Re: [Flightgear-devel] HUD updates
Erik, On Friday 07 July 2006 23:13, Erik Hofman wrote: So, basically, no I won't maintain the ACMS FDM but lets keep it available anyhow. Ack. Greetings Mathias -- Mathias Fröhlich, email: [EMAIL PROTECTED] - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] RFC: A new sun
Hi there! After some time of coding and restructuring I finally managed to clean up the repaint-code using the property-tree as interface for the data between fg and sg. Now everything is calculated where it's supposed to be: Environmental data in fg's environment, positional data in the reposition code and color in repaint. Nice and clean ;-) I'm using the following property-tree nodes for interaction between the sun-code and the environment: /environment/relative-humidity // data for repaint /environment/atmosphere/density-tropo-avg// data for repaint /environment/atmosphere/altitude-half-to-sun // data for calculating avg density /environment/atmosphere/altitude-troposphere-top // data for calculating avg density Is the location of the nodes ok, or should I move them somewhere else? I'm really happy about the solution with the property tree. Since everything is working fine, I can address the other points in the coming days. Mark Melchior FRANZ wrote: * Melchior FRANZ -- Monday 10 July 2006 20:24: If you let fgfs tell sg which node to get the density from, and make this a node with tied getter function, [...] Or, illustrated with some code: fgfs: static double calc_density() { // stuff return density; } void Whatever::bind() { fgTie(/calculate/density, calc_density); } void Whatever::unbind() { fgUntie(/calculate/density); } now you tell sg that it can have the density from /calculate/density, and whenever sg or anyone else reads that property, the density is calculated freshly (and only then). m. - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] A New Sun
Hi Curt, I've been thinking about the idea with the cylinder the last days. What I like about it is, that this way the fog of the distant objects is thicker at ground-level and gets thinner with increasing altitude. And it's less stress on the hardware than shaders. The cylinder could be part of the SGSky class, maybe as atmosphere-object. But I want to get the sun ready before touching anything else. So if anyone else would like to try out implementing the cylinder, that would be great.-) Bye, Mark Curtis L. Olson wrote: Mark wrote: Hi Steve, which line do you mean? The surface of the earth cutting of the sundisc? I agree this looks too sharp but I don't know how this could be improved with standards means. At least the sun's halos are blended with the fog already. I've been wondering about placing a short cylinder between the sky dome and the terrain. This would have fog color at the base and blend to completely transparant at the top. This would help hide the outer fringe of the tiles in some circumstances, and it would allow things like the sun and moon to blend smoothly into the true horizon. This could also help with sky dome - earth transition problems in various areas. We might consider moving this cylinder up and down to match the current view point altitude. This should be really easy to implement without needing any fancy opengl tricks (maybe make it part of they sky dome model), but I just haven't had time to try it out. Curt. - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] state of heli simulation, bug in Yasim
Hi all, the heli simulation is almost complete for beta testing. Every thing except the vortex-state-detection and the interface to the yasim-engines is working now (the engine is simulated rather simplified, but is working). The feeling is quite different to the old simulation (and I hope more realistic). I just have to strip some debug-stuff and to write the documentation. Then I will publish the code. While debugging the downwash effects on stabs I found a bug in yasim (and therefore the root cause for the non working stabs). The patch I posted some weeks ago was nonsense. The result of this was not a working stab, it was such a high parameter for the drag, that the drag of the gear rises to a value similar to the total drag of the helicopter. The stabs had no effect at all. As a bug in yasim all stabs/wings without control-surface-subelements have no aerodynamical effect (not only in rotor-simulation. It's the same for fixed wing aircrafts). For every stab/wing: the outermost part of the wing up to the first control-surface-subelement as well as the innermost part up to the last control-surface-subelement is ignored. The bug is in the wing::compile() function in wing.cpp. In the boundary collection the tip and the base of the wing/stab are missing. Another problem was, that a stab in stall condition is not producing any force perpendicular to the surface (in yasim). I have looked into some naca publications where I found, that in stall the lift is reduced to about 20..30%, but not to zero. The effect was visible in hover. The stabs in the downwash were producing no force. I have coded patches for both problems and will publish them with the rotor-code. @Melchior: -do you have a sample of the sound, the bo produces when flown through narrow turns (I would call this a flapping sound)?. If yes: the simulation generates a property stall for every rotor. Playing this sample with a volume generated by this parameter and a sampling rate by the rotor-rpm should sound quite realistic. -it seems, that the rpm-meter is limited to 100%. Due to autorotation, the rotor-rpm exceeds this value sometimes. -the speed-indicator seems to indicate not only the fraction in the x-direction. I do not know, how the real thing works, but I assume, that it only shows the x-fraction (and only if it is positive). -I will add an torque-property for the torque-meter (is on my todo-list) Best regards, Maik - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] state of heli simulation, bug in Yasim
* Maik Justus -- Sunday 16 July 2006 22:26: -do you have a sample of the sound, the bo produces when flown through narrow turns (I would call this a flapping sound)?. No, but I guess one could fake that by taking the 2blade helicopter sound and blend it in. I'll try once I know how the stall value looks like. -it seems, that the rpm-meter is limited to 100%. Due to autorotation, the rotor-rpm exceeds this value sometimes. Yes, turbine and rotor RPM were limited to 100%. Both were faked as there was no simulated turbine behind it, and the rotor rpm was constant. I've committed a change that allows 140% for both now, which is the maximum scale value. The dual-tacho needs to be fixed anyway. Not only doesn't it have a frame, it also has only two hands, when there should be three, and thicker ones, too. -the speed-indicator seems to indicate not only the fraction in the x-direction. No, it seems to only show the forward direction. What makes you think it doesn't? Do you consider wind from ahead? I do not know, how the real thing works, but I assume, that it only shows the x-fraction (and only if it is positive). So do I and so it should work already. -I will add an torque-property for the torque-meter (is on my todo-list) Excellent. That's only faked now, too. m. - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] state of heli simulation, bug in Yasim
Hi Melchior * Maik Justus -- Sunday 16 July 2006 22:26: Yes, turbine and rotor RPM were limited to 100%. Both were faked as there was no simulated turbine behind it, and the rotor rpm was constant. I've committed a change that allows 140% for both now, which is the maximum scale value. The dual-tacho needs to be fixed anyway. Not only doesn't it have a frame, it also has only two hands, when there should be three, and thicker ones, too. Thanks. The engine will no exceed 100% now (and in detail, the engine-rpm is not simulated now. I have just a limitation of the torque the engine can produce depending on actual rotor-rpm and the derivation of the rotor-rpm. It produces no torque on rpm100% -the speed-indicator seems to indicate not only the fraction in the x-direction. No, it seems to only show the forward direction. What makes you think it doesn't? Do you consider wind from ahead? In autorotation I was not sure, if the indicated airspeed is correct. But probably I think I got confused by the fact, that if I vary the inclination of the heli, the speed indicator shows the cos(inclination)-fraction of the climb-speed I do not know, how the real thing works, but I assume, that it only shows the x-fraction (and only if it is positive). So do I and so it should work already. When flying backwards it shows a positive speed. I think the real speed indicator remains at zero. Maik - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Texture in the new OV10 linked to the A-10
On Sunday 16 July 2006 00:43, Julien Pierru wrote: I don't think we did link, are you talking about the UHF? (we made a copy of the texture in the OV10 directory). Julien [EMAIL PROTECTED]:~$ grep -r A-10 FlightGear/Aircraft/OV10/ FlightGear/Aircraft/OV10/Models/USAFE/Instruments/UHF/CVS/Entries:/A-10-radios.rgb/1.1/Sat Jul 15 18:50:53 2006/-kb/ FlightGear/Aircraft/OV10/Models/USAFE/Instruments/UHF/UHF.ac:texture A-10-radios.rgb [EMAIL PROTECTED]:~$ LeeE - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] A New Sun
I once tried to do some aurorae using very large 3d objects and while I could see them ok I couldn't get any colour in to them - they just looked white and the transparency I used in the texture was ineffective, so I could see the entire object, sharp edges and all :( dunno if you might have the same problem with using a 3d object for the sun. Haven't got around to trying it yet but meteors might work ok. LeeE On Sunday 16 July 2006 20:14, Mark wrote: Hi Curt, I've been thinking about the idea with the cylinder the last days. What I like about it is, that this way the fog of the distant objects is thicker at ground-level and gets thinner with increasing altitude. And it's less stress on the hardware than shaders. The cylinder could be part of the SGSky class, maybe as atmosphere-object. But I want to get the sun ready before touching anything else. So if anyone else would like to try out implementing the cylinder, that would be great.-) Bye, Mark Curtis L. Olson wrote: Mark wrote: Hi Steve, which line do you mean? The surface of the earth cutting of the sundisc? I agree this looks too sharp but I don't know how this could be improved with standards means. At least the sun's halos are blended with the fog already. I've been wondering about placing a short cylinder between the sky dome and the terrain. This would have fog color at the base and blend to completely transparant at the top. This would help hide the outer fringe of the tiles in some circumstances, and it would allow things like the sun and moon to blend smoothly into the true horizon. This could also help with sky dome - earth transition problems in various areas. We might consider moving this cylinder up and down to match the current view point altitude. This should be really easy to implement without needing any fancy opengl tricks (maybe make it part of they sky dome model), but I just haven't had time to try it out. Curt. -- --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057; dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel