11 Thread Innis Cunningham
Hi Dave

David Culp  wrote
On Friday 06 June 2003 10:33 pm, Innis Cunningham wrote:
 Hi All
 I have downloaded a 737-300 model EX FS98 and have got it to show thanks 
to
 David Megginson and Wolfram Kuss's wise words.
 Has some got a model about ready if not do you want this one when I get 
it
 Teaked.
 Also if there are people here who are working on FDM's for other A/C 
types
 that they would like models converted for I would be happy to give it a
 try.

I've had good luck using FS98 Texture Converter, a Win32 program by Kai
Wang-Erlandsen, to convert the textures to BMP, then use Gimp to convert to
RGB.  I then use a hex editor to go through the MDL file and convert all
references to the old texture names to the new texture names.
Ultimately the model should be converted to AC3D, but that's beyond my ken.

Are you working on the Westwind Airlines 3D model perchance?  I did that 
one a
while back but am not sure if it can be GPL'd, so I haven't had it added to
the base package.

Dave Culp

No Dave its not the Westwind Airlines model.This one is built by Mehlin 
Rainer for fs98 ,16 sided model.
My tools for the coversion are.

Pretty Poly Editor
To convert the Aircraft to AC3D and convert the texture names to RGB.
DXT bmp By Martin Wright
To convert the textures from AF to 24 bit bmp.
XnView
To convert the textures from 24 bit bmp to RGB.
Reference the legalities of using these models.If they are designated 
freeware and we give full credit to the designer.Do we need permission. 
After all these models are for FS98.

Thought from the initial reponse that people did not want the model.I have 
it already converted and flying except the gear stays down.If you want the 
model it will probably be in Delta livery as that is one of the liveries in 
the pack along with AA and Air Holland.
I will need some help uploading it to here as I have not done it before.

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Re: [Flightgear-devel] next volunteer

2003-06-11 Thread Innis Cunningham
Hi Tim I live in Perth WA.
As far as I understand all that is needed to put models in the sim is to 
make the model in AC3D put it in the scenery folder that contains the tile 
for the area the model belongs then modify the stg file for the area.
To get some idea how it works have a look in the scenery file that contains 
KSFO in the default scenery folder.FYI the stg file you want is 942050.
Also if you read through section 6.7 of the FAQ's, if you havn't already, it 
might help.

HTH
Innis
 Tim Jelliffe wrote
Hi,

Just read Davids post about volunteers making models of buildings and 
things. Just something that occured to me the other day, has anyone made an 
aircraft carrier model for flightgear yet? :)

I live in Sydney, Australia, and it would be great to have a model of the 
Sydney Opera house and other bits around the harbour. Would all these need 
to be done in Blender? I had a go at using this the other day, and quite 
frankly I found it very hard to use, even after following a couple of the 
tutorials. Assuming that I can get the drift of it and make a model of 
something, is there any documentation on how to actually get this included 
in the scenery? I had a look at the Scenery Generation for Flight Gear 
page, but that seems to be just the tiles stuff, not how to stick an object 
at coordinates x.

Thanks

Tim J
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Re: [Flightgear-devel] next volunteer

2003-06-11 Thread Innis Cunningham
Hi David

David Megginson wrote
 . We need people to start modelling identifiable human-made landmarks
like bridges, stadiums, and major buildings.  Around the Bay area,
bridges are especially important (there's a sad, lonely gap between SF
and Marin Co. right now where the Golden Gate should be).
Would love to but there is not much point till I can see the models on my 
windows machine.See thread about KSFO I posted.
I am also working on panels for 737/747 what were do I send them when there 
finished??.

Cheers
Innis
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Re: [Flightgear-devel] 737 panel

2003-06-14 Thread Innis Cunningham
Thanks David
Will have a look at it.
cheers
Innis
From: David Culp [EMAIL PROTECTED]
Reply-To: FlightGear developers discussions 
[EMAIL PROTECTED]
To: flightgear-devel [EMAIL PROTECTED]
Subject: [Flightgear-devel] 737 panel
Date: Fri, 13 Jun 2003 10:00:58 -0500

Here's a first stab at a glass cockpit for the 737.  My goal is to make a
glass cockpit that looks and works somewhat like the real thing but doesn't
obstruct the view  of the outside world.
http://home.attbi.com/~davidculp2/737panel.tar.gz

Dave Culp

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[Flightgear-devel] Is it me or the HSI

2003-06-17 Thread Innis Cunningham
The heading bug on the HSI does not seem to work.When you select a new 
heading the bug just stays were it is ie: does not grab the compass card and 
move with it as the A/C turns.And the A/C just does circles.
Is this a problem in the C code or is it in the xml file for the instrument.
Also last time I checked(weeks ago) the vor did not work in NAV once again 
the A/C just seemed to fly in a LARGE circle.
Are these knowen problems or an I doing something wrong.

Cheers
Innis
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re: [Flightgear-devel] Is it me or the HSI

2003-06-18 Thread Innis Cunningham
Thanks David
Will have a play and see what I can figure out.
Cheers
Innis
David Megginson   writes

Innis Cunningham writes:

  The heading bug on the HSI does not seem to work.When you select a
  new heading the bug just stays were it is ie: does not grab the
  compass card and move with it as the A/C turns.And the A/C just
  does circles.  Is this a problem in the C code or is it in the xml
  file for the instrument.  Also last time I checked(weeks ago) the
  vor did not work in NAV once again the A/C just seemed to fly in a
  LARGE circle.  Are these knowen problems or an I doing something
  wrong.
It probably needs a bit of updating.

All the best,

David

--
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Re: [Flightgear-devel] is it me or hsi

2003-06-18 Thread Innis Cunningham
Thanks Paul
It is the HSI2 that I am using.
The thing is If the problem is in the source code then I won't be able to do 
anything about it.But if it is in the property application in the instrument 
xml then I might have a chance.

Cheers
Innis
paul mccann   wrote
There are a lot of problems with the hsi, the nav does not work correctly 
either.  I did work on fixing some of this and making a more
correct set-up and put it on the c310-ifr aircraft if you want to try it.  
That one is still working  in the cvs version.  I think if you just replace 
hsi with hsi2 in what ever panel you want a working hsi, that should do the 
trick.

Actually has a small update for it to if I could email to some one.
I just moved the heading and course knobs a little.
Paul

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Re: [Flightgear-devel] is it me or hsi

2003-06-19 Thread Innis Cunningham
Hi Paul
The panel I have the instrument on is a 737 panel I am working on.If you say 
things are working fine on the 9.2 binaries version I will have a fly and 
see what happens.I fly (test) mostly in the old CVS version I have which is 
at least 3 weeks old.Because I can do development work in there and if I 
break somthing it does not matter.Why dont I up date I hear you say.Well I 
have seen that things have been a little unsetled in the CVS area lately.So 
I am woking on the theory If it an't F***ed don't fix itOnce I have time 
to spare I will update but for the time being I would just like to get a 
reasonable panel up for the 737.

Thanks for the heads up.

Cheers
Innis
paul mccann   wrote
Oh ok, but I am some what confused now because I updated from cvs last 
night after reading your message, and do not get the error your talking 
about.  You did the following
fgfs --aircraft=c310-ifr , and you still get this?  If so are using cvs 
version or 9.2?
In either case its in the xml instrument files not the c code.
You could also try the hi-res 172 panel which has the best hsi, and see if 
that works.

Paul

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Re: [Flightgear-devel] glass cockpit

2003-06-19 Thread Innis Cunningham
Thanks Jim looks great.
You wouldn't like to share the secrets of the xml code you use to get the 
compass rose to part show and the speed and altitude strips to work.Is it 
just that the strips are hidden under other layers or is there some little 
secret you have found.MATE! LOL

Cheers
Innis
 Jim Wilson wrote
Here's a rough start on the PFD for the Boeing 747-400:
http://www.spiderbark.com/fgfs/pfd01.png
http://www.spiderbark.com/fgfs/pfd02.png
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Re: [Flightgear-devel] glass cockpit

2003-06-19 Thread Innis Cunningham


Hi Jim unfortunately that is what I meant.

cheers
Innis
 Jim Wilson  wrote
 Currently this won't work with 2D panels, if that is what you meant.
Best,

Jim



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[Flightgear-devel] VOR Needles

2003-06-22 Thread Innis Cunningham
Hi All
Is there a property that I am not seeing that will allow me to have VOR 
needles that point to the VOR station that I have tuned.Just like the ADF 
has.
The only VOR information I can find is the +or -10 property.Is there another 
property that gives the actual compass bearing to the station.

Thanks in advance

Cheers
Innis
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Re: [Flightgear-devel] Landing Gear Lights

2003-06-27 Thread Innis Cunningham
Thanks David and Eric

I have got the Flaps to read to 40 in three steps just by changing the 
scaleing and the offset.Once I can get the required increments I will try 
David Megginson's interpolation method.
David the 737 flap guage shows 1,5,10,15,25,30 and 40 are all these 
increments used in the real aircraft.

Thanks again

cheers
Innis
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[Flightgear-devel] Stop Ya Bastard

2003-06-27 Thread Innis Cunningham
Hi Guys

I am sure the 747 and 737 do not take nearly 2 km(1.5 mls) to stop.Is there 
away to adjust the breaking power of the individual aircraft.Or is the 
thrust reverse property active yet.

Cheers
Innis
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[Flightgear-devel] Autoflight

2003-06-27 Thread Innis Cunningham
Hi All

I notice an area in the property tree call Autoflight is any and/or all of 
the properties in this area active.
Also what is the difference between the Autoflight area and the Autopilot 
area and will they become one eventually.

Cheers
Innis
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Re: [Flightgear-devel] Landing Gear Lights

2003-06-27 Thread Innis Cunningham
Sorry Dave forgot the two.Also when do the leading edge flaps run and are 
they split or do all sections run at once.

Cheers
Innis
David Culp  writes

 David the 737 flap guage shows 1,5,10,15,25,30 and 40 are all these
 increments used in the real aircraft.
Yes, and 2 as well.  Takeoff with flaps 5.  Land with 30 or 40 (short 
field).
One thing that isn't modeled exactly yet is the relationship between flap
detent, flap position, and flap aerodynamics.  One thing that would help is
the property-cycle binding that dave Megginson made that allows you to
adjust a property through assorted settings of unequal distance.  This 
way
the first flap movement could get you flaps 1 instead of 3.  The third one
gets you flaps 5 instead of 9, etc (assuming each detent is 10%).

The aero config will calculate lift for flaps 40, but the flaps will never 
get
to forty (flap-pos-deg only goes to 30).  I could fix this by just renaming
the 40 column to 30, since the FDM doesn't really care how many degrees the
flaps are at, flaps-30 is just a name for the normalised position of 1.0

Dave

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Re: [Flightgear-devel] Landing Gear Lights

2003-06-28 Thread Innis Cunningham
Thanks Dave will keep it in mind when doing the panel.

Cheers
Innis
David Culp  writes
At flaps-1 the LE flaps (inboard of the engines) all come out all the way, 
and
all the LE slats (outboard of the engines) come out half way.  At flaps-10
all the LE slats come out all the way.

If at any time you approach a stall with flaps at less than 10, the 
autoslat
system will extend the slats to full.

Dave

On Friday 27 June 2003 10:25 pm, Innis Cunningham wrote:
 Sorry Dave forgot the two.Also when do the leading edge flaps run and 
are
 they split or do all sections run at once.

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[Flightgear-devel] Compass Problem

2003-06-29 Thread Innis Cunningham
Hi Guys

I am just wondering if anyone is looking at the problem with the compass 
readout.It reads from -12 to 348.
Also how big a job would it be to have the direction to the vor stations 
included as part of  the property tree.

Cheers
Innis
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Re: [Flightgear-devel] [PATCH] Compass Problem fixed

2003-07-01 Thread Innis Cunningham
Thanks for the reply Guys.It was that it had been reported before and I had 
not seen any fix for it.
Jim I guess if I use that it will mean a rebuild.

Thanks again.

Cheers
Innis
Jim Wilson  writes
The /orientation/heading-magnetic-deg value goes negative by the variation
when close to 360 degrees.  Here's a fix:
http://www.spiderbark.com/fgfs/fg_props_maghdg.diff

Best,

Jim

Norman Vine [EMAIL PROTECTED] said:

 Innis Cunningham writes:
 
  I am just wondering if anyone is looking at the problem with the 
compass
  readout.It reads from -12 to 348.

 Hmm...  I don't see this, but I compile with
 // newauto.hxx
 #define DEFAULT_AP_HEADING_LOCK FGAutopilot::FG_TRUE_HEADING_LOCK
 instead of
 //#define DEFAULT_AP_HEADING_LOCK FGAutopilot::FG_DG_HEADING_LOCK

 Not sure if this has any 'bearing' on the issue though

 Norman

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Re: [Flightgear-devel] boeing panel question

2003-07-01 Thread Innis Cunningham
Hi Martin
Are they glass cockpit or the earlier 737-300 type panel.
Are they free of any copyright restrictions.
I have a glass cockpit 2D about 2 thirds finished but have to do all the 
textures by hand to negate copyright.
Is it possible to post a jpg or like for a look.

Cheers
Innis
Martin Dressler  writes

Are you interested in detailed 737 panel diagrams? I have front,
overhd,pedest with cm mesure.
Madr

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Re: [Flightgear-devel] boeing panel question

2003-07-01 Thread Innis Cunningham
Thanks Gene that is great to know.
I would be only to happy to give the website a plug.
When the panel is finished I wish no credit for it what so ever.
I have a small radio panel that is part of the main panel which could be 
uploaded if people are interested in it.It could fit on most panels and is 
about half the size of the current cessna radio panel.

Cheers
Innis
Gene Buckle   writes
Innis, I run the Simpits website and for the most part, all the material
there is unencumbered unless it explicitly states otherwise.  The material
on the site is provided by the users to help folkd build accurate
representations of this stuff for use in a simulator.  If anything all I'd
ask is a plug for the website. :)
g.
(Spokesgeek, Simpits International)
On Tue, 1 Jul 2003, Innis Cunningham wrote:

 Thanks Martin.
 No I had not seen the website before but it could be very usefull.
 I could not find anything about copyright on simpits site will have a 
closer
 look later on.

 Thanks again
 Cheers
 Innis

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Re: [Flightgear-devel] Win32 binaries

2003-07-01 Thread Innis Cunningham
I guess I am the fly in the ointment here.I reported problems with the sound 
causing slow operation on Normans original build but when I used Freds build 
the problem disappeared and the sim runs fine now.
As such I have not downloaded any later versions of  Normans build.

Cheers
Innis
Frederic BOUVIER

I only heard about one guy having a problem with Norm's build. None with 
mine, but I have no idea about the number of people using it.

-Fred

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Re: [Flightgear-devel] Re: Help: FATAL: ac_to_gl: Unrecognised tokenunder CYGWIN

2003-07-01 Thread Innis Cunningham
Hi Guys
I reported this to Fred in a post on the A320 it is to do with the aircraft 
texture used.
It would now appear that the problem maybe to do with cygwin.As I don't get 
the problem using Freds MSVC build of 9.2.
I thouhgt initally that it might of been because I did not have an updated 
version of CVS but if Brad is using the latest version then maybe its 
something in cygwin.
Also if I load the model into PPE it gives a warning about the texture.This 
may or may not be of any importance.

HTH

Cheers
Innis
Melchior FRANZ  writes

* Brad W Fennell -- Tuesday 01 July 2003 17:07:
 I just built FlightGear from the latest CVS source under cygwin.  On 
startup
 I get the following error.  Any ideas?

 Initializing scenery subsystem
 FATAL: ac_to_gl: Unrecognised token '
 '

I haven't seen this yet, but the error message is defined in plib's
src/ssg/ssgLoadAC.cxx:132. Is plib, too, from CVS/HEAD?
Could you add a debug message at the beginning of one of the
ssgLoadAC() functions (bottom of the file) that outputs the
file name, then inspect the ac file that is output immediately
before the fatal error? Maybe this file is corrupted?
m.

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Re: [Flightgear-devel] Help: FATAL: ac_to_gl: UnrecognisedtokenunderCYGWIN

2003-07-02 Thread Innis Cunningham
Fred. If you could be a little more specific as to were to put d2u.Is it 
just added to the file name or does it have to be added through out the 
file.

Cheers
Innis
Frederic Bouvier  writes
Could it be related to line endings ?
What happens if you apply d2u to the ac file ?
-Fred

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Re: [Flightgear-devel] Re: Help: FATAL: ac_to_gl: Unrecognised tokenunder CYGWIN

2003-07-02 Thread Innis Cunningham
The warning I get when I load the A320 into PPE is.
WARNING:  ssgSGIHEADER::: failed to open '.\ a320-fb-af-01.rgb
This may or may not mean anything.
Cheers
Innis
Melchior FRANZ
* Melchior FRANZ -- Wednesday 02 July 2003 08:09:
 The bug report suggests, that it is 3D-model problem, not
 a texture problem. So it does only happen with the A320?
ppe doesn't report texture failures here. If only this was
reproducible here. You aren't familiar with gdb, are you?


 PS: The idea is not only to identify bugs, but to fix them. ;-)

... if possible, that is. Not that I haven't reported numerous
bugs already, without a proper fix.  :-}
m.

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Re: [Flightgear-devel] Re: Help: FATAL: ac_to_gl:Unrecognisedtokenunder CYGWIN

2003-07-02 Thread Innis Cunningham
No sorry Fred the space is not there sorry about that.
No I do not see the aircraft textured.
I am not very formilar with cygwin.So when I run it the root directory is 
Innis.But this is inside the Home  directory  inside the cygwin folder.And 
FG is in cygwin/usr/local/flightgear.Which I have not figured out how to get 
to from within the cygwin shell.So can I add the d2u to the a prop statement 
in the batch file that runs FG.
Sorry if this is not making sense but I am not that formilar with unix and 
C.

Cheers
Innis
Frederic Bouvier

Innis Cunningham wrote:
 The warning I get when I load the A320 into PPE is.
 WARNING:  ssgSGIHEADER::: failed to open '.\ a320-fb-af-01.rgb
 This may or may not mean anything.
If you see the model textured in PPE, just ignore it, otherwise,
is there really a space between './' and 'a320-fb-af-01.rgb' ?
-Fred



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Re: [Flightgear-devel] Re: Help: FATAL:ac_to_gl:Unrecognisedtokenunder CYGWIN

2003-07-02 Thread Innis Cunningham
I would love to be able to help but I have no idea how to do it.I am sorry 
for that.I presume that I should add the patch to the files and do a rebuild 
of FG but the CVS version I have is several weeks old.So I would probably 
create more problems than I solve.Maybe Brad could do it he may be more
experienced than me

Melchior FRANZ   writes
* Frederic Bouvier -- Wednesday 02 July 2003 09:06:
 just apply d2u once for all on the a320-fb.ac :
But please try my patch first! DOS line endings could
cause that fatal error, but only because of the bug in
plib that my patch fixes. And I'd like to see the patch
confirmed =before= you mess with a320-fb.ac.
m.

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Re: [Flightgear-devel] Re: Help:FATAL:ac_to_gl:Unrecognisedtokenunder CYGWIN

2003-07-02 Thread Innis Cunningham
Fred every time I run a line like you say below in cygwin bash shell I get 
unable to find directory.It is I guess because in the shell it thinks HOME 
is the root directory instead of cygwin.Thus directories like usr,ect,bin 
and the like I can not cd into because they are on the same level as HOME.To 
try and make it clearer.On my H drive I have a folder named cygwin.Inside 
that I have folders bin,etc,home,lib,tmp,usr and var.In the home branch 
which the bash shell has me locked is all the build files for FG.In the usr 
branch under usr/local/flightgear is the bin and data folders for running 
FG.The thing is I cannot get from the home branch to the usr branch in the 
bash shell.If you could explain how to do that, that would be great.Hope 
this makes some sence to you.

Thank you
Innis
Frederic Bouvier  writes

just apply d2u once for all on the a320-fb.ac :
$ cd $FGFS_ROOT/Aircraft/A320/Models
$ d2u a320-fb.ac
That's all

Then run fgfs as many time as you want. No need for a batch file here.

-Fred

Innis Cunningham wrote:
 No sorry Fred the space is not there sorry about that.
 No I do not see the aircraft textured.
 I am not very formilar with cygwin.So when I run it the root directory 
is
 Innis.But this is inside the Home  directory  inside the cygwin 
folder.And
 FG is in cygwin/usr/local/flightgear.Which I have not figured out how to
get
 to from within the cygwin shell.So can I add the d2u to the a prop
statement
 in the batch file that runs FG.
 Sorry if this is not making sense but I am not that formilar with unix 
and
 C.

 Cheers
 Innis

 Frederic Bouvier

 Innis Cunningham wrote:
   The warning I get when I load the A320 into PPE is.
   WARNING:  ssgSGIHEADER::: failed to open '.\ a320-fb-af-01.rgb
   This may or may not mean anything.
 
 If you see the model textured in PPE, just ignore it, otherwise,
 is there really a space between './' and 'a320-fb-af-01.rgb' ?
 
 -Fred
 
 
 
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Re: [Flightgear-devel] Re: Help: FATAL:ac_to_gl:Unrecognisedtokenunder CYGWIN

2003-07-02 Thread Innis Cunningham
 Melchior(pardon me if I have used the wrong first name)I will give it a 
go.I guess you do not learn if you do not try.But I have very little 
programming experience.It extends to be able to write a string of As 
across the screen using the old basic and that is nearly 30 years ago.Since 
then I have been a member of the click and drop brigade.So comand line 
processing comes as a steep learning curve in my later years.

Thanks for your patience

Cheers
Innis
Melchior FRANZ  writes
* Innis Cunningham -- Wednesday 02 July 2003 09:32:
 I would love to be able to help but I have no idea how to do it.I am 
sorry
 for that.I presume that I should add the patch to the files and do a 
rebuild
 of FG but the CVS version I have is several weeks old.

OK. (However, applying the patch to an older version would also
work and not break anything. You would only have to open the file
and add the missing line after line 140. Then recompile everything.
It may not help, but it will certainly not break anything.
But then again, I can certainly wait for Brad.  :-)
m.

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Re: [Flightgear-devel] Re: Help: FATAL:ac_to_gl:Unrecognisedtokenunder CYGWIN

2003-07-02 Thread Innis Cunningham
Hi Melchior
I had a look at the file you mentioned.If I was to play around in there it 
would be as dangerous as me asking you to lift the No3 engine cowl on a 747 
and cap the P2 sense line on the fuel control unit.Unless you are a 
qualified aircraft engineer.
See I dont know were to start the line count from is it the very top of the 
document or were the programing starts.

Will have to pass for now.

Cheers
Innis
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Re: [Flightgear-devel] Help: FATAL:ac_to_gl:UnrecognisedtokenunderCYGWIN

2003-07-02 Thread Innis Cunningham
I get
/home/innis

From: Frederic BOUVIER [EMAIL PROTECTED]
Reply-To: FlightGear developers discussions 
[EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Help: FATAL:ac_to_gl:Unrecognisedtokenunder 
CYGWIN
Date: Wed,  2 Jul 2003 10:19:02 +0200 (CEST)

Innis,
What is the result of the 'pwd' command when you start a new cygwin window 
?

-Fred

Innis Cunningham wrote:
 Fred every time I run a line like you say below in cygwin bash shell I 
get
 unable to find directory.It is I guess because in the shell it thinks 
HOME
 is the root directory instead of cygwin.Thus directories like 
usr,ect,bin
 and the like I can not cd into because they are on the same level as 
HOME.To
 try and make it clearer.On my H drive I have a folder named 
cygwin.Inside
 that I have folders bin,etc,home,lib,tmp,usr and var.In the home branch
 which the bash shell has me locked is all the build files for FG.In the 
usr
 branch under usr/local/flightgear is the bin and data folders for 
running
 FG.The thing is I cannot get from the home branch to the usr branch in 
the
 bash shell.If you could explain how to do that, that would be great.Hope
 this makes some sence to you.

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Re: [Flightgear-devel] Re: Help:FATAL:ac_to_gl:Unrecognisedtokenunder CYGWIN

2003-07-02 Thread Innis Cunningham
Thanks Melchior I have found the area and modified the text will do a build 
and see how it goes.

Cheers
Innis
Melchior FRANZ  writes
* Richard Bytheway -- Wednesday 02 July 2003 11:02:
 You probably count from the top, the question is usually
 do you start at 0 or 1.
Hehe ... true. vi starts to count with 1. But as I explained
via PM (private mail), Innis shouldn't take the 140 literally
anyway, but check if the patch's context lines (lines above
and below the one starting with +) do match. There is just
one place in the file where the NULL/NULL matches: after
the only line in ssgLoadAC.cxx that contains the word
OBJECT:
  static Tag top_tags [] =
  {
{ MATERIAL, do_material },
{ OBJECT  , do_object   },
{ NULL, NULL }
  } ;
BTW: this is in any case a grave bug and I'll submit the patch
to plib soon. It's just the question if it fixes the mentioned
fatal error. I'm quite confident, though.
m.

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Re: [OT] Cygwin directory structure - was RE: [Flightgear-devel]Re:Help:FATAL:ac_to_gl:Unrecognisedtokenunder CYGWIN

2003-07-02 Thread Innis Cunningham
Thank you Richard.Geez ain't it the little things that get YA!
Like seeing someone trying to change the wheel on a car.After they have been 
struggling for some time you tell them they need to undo the NUTS first.LOL
I guess I should have twigged to that what with FG and PPE using it to go up 
a directory.
Who says you do learn something new every day.

Thanks again Richard for a most detailed reply.

Cheers
Innis
 Richard Bythewaywrites

You can also use .. to refer to the parent directory, and . to refer to 
the current directory, thus when in your home directory, cd .. will take 
you up one level to /home

Hope that helps,

Richard

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Re: [Flightgear-devel] Re: Help:FATAL:ac_to_gl:Unrecognisedtokenunder CYGWIN

2003-07-02 Thread Innis Cunningham
Thanks Fred that has fixed it.

Thanks to Fred,Melchior and Richard for there time.
I guees this should fix it for Brad as wel.LOL
cheers
Innis
Frederic Bouvier   writes
$ cd $FGFS_ROOT/Aircraft/A320/Models
$ d2u a320-fb.ac
That's all

Then run fgfs as many time as you want. No need for a batch file here.

-Fred

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Re: [Flightgear-devel] Re: [OT] Cygwin directory structure

2003-07-02 Thread Innis Cunningham
Yes Fred.
Thanks again
cheers
Innis
Frederic BOUVIER  writes
So now you are able to find ssgLoadAC.cxx and a320-fb.ac files ;-)

-Fred

Innis Cunningham wrote:
 Thank you Richard.Geez ain't it the little things that get YA!
 Like seeing someone trying to change the wheel on a car.After they have 
been
 struggling for some time you tell them they need to undo the NUTS 
first.LOL
 I guess I should have twigged to that what with FG and PPE using it to 
go up
 a directory.
 Who says you do learn something new every day.

 Thanks again Richard for a most detailed reply.

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Re: [Flightgear-devel] Re: Help:FATAL:ac_to_gl:Unrecognisedtokenunder CYGWIN

2003-07-02 Thread Innis Cunningham
My Pleasure Melchior only to happy to help.But if I did anything it was by 
accident.

Cheers
Innis
Melchior FRANZ  writes
* Innis Cunningham -- Wednesday 02 July 2003 11:21:
 Thanks Melchior I have found the area and modified the text will do a 
build
 and see how it goes.

Ahh ... don't bother. I've now dos-ified my a320-fb.ac and
can reproduce the error. No, my patch does still not cure the
problem, but I'm working on it. Thanks for helping to fix this.
m.

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Re: [Flightgear-devel] ASW 20 panel

2003-07-02 Thread Innis Cunningham
Hi Amos.
I presume you wish to make a panel for the said aircraft.If that is the case 
there is a readme in the docs section on making panels using xml files.Then 
have a look at the structure used by having a look in the xml files in the 
instrument folder inside the aircraft folder in flight gear.
If you need more help just repost.

cheers
Innis
Sung Hyun Kim  writes

Hi,

I'm trying to generate the panel of ASW20 into flightgear.
I have completely no idea about anything right now... no knowledge of 
openGL
(which I have to use). Just that I wanna try this thing and enjoy the
flightsim.
Can anyone give me a general or detailed description of what kind of things
I need to do?

Thanks,
Amos
*-*
University of Illinois at Urbana-Champaign
Aerospace Engineering
Tel:217-721-5236
*-*
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Re: [Flightgear-devel] cygwin perl - Illegal Function

2003-07-03 Thread Innis Cunningham
Hi Willy
Dont know if this has anything to do with it but when I built my version of 
cygwin there was a problem with perl 5.8 and I had to build using 5.6.That 
was about 4 months ago .I have not updated since because I could not be 
bothered with the hassle of making cygwin use the older version.
But as Norman says have a look over at cygwin there was quite a few posts 
about the problem with what was then the larest version of perl.
HTH

cheers
Innis
WillyB
On Wednesday 02 July 2003 22:51, Norman Vine wrote:

 Hmmm... got me 

 Is this when running autogen.sh ?
No, I only ran autogen.sh the first time I downloaded the CVS
I only ran make this time.
(on linux I found I only needed to run autogen.sh when there has been a new
dir added... not sure if this is the proper way, but it compiles and runs 
ok)

 if not remove any leftover confstat directories and
 try starting over from ./autogen.sh
I'll try that.

 You could try doing a
 export PERLIO=perlio
 first
I have to wait until sometime tomorrow, my wife just got home from work and
kicked me off of her computer :/
 If this doesn't help, only other thing I can suggest is asking
 over on the Cygwin list.  The Perl maintainers are usually
 very interested in this kind of thing and normally answer quickly
Ok, I'll go over and subscribe to that list now.

I might add here that when I just now ran fgfs it started at 16 fps (using 
cub
aircraft) but once I started the motor and took off it went down to 5 fps 
and
from there it bounced to between 1 fps and 5 fps.

Thanks Norman for your advice :)

Re's

William McRaven
errr.. WillyB


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Re: [Flightgear-devel] [PATCH] expose Nav IDs in property tree

2003-07-03 Thread Innis Cunningham
Hi Guys
To model the RMI or RDMI guage for jet transport aircraft(and many others 
FAIK)the property tree needs to out put the bearing to the station in 
degrees.The ADF currently does this but only the active ADF.To make a 
fathfull guage you need the output in degrees for both the 12 
NAV(VOR/LOC)and the 12 ADF receivers.If you have a look at the HSI for say 
the 737 you will see two green needles as well as the VOR/LOC deflection 
pointer.These show instantly your bearing to/from any given station you have 
tuned.
I would like to be able to help here but my C programing skills are about as 
good as my music skills(nil).So I guess I will have to wait to some of the 
good gentlemen here can do it.

Cheers
Innis

From: David Megginson  writes
Jim Wilson writes:
  I think the RMI needles always point to the VOR or ADF that they
  are tuned to.  Not 100% sure about that.
You're correct.  I guess that we are not modelling any RMIs right now.

All the best,

David

--
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[Flightgear-devel] Texture Sizes

2003-07-03 Thread Innis Cunningham
Hi Folks
With regard to texture sizes for instrument guages is it better(less 
demanding on the CPU/graphics card)to have a lot of small textures, or is it 
better to put them all on one large texture, or does it not matter.

Cheers
Innis
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Re: [Flightgear-devel] Texture Sizes

2003-07-04 Thread Innis Cunningham
Hi Guys
I guess this leads to an interesting dilemma of were FG goes.
If you want scenery items and AI aircraft flying all over the place even 
with the latest equipment you are going to have a slide show.
So do we continue to develop and hence force people to upgrade to keep up or 
do you spilt the system into a low intensity version with very little 
scenery and no AI and minimal A/C systems.And a high intensity version with 
all the bells and whisles.
If you want to see what happens if you have a lot of AI aircraft have a look 
at FS2K2.Just flying around I get about 25fps but if I goto an airport with 
lots of AI A/C parked(many textures)I am lucky to get 7fps yet in FG I can 
get 60+fps no problem.
So the choice will have to be made(if it hasn't already).Load the system up 
with all kinds of goodies and force people on lower end systems out or some 
compromise.

P.S I run a 850mg duron with a GFMx 420 graphics card and 256mg ram(not 
exactly state of the art).

Cheers
Innis
Martin Spott
Christian Mayer [EMAIL PROTECTED] wrote:

 At those cheap prices I can expect the people to upgrade when there's a
 need for it. [...]
I already noticed that there's a new culture on this planet that implies
continuosly upgrading of everything that is upgradable. But I think it's 
not
a good habit to force people to addict to this culture - especially not for
an OpenSource project,

Martin.
--
 Unix _IS_ user friendly - it's just selective about who its friends are !
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[Flightgear-devel] No KSFO Terminal

2003-07-11 Thread Innis Cunningham
Hi All
A couple of weeks ago I reported that KSFO terminal did not show on my 
build.
I have done some investigation and when the sim loads I get this message.
WARNING ssgLoaD ac: failed to open './DATA/./DATA/Scenery/path to KSFO.Then 
failed to load 3D model.
It would appear that I have one to many /DATA in the path but I do not know 
were to look to fix the problem.
Has anyone got any ideas.
I would presume that ssgLoaD opens more things than just this model during 
the startup(like aircraft).

Any and all help greatly appreciated.

Cheers
Innis
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Re: [Flightgear-devel] Problem for compiling and installing theSimgear-0.3.3 package

2003-07-14 Thread Innis Cunningham
Hello Dai
This is an old problem that has haunted FG for the best part of two years if 
you care to read back through the archives.
Anyway before you run configure you need to write this line.

export LDFLAGS=-L/usr/local/lib
./configure
for both simgear and flightgear.

The simple and easy way would be to download one of the two Win32 binaries 
that are produced by Norman Vine or Fredric Bouvier.

HTH

Cheers
Innis
Dai, Chengbi   writes
I try to compile the source code of flightgear-0.9.2 with Cygwin compiler. 
I
have installed the cygin with version 2.249.2.5 on my windows 2000 
computer.
I installed the plib-1.6.0, zlib-1.1.4 and metakit-2.4.9.2 packages. When I
try to install the Simgear-0.3.3 package, I get the following error.

checking mk4.h... yes
checking for metakit 2.4.3 or newer... wrong version
configure error:
Install metakit 2.4.3 or later first.

Or, the compiler may not be finding your libmk4.so library.
Please check the config.log file for specific details of the
failure if you believe you have the correct metakit version.
Also, look up this issue in the FlightGear FAQ.
Can someone give me the suggestion for fixing this problem?

Thanks for help

Chengbi Dai
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Re: [Flightgear-devel] Conversion scenery MS Flightsim 2002 toflightgear

2003-07-15 Thread Innis Cunningham
Hello Gordon
As far as I am aware any scenery designed for FS2K2 using the Gmax program 
can not be converted for Flightgear as yet.If it was designed with one of 
the other programs that make scenery for FS then maybe.

Cheers
Innis
Gordon Strickert  writes
Hello all,
I have a very detailed scenery for Braunschweig Airport in Germany
EDVE
52 19 09 N     276 ft
10 33 22 E
one of my colleagues made for MS Flightsimulator 2002. He allowed to use it
for flightgear as freeware, too. Is there anyone who can do the conversion
of the scenery ? Since I'm not an experienced programmer (in fact having 
not
even linux...) I can't do the conversion of my own. I would like to email
the scenery to anyone, who likes to give it a try... (Step-by-step hints 
for
the conversion are also appreciated !)
Regards, Gordon

Gordon Strickert
Institute of Flight Research
DLR Braunschweig
http://www.ft.bs.dlr.de/~stri_ert/

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RE: [Flightgear-devel] Conversion scenery MS Flightsim 2002toflightgear

2003-07-16 Thread Innis Cunningham
Hello Gordon
The af and caf are the same file.It just means there are more than ten 
textures for the object.The af extension is numbered 0 to 9 then if they 
need any more textures for the object they number them a,b,c hence the caf.
So the af and r8 are texture files and the bgl and mdl are the object files 
the .pat file I dont know.
But all the texture and object files would have to be converted then they 
would have to be located in FG.

If you could tell me exactly were the files can be downloaded from I could 
have a look and see what might be involved.

Cheers
Innis

Gordon Strickert 
Thanks for your reply,
I don't know if it was gmax. But its mainly these *.*af -Files and a
*.bgl-file, and some bitmaps with structures. Also there are *.pat, *.mdl,
*.r8, *.caf and some other filetypes if that helps. Thought, just the *.bgl
must be converted, according to the faq of flightgear.
Gordon
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[Flightgear-devel] Some Observations on scenery affects on frame rates

2003-07-16 Thread Innis Cunningham
Hello All

Having got the 3D scenery around SanFrancisco to show I thought I might load 
up
KSFO with some A/C and see what the affects might be.The results were
Using the untextured model that David used gave 18fps
Using a textured 737 I have gave 5fps
Using the A320 textured model of Fred's gave 10fps
And using the 747 with textures the sim stalled any time I was facing the 
A/C.
Some of the other things I observed were.
You need to have a separate .ac file for each different textured A/C in the 
scenery.
Which would lead to rather large scenery files.
The model David used sits at 90deg comparied to the other A/C I used.
Each A/C sat at a slightly different height for the same set altitude.
eg: some half buried and some sitting in the air.
The frame rate drop seemed to occur no matter how near or far you are from
the airport.This would seem to indicate that we need some form of LOD.I know
AC3D has the ability to produce as many LOD models as would be required.
With only 27 A/C and the untextured terminal at KSFO it seems we are not 
going
to get a lot of  3D scenery before most of the lower end computers grind to 
a halt.
Some things that would help(just my opinion)
Being able to access the A/C models from their A/C folder.
The ability to use different textures on the one model in the scenery.
The ability to move around the scenery using the arrow keys and to transmit 
current
position to a file which could later be used to produce the stg files.
I provide this information as a talking point as to how we can improve FG.
I look forward to your comments and ideas.

Cheers
Innis
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[Flightgear-devel] Fokker 50 turboprop commuter

2003-07-28 Thread Innis Cunningham
Thanks Fred
Nice aircraft also the 100 to.Noticed that it (f50) seemed a little touchey 
on pitch but nothing bad.
Also on a different subject.The maintance hangar at KSFO does not seem to be 
in the stg file yet.If not what are its co ordinates.Is it the United 
airlines hangar.If so which one.
You must have Blender just about worn out LOL.

Thanks again.

Cheers
Innis
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Re: [Flightgear-devel] Fokker 50 turboprop commuter

2003-07-29 Thread Innis Cunningham


Frederic Bouvier  
Innis Cunningham wrote:
 Thanks Fred
Full credits should go to Erik for the Fokker family !
Sorry.In that case thank you Erik

I am only responsible for the Airbus A320.

 Nice aircraft also the 100 to.Noticed that it (f50) seemed a little
 touchey on pitch but nothing bad.
 Also on a different subject.The maintance hangar at KSFO does not seem
 to be in the stg file yet.If not what are its co ordinates.Is it the
 United airlines hangar.If so which one.
This is not the United Airlines hangar. Just the one in from of the central
terminal. It is in 942058.stg, as well as the Candlestick Park Stadium.
Well I guess that  is my mistake I thought it would be in 942050.stg same as 
the terminal.As I dont use CVS to up date I guess I will fall into these 
traps from time to time.Thanks anyway
Here is a long url that shows it :
http://www.airliners.net/open.file?id=277445WxsIERv=TWNEb25uZWxsIERvdWdsYXMgTUQtODcgKERDLTktODcpWdsYXMg=UHJpdmF0ZQ%3D%3DQtODMg=U2FuIEZyYW5jaXNjbyAtIEludGVybmF0aW9uYWwgKFNGTyAvIEtTRk8pERDLTkt=VVNBIC0gQ2FsaWZvcm5pYQ%3D%3DktODMp=QXByaWwgMTk5OA%3D%3DWNEb25u=TWFyayBEdXJiaW4%3DxsIERvdWdsY=TjNIBP=0MgTUQtODMgKE=YXMgTUQtODMgKERD=MjA5NEb25uZWxs=MjAwMi0wOS0yNg%3D%3Dstatic=yessize=M
I was under the impression that this is also a UAL hangar.But seeing how I 
live half a world away(literally) from KSFO I could be wrong.Maybe someone 
how lives closer could clarify.
 You must have Blender just about worn out LOL.

Blender is a very productive tool. Worth the time it takes to learn the
basics.
-Fred
No doubt but I am using AC3D which seems easier to use.Even if it is not as 
powerfull.

Cheers
Innis
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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread Innis Cunningham


Hi Jim
Are you working on a low poly version of the 747 for scenery work.
I was working on it yesterday.Regrouping the fuse to use one texture and 
removing the wing and gear textures to reduce the load.
I was planing to just apply a material to the wings, gear and horz 
stabilizer.Grey(silver) for the wings and stab and black for the wheels. I 
have mapped the Southwest texture to the fuse and reduced it to 256x256 it 
is a bit grainey up close but ok from a hundred meters plus.
I am going to have a look at removing all the individual control surfaces 
and the 3D cockpit to see how it looks.
What we need to be able to do to put a few static A/C around is to be able 
to use the one model with multiple textures, as it is now you have to create 
a separate model for each different airline.This is going to lead to rather 
large scenery files.Even now the default file for SFO is getting quite 
complicated with .ac files and the textures that go with them.Is there some 
way using xml or C to have the 3D scenery in there own file and get called 
by the .stg file instead of having them all in the scenery file as they are 
now.
As I am rather new to AC3D I was wondering if you could answer a couple of 
questions.

1 How do you set the scale for the model.I have had a look in the docs and 
the program but can't find how to do it.

2 How do you know what direction the model is facing.When I go to place the 
A/C in the scenery it does not seem to face in the same direction as what 
the flight model is facing.Eg: yesterday I placed a model using the heading 
of the flight model but the static model ended up facing in a different 
direction by about 60 to 90 deg ???.

Thanks in advance for any suggestions.

Is anyone doing static A/C scenery for the default area airports as I was 
planning on populating some of the airports with static A/C.

Cheers
Innis
Jim Wilson  writes

Using the reduce function in ac3d and deleting a few objects I was able 
to
reduce the 747 model almost 80% without remapping textures at all.  Note 
that
you have to experiment with reducing different parts of the model different
percentages (the ctrl+z comes in handy for this kind of experimenting :-)).
The result is
a little rough up close,  but from a couple hundred meters viewing distance 
it
looks pretty much the same.

Screen shot:
http://www.spiderbark.com/fgfs/747reduced.png
Best,

Jim

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Re: [Flightgear-devel] Speed question?

2003-07-30 Thread Innis Cunningham


Jim Wilson  writes


You know, I'm not sure if we have to worry about using private carrier
liveries from a copyright perspective.  AFAIK Southwest is the first 
one...in
fact I didn't notice the static model was Southwest until just now (duh!).
Does anyone know about this?
If it is a problem then there are millions of people at MSFS who have a 
problem.As far as I am aware the airlines can't be bothered sueing all the 
people involved.I do undestand that American Airlines tried some time back 
but for what ever reason gave up on it.Maybe someone here may have more 
info.
I think it is because of this reason that MS used generic airline names when 
they released FS2K2.Just to get around this copyright problem.Then if Joe 
Bogs wants to paint his A/C in United's colors then so be it.
Anyway if you have a look the 747 is painted in Pakistan Airlines colors and 
the A320 in Air France colors.So southwest is not the first.

Not sure what you are asking.  There's a scale button on the left side of 
the
screen.  One unit in AC3D is one meter in FlightGear.
In some graphics programs you need to set the scale for feet or meters is 
AC3D set so one unit=1 metre always ??.

In AC3D you should see the left side of the aircraft in the XY Front view.
Yes I have got that but the A/C does not face the direction I expect
Best,

Jim

Cheers
Innis
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Re: [Flightgear-devel] Speed question?

2003-07-30 Thread Innis Cunningham
As I said earlier MSFS has been painting A/C in world airline(private and 
government)colors for years.And I would think if you are going to sue 
someone it might as well be someone with money and good old uncle Bill G 
would the one to try and get money out of.
The whole area of copyright can become blured.Take for instance the photo's 
at Airliners.net.I doubt that many of the people who took the shots have the 
airlines permission to use there images to make money.But more and more 
people over there are asking for payment to use the images.So as David says 
till someone complains I think we should persue our HOBBY.

Cheers
Innis
Frederic Bouvier  writes
David Megginson wrote:
 Jim Wilson writes:

   So, should we do anything differently with our models?

 For now, no: if we ever get a cease-and-desist letter, we can discuss
 it it then.  Trademark violation is a complicated thing anyway -- I
 don't think that Campbell's soup could have successfully sued Andy
 Warhol even if they had wanted to, and we also are creating a kind of
 pop art (interactive, no less).
I think that if we are respectful in the use of the marks ( right
font, right colors ) and we do it in context, there will be no
problem.
-Fred
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re: [Flightgear-devel] Re: Speed question?

2003-07-31 Thread Innis Cunningham


Gene Buckle writes
I was a beta tester for Fly! II.  Negotiations with Cessna, etc. were
suddenly terminated and all of a sudden Microsoft starts touting Cessna
and Piper connections.  It started quite the anti-ms rant on the tester
forum.
Fly! II wasn't much affected by this - the real pain is when those fscking
money grubbing, sh*t for brains, pointy-haired, no-load goat blowers at
Take 2 Interactive and Gathering of Developers told Terminal Reality to
ship the game on April 29th ( or so, it's been a while).  They didn't care
that it wasn't ready yet or that manuals hadn't been printed.  They just
wanted to make a fast buck and screw everyone else.  When the sim hit the
store shelves, it was a disaster.  T2I and G.O.D wouln't pay for placement
like they do their other titles, so not only wasn't it finished, it got
short shrift on the sales floor.
Richard Harvey was the driving force behind the Fly! series and he was
treated like crap even when undergoing chemotherapy for the cancer that
would eventually kill him.  I've nothing but the fiercest hate for both of
those companies and the animated human excriment that run them.  They
deserve to be pilloried in the desert and abandoned to the carrion eaters.
*ahem*

Sorry. :)
Gee Gene I bet you feel a lot better now you have got that off your chest. 
LOL

No-load goat blowers LMAO. Thanks Gene for brightening up an otherwise 
dull day.

Cheers
Innis
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Re: [Flightgear-devel] metakit

2003-08-01 Thread Innis Cunningham
Got Ya.Another victim of the metakit bug.
Jon I dont know if you are running under linux or windows.But if you have a 
look in the FAQ's section 5.1 you will get the answer for linux and if you 
run under windows have a look at the reply by Eric Hofman to the thread 
Help Please can't find ld.so.config that I started in the June 03 FG users 
list.
Or pick any month for the last two years you should find someone who has 
been tripped up by this little bugger.

Cheers
Innis
Jon Berndt  writes

I've downloaded the latest fgfs, plib, and simgear, and as usual I need to
install the latest metakit - which I did. However, the simgear build 
process
doesn't seem to know it exists. I get this when building simgear:

  checking for mk4.h... yes
  checking for metakit 2.4.3 or newer... wrong version
  configure: error:
  Install metakit 2.4.3 or later first.

But, I just installed metakit 2.4.9 (the one that comes with simgear). The
lib is in /usr/local/lib/:
-rw-r--r--1 Jon  None  1833888 Jul 31 16:55 libmk4.a
-rwxr-xr-x1 Jon  None  659 Jul 31 15:03 libmk4.la
What am I doing wrong?

Jon

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[Flightgear-devel] ASW20 panel

2003-08-01 Thread Innis Cunningham
Hi Amos
I don't know if you just want to use the T38 panel in the ASW20 or if you 
want to make a new panel using the T38 as a template.
If it is the first then all you need to do is change the panel path in 
asw20-v1-nl-uiuc-set.xml to point at the T38 panel .
If it is the second you need a graphics program that can handle mask's(Alpha 
channel).If you are not familiar with such programs please repost and I will 
try and walk you through it.
Also if you could say what system you are running on.

Cheers
Innis
Sung Hyun Kim  writes

I tried to generate asw20 panel using T38 aircraft by changing the name of 
the
panel picture. I found out that ASW20 picture background comes out white,
while the panel of T38 has a transparent background. When I open them up as
picture files, they all show white background.
I don't know how to make the background transparent so that the scenery can 
be
shown.
Amos

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Re: [Flightgear-devel] 747 engines: fuel consumption

2003-08-14 Thread Innis Cunningham
Hi Folks
From what I can make of the figures the TSFC or SFC means the amount of fuel 
used for the amount of thrust produced so at takeoff the SFC of .32 would 
mean that the TO thrust 6lbX.32 would give consumption of approx 
18000lb/hour and the max cruise SFC of .6 with a thrust at 35000ft at .8 
mach of 11000lb would mean a cruise figure 6600lb/hr.So I guess the fuel 
usage calculation would need to calculate thrust relative to altitude and 
power setting.
But to give some idea what that might mean in terms of distance traveled.The 
747-400 travels from LA to Sydney Australia with a flight time of about 12 
hours and uses about 40lb's of fuel.
Don't know if this helps or not.

Cheers
Innis
Jim Wilson   writes
   Decreasing the tsfc should decrease fuel consumption.  Adjust it up 
or down
  until it seems to be consuming at a correct rate.  It'd probably be 
easy
  enough to estimate the rate you should see if you know the range of 
the
  aircraft and how much it should use to get up to cruise.  Let me know 
what you
  get so I can add it to the config file in cvs.

 According to this site tsfc for the C6 80C2-B1F is: 0.564

 
http://www.bh.com/companions/034074152X/appendices/data-b/table-2/default.htm

I'm not sure if that is the correct value...been tricked before trying to 
use
data like that in YASim.  The web page calls it SFC not tsfc.  Note that 
the
value under TO thrust is lower and AFAIK the lower the value the less fuel
expended in YASIM.

Best,

Jim


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RE: [Flightgear-devel] FGFS Base CVS

2003-08-22 Thread Innis Cunningham


 Curtis L. Olson writes

I think at some point (maybe sooner rather than later?) we need to do
some tweaking to the aircraft directly layout so it is possible to:

  a) make everything related to a particular plane be contained in a
 single, dedicated directory tree.
I am trying to do this with A/C I am currently creating that have there 
own texture files for A/C and panel in the one folder.The only thing I would 
say is that we keep the base set of textures for the instruments so panels 
can be built using these textures.Then any specific instruments eg: glass 
cockpit for an A/C could go in the individual A/C folder.This would not stop 
any such instruments form being used in other A/C
  b) allow these aircraft to be grouped and arranged in various
 subdirectories (the system would do a recursive search for
 aircraft or something like that.)
This would allow any aircraft to be distributed as a single .zip or
.tgz or .tar.gz or whatever.  Installation of an aircraft would be
simply extracting the archive into the appropriate folder inside the
aircraft folder (at the end user's discretion.)  Removal of an
aircraft would simply be to delete the subdirectory.  I think most end
users could handle this arrangement ... they seem to be able to do
similar things for other simulators.
I thought this could already be done.
I have not updated from CVS since before the release of 9.2.Yet I have all 
the scenery 3D objects for around KSFO and all the new A/C(F100,F50,A320).
What I do is to select CVS resources then  interactive CVS log 
browser(development branch)Then DATA then Aircraft then A320 then choose 
download tarball.I then add these into the current folder in FG and away I 
go new A/C or scenery.
I am using windows 98 so dont know if this method works on all 
distributions.
All I do is look through the DATA directory in CVS and look for latest 
changes by Date(I am usually alerted by Eric or Fred saying they have added 
something.
Then we could maintain a core set of aicraft in the official
repository, and beyond that, aircraft developers would be responsible
for maintaining and distibuting their own designs.  (We could perhaps
do something like making a separate area on the ftp server to
facilitate the storage and distribution of add on aircraft ... because
we are *not* trying to make things more difficult for the aircraft
designers as a side effect.)
Regards,

Curt.
Cheers
Innis
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[Flightgear-devel] Property Tree Help

2003-08-22 Thread Innis Cunningham
Hi All
I would like to be able to use the Slats, Spoilers, Speedbrake functions of 
the property tree but after a short play with the speedbrake function 
(ctrl+b) nothing seemed to happen.
Does all the properties in the property tree have supporting code 
eg:slats,spoilers, or are they there for future development.
How would I find out the key number(364) and its associated key(insert).Is 
there a way of finding out what key is what number.

Thanks for any help

Cheers
Innis
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Re: [Flightgear-devel] FGFS Base CVS

2003-08-22 Thread Innis Cunningham


 Lee Elliott  writes

Personally, I'm not much interested in doing panels and instruments so I'd 
be
happy to use the generic instruments from fgfsbase, where they exist, but
there needs to be a clearly defined list of what those instruments will be
once all the a/c, apart from the default C-172, are removed from fgfsbase.
This could lead to some discussion as to what should be in the base.Or just 
have the instruments for the c172 and thats all.Then every other instrument 
that is created could be put in a file and evey panel in another.Then people 
creating panels could use instruments from the base or instrument folder and 
the people doing 3D models could just use a panel from the panel folder.

While it's certainly possible to save space by referencing instruments from
another a/c to save space - for example, I could put a complete set of
instruments in the yf23 dir and then reference them from the b52, Sea Hawk
etc, it's an inherently fragile solution.  As soon as a user removes the
yf23, or someone does a proper panel and instruments for it and removes the
current ones you end up with the b52, Sea Hawk etc being broken.  For this
reason a degree of duplication will be inevitable untill every a/c has
specific panels and instruments.
This is where a readme file in each addon A/C folder telling the user how to 
load the A/C into FG would be handy.It can't be to difficult the MS mob are 
doing it all the time.

I think an important part of splitting the a/c out of fgfsbase will be a 
FG
a/c installer that can also handle updates and roll-backs and be used by
people who aren't into the 'computer' side of it all.  Ideally, everything 
to
do with a specific a/c should be compartmentised so it can sit in it's own
dir - this would make the installation, update, removal and roll-back of 
a/c
even easier.  If however, we keep the current scheme where the 'set' file
_has_ to exist in Aircraft and the YASim fdm _has_ to exist in
Aircraft-yasim, an installer would ensure that stuff goes in the right 
place.
I would think that you would only need an installer for the realy 
lazy,anyone who has done a few installs would get the hang of it pretty 
quickly.

LeeE


Cheers
Innis
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Re: [Flightgear-devel] Property Tree Help

2003-08-23 Thread Innis Cunningham
Thanks Eric does this mean that I can add Leading edge slats and spoilers 
this way too.

Cheers
Innis
Erik Hofman  writes
Innis Cunningham wrote:
Hi All
I would like to be able to use the Slats, Spoilers, Speedbrake functions 
of the property tree but after a short play with the speedbrake function 
(ctrl+b) nothing seemed to happen.
Does all the properties in the property tree have supporting code 
eg:slats,spoilers, or are they there for future development.
The way it works now is that pressing ctrl+b set a property.
Then the FDM configuration file has to actually do something with that. For 
JSBSim something like this is needed:

 FLIGHT_CONTROL
   COMPONENT NAME=Speedbrake Control TYPE=KINEMAT
 INPUT   fcs/speedbrake-cmd-norm
 DETENTS 2
 0   0
 1   1
 OUTPUT  fcs/speedbrake-pos-norm
   /COMPONENT
  /FLIGHT_CONTROL
To see some moving parts in the aircraft's 3d model something like this has 
to bee added to the animation configuration file:

animation
  typerotate/type
  object-nameright_speedbrake/object-name
  property/surface-positions/speedbrake-pos-norm/property
  factor60/factor
  center
   x-m14.97/x-m
   y-m0.0/y-m
   z-m0.0/z-m
  /center
  axis
   x0.0/x
   y0.0/y
   z1.0/z
  /axis
 /animation
These are both part of the Fokker 100 model.

Erik
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[Flightgear-devel] The Fokker100 and the Coordinate System

2003-08-24 Thread Innis Cunningham
Hi All
I have had the Fokker100  50 on my system for awhile but last night I 
wanted to have a look at some of the animations but to my supprise nothing 
moved.So thinking it might be something in the conversion from Blender to 
AC3D I loaded it into AC3D and resaved it still no animation.
So today I moved all the Fokker files into the 737 folder, I have, renaming 
all the files as if it was the 737.Then fired up the sim and all the 
animations worked but the surfaces moved all over the place.
So I decided to have a look at animations XML file for the Fokker and below 
is what I found compared with the A320.

Fokker100

animation
 typerotate/type
 object-nameright_aileron/object-name
 property/surface-positions/left-aileron-pos-norm/property
 factor30/factor
 center
  x-m3.6693/x-m
  y-m0.183417/y-m
  z-m-10.7138/z-m
 /center
 axis
  x0.0/x
  y1.0/y
  z0.0/z
 /axis
/animation
A320

animation
 typerotate/type
 object-nameAileronLeft.1/object-name
 object-nameAileronLeft.2/object-name
 object-nameAileronLeft.3/object-name
 property/surface-positions/left-aileron-pos-norm/property
 factor-30/factor !-- check --
 center
  x-m1.451/x-m
  y-m-13.495/y-m
  z-m-2.3115/z-m
 /center
 axis
  x1.0395/x
  y-2.799/y
  z0.2525/z
 /axis
/animation
If we compare the centre statement for both A/C note that the Y  Z 
centres are interchanged.
Am I missing something here.The way I undestand the coordinate system the X 
positions run from front to back the Y positions from side to side and the Z 
positions up and down.
Other things that came to notice with the Fokker were the left and right 
flaps sharing the same centre and the rudder only having movment around the 
Z axis when it appears to slope back.
This is not to criticise but to find out if there is a problem with the 
model being made with Blender and then converted or a problem with 
portability between OS.
I would be interested in anyone who has used these models if they are having 
any problems.
Also why the animations wont work in the Fokker folder but do when moved 
somewhere else.
Just thinking out loud could it have anything to do with the FDM being used.

Cheers
Innis
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Re: [Flightgear-devel] The Fokker100 and the Coordinate System

2003-08-24 Thread Innis Cunningham
Hello Eric I have to apologise about not seeing the animations.When I put 
the model path in I put it to fokker100.ac instead of fokker100.xml.

Erik Hofman writes
Innis Cunningham wrote:
Hi All
I have had the Fokker100  50 on my system for awhile but last night I 
wanted to have a look at some of the animations but to my surprise nothing 
moved.So thinking it might be something in the conversion from
Just for the record, the Fokker 50 isn't animated yet.
Then how do I have one I certainly did not right one.
To save space here I will post what I have separately.

Blender to AC3D I loaded it into AC3D and resaved it still no animation.
So today I moved all the Fokker files into the 737 folder, I have, 
renaming all the files as if it was the 737.Then fired up the sim and all 
the animations worked but the surfaces moved all over the place.
I don't get this. I can't think of any way how this can happen ??!
How I can make the Fokker work as a 737 or the animations


So I decided to have a look at animations XML file for the Fokker and 
below is what I found compared with the A320.
Except for comparing the properties there is hardly anything which is 
shared between aircrafts.
I would think that the AXES of all the flight controls would be the same on 
all A/C.I would not think the axis for the rudder on the cessna would be any 
different to the one on the 747
Fokker100

A320

If we compare the centre statement for both A/C note that the Y  Z 
centres are interchanged.
The thing is the animations on the A320 work correctly and the ones on the 
fokker dont
There is a catch here. The animations are aligned the same way the 
*original* aircraft is aligned. But keep in mind that it is possible to 
re-align the coordinate system in the configuration files. So it might be 
possible to have the x-axis top to bottom for the aircraft but also get it 
properly aligned in FlightGear. In such a case the X-axis is also top to 
bottom for the animation code!
I dont understand how the X axis on one model could be the Y axis on another 
model

Am I missing something here.The way I understand the coordinate system the 
X positions run from front to back the Y positions from side to side and 
the Z positions up and down.
Other things that came to notice with the Fokker were the left and right 
flaps sharing the same centre and the rudder only having movement around 
the Z axis when it appears to slope back.
There seems to be a difference between .ac files generated by ac3d directly 
and files converted to .ac format. The ac3d generated files assigns center 
point locations to objects. All animations are relative to the center point 
of the object instead of the center point of the aircraft.
But the axis centre for the animations on the A320 and the 737 I animated is 
derived from the centre of the coordinate system in AC3D I think.

This is not to criticise but to find out if there is a problem with the 
model being made with Blender and then converted or a problem with 
portability between OS.
I can almost guarantee there is no OS problem for these things (the only 
thing I can think of is incompatible line endings).

Erik
Eric if you would like to give me an email or if I can email you I can show 
you what I see at my end.I am sure there is a simply explaination for it all 
that I am not seeing

Cheers
Innis
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[Flightgear-devel] For Eric the Fokker50 xml file

2003-08-24 Thread Innis Cunningham
Here is the xml file I have for the Fokker50

Cheers
Innis
?xml version=1.0?
PropertyList

pathfokker50.ac/path

offsets
  z-m-2/z-m
/offsets
animation
 typerotate/type
 object-nameright_aileron/object-name
 property/surface-positions/left-aileron-pos-norm/property
 factor30/factor
 center
  x-m3.6693/x-m
  y-m0.183417/y-m
  z-m-10.7138/z-m
 /center
 axis
  x0.0/x
  y1.0/y
  z0.0/z
 /axis
/animation
animation
 typerotate/type
 object-nameleft_aileron/object-name
 property/surface-positions/left-aileron-pos-norm/property
 factor-30/factor
 center
  x-m3.6693/x-m
  y-m0.183417/y-m
  z-m10.7138/z-m
 /center
 axis
  x0.0/x
  y1.0/y
  z0.0/z
 /axis
/animation
animation
 typerotate/type
 object-nameright_inbound_flap/object-name
 object-nameleft_inbound_flap/object-name
 property/surface-positions/flap-pos-norm/property
 factor-35/factor
 center
  x-m2.97844/x-m
  y-m-0.27142/y-m
  z-m0.0/z-m
 /center
 axis
  x-0.051/x
  y4.309/y
  z0.561/z
 /axis
/animation
animation
 typerotate/type
 object-nameleft_outbound_flap/object-name
 object-nameright_outbound_flap/object-name
 property/surface-positions/flap-pos-norm/property
 factor-35/factor
 center
  x-m3.36429/x-m
  y-m-0.052338/y-m
  z-m0.0/z-m
 /center
 axis
  x2.407/x
  y-6.922/y
  z0.835/z
 /axis
/animation
animation
 typerotate/type
 object-namerudder/object-name
 property/surface-positions/rudder-pos-norm/property
 factor25/factor
 center
  x-m17.0516/x-m
  y-m4.12175/y-m
  z-m0.0/z-m
 /center
 axis
  x0.0/x
  y0.0/y
  z1.0/z
 /axis
/animation
animation
 typerotate/type
 object-nameright_elevator/object-name
 object-nameleft_elevator/object-name
 property/surface-positions/elevator-pos-norm/property
 factor25/factor
 center
  x-m18.5078/x-m
  y-m5.82468/y-m
  z-m0.0/z-m
 /center
 axis
  x0.0/x
  y1.0/y
  z0.0/z
 /axis
/animation
/PropertyList

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Re: [Flightgear-devel] The Fokker100 and the Coordinate System

2003-08-25 Thread Innis Cunningham
Hi Fred
Have you had a look at the animations on the fokkers or just flowen them.
The models I have the animations are all out of wack but if I interchange 
the Y and Z components of the centre statements they come closer to what 
they should look like.
And if you have a look at the rudder axis statement it only contains 
rotation around the Z axis.I thought if the axis of the object was sloped 
then it required components on all three axes to work.
If not I dont understand the system like I thought did.

Cheers
Innis
Frederic Bouvier  writes

Innis Cunningham wrote:
 Hi All
 I have had the Fokker100  50 on my system for awhile but last night I
 wanted to have a look at some of the animations but to my supprise 
nothing
 moved.So thinking it might be something in the conversion from Blender 
to
 AC3D I loaded it into AC3D and resaved it still no animation.

No problem with the Fokker 100 here, on WinXP. Do you have a FlightGear
version in line with the base package ?
I also don't see any problem with the Blender conversion, and the new
2.28a version is a lot more easy than the old 2.23 I was stick with
in that matter. For example, texture repetition now works like a charm.
-Fred



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Re: [Flightgear-devel] The Fokker100 and the Coordinate System

2003-08-25 Thread Innis Cunningham


Arnt Karlsen writes


Innis Cunningham [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
 I dont understand how the X axis on one model could be the Y axis on
 another model
..math trick.
It certainly is when the left aileron is 10 metres away from the left wing 
it is supposed to be connected to.LOL

Cheers
Innis
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Re: [Flightgear-devel] For Eric the Fokker50 xml file

2003-08-25 Thread Innis Cunningham
That would explain why the model kept crashing the sim with incorrect names 
for the animations.
If you would like I can do the xml file for you.This way if the animations 
dont work correctly when you try them we can see what the problem is.
It would be my pleasure to do them.

Cheers
Innis
Erik Hofman writes

Innis Cunningham wrote:
Here is the xml file I have for the Fokker50
Ah I see.
This file isn't called from fokker-jsbsim-set.xml though, instead it calls 
fokker50.ac directly because the file is just a copy of what I had for the 
Fokker 100 at that moment.

Erik
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[Flightgear-devel] For Eric The Fokker50 XML File

2003-08-26 Thread Innis Cunningham
Hi Eric
Please find in the following the xml file for the Fokker50.I guess I dont 
need to tell you how to install it.
Having just read your post I have the gear retracting the wrong way.Also if 
the main gear piviot point translates forword during retraction them I have 
not figured how to do that yet.
Anyway have a look at the flight controls and if they are way out of wack 
let me know.

?xml version=1.0?

PropertyList

pathfokker50.ac/path

offsets
  z-m0.4/z-m
pitch-deg-1.0/pitch-deg
/offsets
animation
 typerotate/type
 object-nameright_aileron/object-name
 property/surface-positions/left-aileron-pos-norm/property
 factor-30/factor
 center
  x-m1.09/x-m
  y-m10.08/y-m
  z-m1.05/z-m
 /center
 axis
  x-0.5/x
  y10.9/y
  z0.4/z
 /axis
/animation
animation
 typerotate/type
 object-nameleft_aileron/object-name
 property/surface-positions/left-aileron-pos-norm/property
 factor30/factor
 center
  x-m1.09/x-m
  y-m-10.08/y-m
  z-m1.05/z-m
 /center
 axis
  x0.5/x
  y10.9/y
  z-0.4/z
 /axis
/animation
animation
 typerotate/type
 object-nameright_inbound_flap/object-name
 property/surface-positions/flap-pos-norm/property
 factor35/factor
 center
  x-m1.47/x-m
  y-m 1.05/y-m
  z-m0.72/z-m
 /center
 axis
  x-0.5/x
  y10.9/y
  z0.4/z
 /axis
/animation
animation
 typerotate/type
 object-nameleft_inbound_flap/object-name
 property/surface-positions/flap-pos-norm/property
 factor35/factor
 center
  x-m1.47/x-m
  y-m 1.05/y-m
  z-m0.72/z-m
 /center
 axis
  x0.5/x
  y10.9/y
  z-0.4/z
 /axis
/animation
animation
 typerotate/type
 object-nameright_outbound_flap/object-name
 property/surface-positions/flap-pos-norm/property
 factor35/factor
 center
  x-m1.32/x-m
  y-m4.04/y-m
  z-m0.83/z-m
 /center
 axis
  x-0.5/x
  y10.9/y
  z0.4/z
 /axis
/animation
animation
 typerotate/type
 object-nameleft_outbound_flap/object-name
 property/surface-positions/flap-pos-norm/property
 factor35/factor
 center
  x-m1.31/x-m
  y-m-4.06/y-m
  z-m0.86/z-m
 /center
 axis
  x0.5/x
  y10.9/y
  z-0.4/z
 /axis
/animation
animation
 typerotate/type
 object-namerudder/object-name
 property/surface-positions/rudder-pos-norm/property
 factor25/factor
 center
  x-m12.99/x-m
  y-m0.0/y-m
  z-m0.69/z-m
 /center
 axis
  x0.0/x
  y0.0/y
  z1.0/z
 /axis
/animation
animation
 typerotate/type
 object-nameright_elevator/object-name
 property/surface-positions/elevator-pos-norm/property
 factor25/factor
 center
  x-m12.30/x-m
  y-m0.18/y-m
  z-m0.83/z-m
 /center
 axis
  x0.0/x
  y1.0/y
  z0.12/z
 /axis
/animation
 animation
 typerotate/type
 object-nameleft_elevator/object-name
 property/surface-positions/elevator-pos-norm/property
 factor25/factor
 center
  x-m12.30/x-m
  y-m-0.18/y-m
  z-m0.83/z-m
 /center
 axis
  x0.0/x
  y1.0/y
  z-0.12/z
 /axis
/animation
animation
 typerotate/type
 object-namenose_wheels/object-name
 object-namenose_lower_strut/object-name
 object-namenose_upper_strut/object-name
 object-namenose_gear_strut/object-name
 property/gear/gear[0]/position-norm/property
 factor-100/factor
 offset-deg100/offset-deg
 center
  x-m-8.48/x-m
  y-m0/y-m
  z-m-1.2/z-m
 /center
 axis
  x0/x
  y1/y
  z0/z
 /axis
/animation
animation
 typerotate/type
 object-nameright_wheels/object-name
 object-nameright_upper_strut/object-name
 object-nameright_lower_strut/object-name
 object-nameright_front_strut/object-name
 property/gear/gear[1]/position-norm/property
 factor-90.5/factor
 offset-deg90.5/offset-deg
 center
  x-m1.36/x-m
  y-m3.70/y-m
  z-m0.05/z-m
 /center
 axis
  x0/x
  y1/y
  z0/z
 /axis
/animation
animation
 typerotate/type
 object-nameleft_wheels/object-name
 object-nameleftt_lower_strut/object-name
 object-nameleftt_upper_strut/object-name
 object-nameleftt_front_strut/object-name
 property/gear/gear[1]/position-norm/property
 factor-90.5/factor
 offset-deg90.5/offset-deg
 center
  x-m1.36/x-m
  y-m-3.70/y-m
  z-m0.05/z-m
 /center
 axis
  x0/x
  y1/y
  z0/z
 /axis
/animation
/PropertyList

Cheers
Innis
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Re: [Flightgear-devel] For Eric The Fokker50 XML File

2003-08-26 Thread Innis Cunningham


Erik Hofman writes

Except for some places where I goofed everything works fine here.
Thanks for looking at it Innis!
My pleasure.
It does need some tweaks here and there but in the mean time I've added 
them to CVS.

Erik
Cheers
Innis
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Re: [Flightgear-devel] Re: new scenery for w130n30 using 1 arcsec data

2003-08-28 Thread Innis Cunningham
Have a look in 942066.stg file the last figure is the altitude.It is 
currently set to zero.

Cheers
Innis
Alex Romosan   writes:
 i need to figure out how to put the buildings back (do i just copy the
 objects from the old directories?).
nevermind. i figured it out. seemed to have lost the sutro tower
though. undoubtedly because it's under the hills somewhere (and most
of the buildings are low now). how do i change the height where the
building is positioned?
--alex--

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Re: [Flightgear-devel] Bug: missing the runway

2003-09-04 Thread Innis Cunningham
I did a little research this afternoon dont know if it is of any use.
Using the old airport file with Fredric's MSVC 9.2 version of 11 June I 
tried KSFO rwy 28L10R,KOAK rwy 27L2911 and YSSY(Sydney Australia) rwy 16R 
 34L in all cases the A/C lined up smack down the middle of the runway.
I then used Fredric's MSVC 9.2 version of 30 August and the new airport 
file.This time KSFO still smack down the middle of the runway.At KOAK the 
A/C was about 15 ft left of centre on all runways.And at YSSY rwy16R it was 
back of the threshold by 200ft and to the left by 200ft. On rwy34L the A/C 
was about 300ft forward of the threshold and 200ft to the right.
When this first happened I tried two other Australian airports with the A/C 
facing in all cases roughly south and all lined up about 200ft short and 200 
ft to the left of centre.I did try an ILS approach to one airport and the 
A/C seemed to line up correctly with the runway.
Dont know if this is of any help but there it is.Maybe others have some 
input.

Cheers
Innis
Curtis L. Olson writes
David Megginson writes:
 Curtis L. Olson writes:

  Can you list a specific example?
   
CYRP.
  
   Sorry, I probably wasn't clear in my question.  What about CYRP is 
not
   correct?

 The plane starts far before the threshold and to the right of the
 centreline.

Ok, when I get that area regenerated with the tools/data in their most
recent state I will take a closer look.  I saw one hint of a problem
elsewhere that could be a similar issue.
It's probably a mistake on my part I'm guessing.

Regards,

Curt.
--
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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] Re: CVS: data/Aircraft/T38

2003-09-17 Thread Innis Cunningham
To do it I would need to convert it to AC3D and probably change the 
textures.

Cheers
Innis
David Culp writes
If anyone would like to spruce-up
the T-38 3D model, he'll be a hero. (wink, wink :)

Dave

--

David Culp
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Re: [Flightgear-devel] Re: CVS: data/Aircraft/T38

2003-09-17 Thread Innis Cunningham
Ok Eric
Have you separated the A/C bits and named them ready for animation and have 
you redone the texturing.
If not I have already converted the A/C and named the gear ready for 
animation.Or I could download the CVS one and work on it.

Cheers
Innis
Erik Hofman writes
Innis Cunningham wrote:
To do it I would need to convert it to AC3D and probably change the 
textures.
I've already converted it to AC3d format. This version is in CVS now.

Erik

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Re: [Flightgear-devel] Re: CVS: data/Aircraft/T38

2003-09-18 Thread Innis Cunningham


Erik Hofman  writes

I don't mind, you just will lose the heat-cone animation. If you got 
something ready, you can sent it to me and I'll put it in CVS.

Erik
Ok I will download the animation xml and add the other animations to it 
might be a few days.
By the way what is the difference between the T-38 and the T-5.

Cheers
Innis
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[Flightgear-devel] To Eric Hofman the T-38

2003-09-19 Thread Innis Cunningham
Ok Eric
The T-38 animations are finished.Much easier to animate with no diehedrial 
and sweep on the wings and tail.
I will winzip the file.Where should I email it to.There are three files the 
.ac file the xml file and the texture for the conopy which I have added a 
mask to so it is now transparent.

Cheers
Innis
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Re: [Flightgear-devel] heads up - aircraft reorg

2003-09-20 Thread Innis Cunningham
Not to forget the prop liners before the jets.
Also by the by is there any intention of updating to 9.3 in the near 
future.Just asking to see whats in the pipe line

Cheers
Innis
Curtis L. Olson  writes


We might also want to start thinking of an official organization
hierarchy such as:
Aircraft/
  LightSingles/
  JetFighters/
  CommercialJets/
  CommercialTurboProps/
  Bombers/
  WWI/
  WWII/
  SailPlanes/
  Experimental/
Regards,

Curt.
--
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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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[Flightgear-devel] What is Everybody Doing

2003-09-20 Thread Innis Cunningham
Hi All

In an effort to see what 3D models might be in the pipeline and to save 
people working on the same model.
Maybe people could say what A/C they have under development(not in your 
imagination though).

I am currently working on the 737-300(almost finished) plus panel(half 
finished).
After that I was thinking 707 or DH Dash8.
Anyway it would give 3D modellers some idea what to work on.

Cheers
Innis
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[Flightgear-devel] Speedbrake and Cont+B

2003-09-24 Thread Innis Cunningham
There has been some posts lately about people not being able to get the 
speedbrakes to work with cont+B(me included).So tonight I took a look at the 
keyboard bindings XML and there was no Cont+B listed so I added the 
following between Cont+A and Cont+C and now the speedbrakes work fine for me

   key n=2
 nameCtrl-B/name
 descToggle speedbrake/desc
 binding
  commandproperty-toggle/command
  property/controls/flight/speedbrake/property
 /binding
/key
This has probably been fixed in CVS as I am only using the 9.2 binary 
release.But all the keyboard XML files I have did not have the Cont+B 
binding.
So if you are using a not so new copy of FG you might like to add the above 
and see how you go.

Cheers
Innis
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Re: [Flightgear-devel] I am new here/ helicopter flight model

2003-10-01 Thread Innis Cunningham
Hi Maik

What I could need is a helicopter (the 3D-Model), the c172 looks a
little bit strange when flying like an helicopter. It would be helpful,
if the angle of the Rotor blades (to the mast) would be visible. The
flight model puts out this angle for 4 positions (front, right, back,
left).
For a quick fix untill someone could get around to doing the model would be 
to convert one from FS 98.
It may not be great burt would be closer than the c172

Cheers
Innis
The Mad Aussi
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Re: [Flightgear-devel] AN225

2003-10-01 Thread Innis Cunningham
Hi Lee
Great aircraft.You sure know how to make us feel inadequate.LOL
Would just like to ask a couple of questions if I may
What program did you use for the model.

The texture looks like it is made in layers I have never seen this 
before.What did you use to make it.

And now I am going to have to spend a couple of weeks reading your 
animations xml to see how you have done things.Makes the animations I have 
done look rather crappy.

Once again great job.

Cheers
Innis
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-17 Thread Innis Cunningham
Hi Jim
While mapping the collective to the throttle would work. It is a bit like 
mapping a variable pitch prop to a throttle.In most helo's I worked on the 
throttle was opened wide and then the collective was pulled on.
It is very interesting to see the look on the passengers faces when the 
pilot has not applied full power and the helo gets out of ground effect.As 
the rotor starts to take the full weight of the A/C the rotor speed drops 
and the helo settles gently back to earth.
As the helo has no control surfaces the direction has to be determined by 
differential lift on the main rotor blades. To go forward the rear going 
rotor blade has to provide more lift then the forward going rotor blade.And 
to go left the right going blade supplies more lift then the left going 
blade.So to work the Cyclic would require a cross calculation of the 
position of the aileron prop and the elevator prop at any given time.The 
tail rotor could be tied to the rudder but it should give equal rotation 
around its axis regardless of the forward speed or lack of it of the helo.

Hope this helps and makes sence

Cheers
Innis
The mad Aussi
Jim Wilson  writes

The collective is mapped to the throttle control, antitorque/yaw (tail 
rotor)
to rudder, and cyclic (roll/pitch) to the stick.

Best,

Jim

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-18 Thread Innis Cunningham
Hi Jim
Sorry mate the last time I worked on choppers was 30 years ago.
But what I could suggest is to download a MSFS panel you like and convert it 
for FG use.
I have found that you can use the artwork of panels made for FS98 and then 
add the instruments from FG.
While for a complete panel for FG to be uploaded to FG would require the 
permission of the MSFS designer to use his artwork.We may be able to get 
around such permission by making the instrument location XML file to fit the 
MSFS artwork then the XML could be in the base package and people would just 
have to download the artwork graphic and install it as the background for 
the panel.
This way the copyright for the artwork would not be infringed because each 
person would be using in accordance with the licence.I.E individually.

Cheers
Innis
The Mad Aussi
Jim Wilson  writes
Any chance you could take some detailed helo cockpit photos while at work? 
 :-)
Best,

Jim
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-18 Thread Innis Cunningham
Hi Maik

Maik Justus writes
Hi Innis,



The tail rotor could be tied to the rudder but it should give equal 
rotation around its axis regardless of the forward speed or lack of it of 
the helo.
Hm. I hink this is only correct for acrobatic (3D) model-helos with a (so 
called) heading lock gyro, but not for real helicopters (maybe the 
eurocopter tiger acts like this, not sure) (correct me, if I am wrong).
Maybe i was not explaining myself correctly
My understanding of the tail rotor is  to counteract the torque of the main 
rotor and to rotate the helo around its Z axis in either a CW or CCW 
direction depending on the lift supplied by the  tail rotor.
Loss of a tail rotor more than likely will result in loss of the helo unless 
the pilot is very good.
Just one more small piece of information.The nut that holds the main rotor 
head on is called the Jesus nut.Why:Because if it comes off he is the only 
one who can save you.

Cheers
Innis
The Mad Aussi
All the best,
Maik

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-18 Thread Innis Cunningham


Lee Elliott  writes
Hi Lee
You are absolutely right. But I was just making people aware that some parts 
of the MSFS panels can be used in FG with little effort.
What problem would there be if the readme for a panel xml file said that it 
would work with a certain MSFS background.As long as the person uses it 
themself and do not try to redistribute it.
Also if people have a look on Wolfram Kuss's site they will find a list of 
MSFS designers who have given us permission to use there designs.

Cheers
Innis
The Mad Aussi
I think it would be a better idea to either get permission to use the
artwork or make some new artwork, even if the FS98 artwork was used as a
template.
It would be better to avoid the possiblity of any accusations of mis-use/
abuse where the license has restrictions.
LeeE

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-18 Thread Innis Cunningham
Hi Mally
You are probably right.Just wonder if they would feel the same way if they 
found something in here they could use.

Cheers
Innis
The Mad Aussi
Mally
 You are absolutely right. But I was just making people aware that some 
parts
 of the MSFS panels can be used in FG with little effort.
 What problem would there be if the readme for a panel xml file said that 
it
 would work with a certain MSFS background.As long as the person uses it
 themself and do not try to redistribute it.

I personally don't feel all that comfortable using something out of the 
context
in which it was provided.  It may be perfectly legal, but perhaps not in 
the
spirit of things. I can imagine an author feeling a little aggrieved 
finding
just part of their work being re-used in this way when perhaps they've seen 
it
as part of an overall creation. Maybe the courteous thing to do is to 
always
seek permission. If the author is happy to give it, then there's no 
problem. If
not, then at least no toes have been trodden on.

Mally
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-18 Thread Innis Cunningham
Hi Lee
I just hate reinventing the wheel over and over.And as we have a bit of a 
shortage of panels in FG I thought it might be a way to get some more.
Anyway there are a couple of people in MSFS who have given there permission 
so if I am going to persue this I will restrict myself to those designers

Cheers
Innis
The Mad Aussi
Lee Elliott  writes
Hello Innis,

Where people have given permission there is no problem at all but if a FG
document says you have to get this artwork for yourself because we
aren't allowed to include it then we're admiting that we don't have
permission to use it but that there's a loop-hole that allows individuals
to get around the restriction and we advocate that individuals do this.
Basically, if FlightGear can't get permission to use something then it
must be assumed that the author doesn't want it used in that way.
An exception to this would be if the author refused permission for it to
be included in FG but explicitly permitted it's use by individuals in FG.
An author might agree to this because they may only want to make the work
available through their own web-site or because they want to prevent
commercial use, which the GPL allows.  This permission would really have
to be explicitly sought and agreed though, to avoid accusations of trying
to side-step the intentions of the author.
The author probably wouldn't have a problem with individuals using the
artwork in FG if they decided to try it on their own initative but I
don't think that FG could get away with offically advocating it.
LeeE
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Re: [Flightgear-devel] Problems with AC3D 4.0

2003-10-28 Thread Innis Cunningham
Hi Lee

Lee Elliott  writes

I think Andy and Wolfram are right on the trail of the cause.  Have you
tried running a diff between the two files?  How much of it is the same
and how much is different?
As I said I dont have to make any changes to the file in 4.0 just load it 
into
AC3D 4.0 and save it again and the crease 45.00 statement occurs
throughout the .ac file.
Still on 3.6 here.
Then my advice is to stay on it.Unless someone comes up with a quick
fix on the AC3D forum then I will be going back to 3.6 myself.
LeeE
Cheers
Innis
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[Flightgear-devel] Problem JSB FDM's

2003-10-31 Thread Innis Cunningham
Hi Folks
After getting 9.3 going I find that the JSB A/C turn left off the
runway going north and right going south is anyone else seeing
this problem.It does not seem to effect the YASIM A/C.
The 747 and F16(YASIM) take off straight and the T38 and 737
(JSBSIM)turn off the runway.
Cheers
Innis
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[Flightgear-devel] Hardstand area's

2003-10-31 Thread Innis Cunningham
Hi Folks
I have just downloaded the new scenery for Sydney Australia
And am pleased that the hardstand area's around the terminals
are now mapped.
The thing is they are mapped using the runway/taxiway textures.
I am wondering how hard it would be to map them in the same
texture that is used for the hardstand around KSFO.
Cheers
Innis
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Re: [Flightgear-devel] Problem JSB FDM's

2003-11-01 Thread Innis Cunningham


Erik Hofman  
The 747 and F16(YASIM) take off straight and the T38 and 737
(JSBSIM)turn off the runway.
YASim F-16???
Sorry Erik dont know what I was looking at.Yes the F16 is JSB


I noticed that a ground turn in a JSBSim is next to impossible. The 
aircraft keeps going straight ahead, just as if there is no friction for 
tires moving sideways.
Are you saying that your JSB A/C are going straight on T/O.
What A/C are you using.
I don't know if this is a recent problem, or this problem has been there 
for a while but I just recently noticed this.
I was not having this problem with 9.2 and as I dont continually
update with cvs all I can say is it was not there in 9.2 but it is
in 9.3
I will do some investigating tonight and see if I can come up with
something.It just seems strange that no one else is see this problem.
Either they are not flying the jets or they are only using yasim fdm's
Erik
Cheers
Innis
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Re: [Flightgear-devel] Hardstand area's

2003-11-01 Thread Innis Cunningham


Erik Hofman  writes
Innis Cunningham wrote:
Hi Folks
I have just downloaded the new scenery for Sydney Australia
And am pleased that the hardstand area's around the terminals
are now mapped.
The thing is they are mapped using the runway/taxiway textures.
I am wondering how hard it would be to map them in the same
texture that is used for the hardstand around KSFO.
I guess they are asphalt covered, aren't they?
I would not think so as jet A1 fuel plays havoc with asphalt.
I know for sure the hardstand at Perth Western Australia is
definitely concrete.
For one we need a good asphalt texture for such areas. I've been trying to 
create one several time but didn't get satisfactory results so far. I have 
no real idea whether there s a code change needed in TerraGear or 
FlightGear/SimGear but I expect this really is just a texture problem.
I would think so unless the scenery for these area's calls for asphalt.
But a lot of taxiway textures all stacked together do not look that
realistic.
And before anyone jumps in and says fix it yourself.
I would if there were some windows binaries available for the
FGFS scenery creator.But as far as I know there are not.
Erik
I guess those statics I sent you were to frame rate hungry??.

Cheers
Innis
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RE: [Flightgear-devel] Problem JSB FDM's

2003-11-01 Thread Innis Cunningham


Jon Berndt  writes
I think this has been discussed in the Users mailing list - about 10/27, I
think.
Yes it was but the results were inconclusive  . ??
Try centering all the aero surfaces immediately upon coming out of freeze
They are centered.I have done nothing different to the A/C since 9.2
but now they wont go straight
Also, maybe try an external view and see if the gear is turned. Also, try
starting FlightGear with NO wind.
Have done all this still the A/C goes right heading south and left heading 
north
EG: at KSFO off 28L the A/c goes left and right off 10R
If you were having this problem with the prop aircraft I'd say that you
should expect the aircraft to fly that way, but this doesn't appear to be
the case. I have not had time to update to the latest, yet. I guess I need
to.
I will have a play around with the yaw damper system as David Culp thinks 
the
problem may be in there.
Just how many of the real A/C have yaw damper.I is my understanding that it
is only on sweept wing A/C to negate the onset of Dutch roll.
Do A/C like the F16 and T38 have a yaw damper system.

Jon
Cheers
Innis
The Mad Aussi
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Re: [Flightgear-devel] Problem JSB FDM's

2003-11-01 Thread Innis Cunningham
Ok David that seems to have fixed it for me to.
The thing is that while trying to fix this problem I found that
the F16 did not seem to be affected by the wind and I could get the
737 to t/o straight by changing the yaw beta but not the T38.
Surely a 3 knot wind out of 270 would not cause that kind of swing
taking off on 28L.
While I have you does the (real)T38 have a yaw damper system.
Cheers
Innis
The Mad Aussi
David Culp  writes
I just built 0.9.3 and downloaded the 0.9.3 base package.  The T-38 pulled
left until I reset *both* the surface winds and the 500-foot winds to zero.
Now it goes straight as an arrow.
Dave
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Re: [Flightgear-devel] [RFC][PATCH] reverse throttle for helicopters

2003-11-02 Thread Innis Cunningham
Hi Melchior
As far as I am aware the throttle and the collective are two
different things.Sure the throttle control is part of the collective
lever(usually a pistol grip like a motor bike).But one controls the
engine speed and one controls the rotor blade angle.
Maybe on modern helo's they are some how one.But on
anything I ever worked on they were separate.
Cheers
Innis
The Mad Aussi
Melchior FRANZ writes
The throttle equivalent of helicopters (collective) is typically
controlled by a lever on the left side. Unlike aircrafts, this
lever has to be pulled to increase 'collective' input. I'm not
sure if I did it the right way, but here is a working patch to
add a throttle-reverse property that should be set for all
helicopters.
m.



 reverse-throttle-config.diff 
 reverse-throttle.diff 
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Re: [Flightgear-devel] Hardstand area's

2003-11-02 Thread Innis Cunningham
Hi Martin

Martin Spott writes

I can only gues what 'hardstand' means,
It is a term used to describe the area around terminals,hangars and the like
were A/C park.
I was just trying to see if all such area's could be the same as KSFO(grey).
As the area's around Sydney airport(Australia)are a series of taxiway 
textures
stacked next to one another.
As the texture for KSFO and Hawaii are grey then I would think it is just a 
matter
of nomiating that texture for all hardstand area's

Martin.
Cheers
Innis
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