[Flightgear-devel] noshadow prefix now really deprecated!

2007-12-03 Thread Melchior FRANZ
The first shadow implementation allowed to prefix object names
with noshadow to exclude them from shadow generation. This was
considered a bad idea from the beginning, as a name is a name
and shouldn't contain instructions. That's why this method was
deprecated very early, and a noshadow animation was written
as the recommended way.

The upcoming release will still support the prefix, but the
next (shadow supporting) release after that will not. So this
release cycle should be used for the migration of those aircraft
which still use the prefix. I added an error message that's
output whenever an object with a noshadow prefix is found by
the shadow occluder. Sorry for the inconvenience. :-)

m.

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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-03 Thread Detlef Faber
Am Montag, den 03.12.2007, 00:29 +0100 schrieb STenyaK (Bruno Gonzalez):
 Ok, thanks.
 
 I've thinked a bit more about this whole idea and, since i was
 planning to code Motorsport as a library instead of as a standalon
 executable, maybe Motorsport can be used from FlightGear, instead of
 being coded inside it.
 
 It looks like FG already uses several different physics engines
 depending on the planes (am i right?), so it would be a matter of
 adding another one for land vehicles.
 
 How does that sound?

This sounds good to me, I would really appreciate a car FDM. Especially,
if it can interact with the aircraft (towing or pushback, or even load
cars into aircraft).

Your project would benefit from the worldwide scenery (e.g for the
Rallye Paris Dakar) and multiplayer capability.

 
 On 12/1/07, Detlef Faber [EMAIL PROTECTED] wrote:
  Am Samstag, den 01.12.2007, 18:39 +0100 schrieb STenyaK (Bruno
  Gonzalez):
   I'm unable to find the Jeep or any other car that were mentioned..
   haven't searched much though.
  
  Try this:
 
  http://sol2500.net/flightgear/jeep.zip
 
  It should work with 0.9.10, but you will not have different ground
  properties like the  FlightGear CVS version has.
 
   Quick question: by ground reactions you mean collision detection and
   response? Are there no plane-to-plane collisions currently, only basic
   plane-to-ground? And is the ground a generic trimesh or a heightmap?
  
   On 12/1/07, Jon S. Berndt [EMAIL PROTECTED] wrote:
 GWMobile wrote:

 Just to help you. X-plane simulates springs and tires and has an open
 interface. People have built cars for x-plane. The roads suck though.

 I think it would be great if fgear did this too.
   
   
Ground reactions have been a hot topic for a while. It sounds like Andy 
has
got something really nice for YASim, and I hope to get time to look at 
that
code at some point very soon. Obviously, people look at simulations
differently, and there are a lot of sims out there that serve different
purposes. To the dismay of some here, we haven't paid so much attention 
to
ground reactions with JSBSim. First and foremost is because I don't 
have the
time I once did. Second, it's because my own focus is more on the GNC
aspects, and overall sim architecture, as well as other things. At some
point, I hope to revisit the ground reactions code.
   
Jon
   
   
   
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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: SimGear/simgear/scene/model shadowvolume.cxx, 1.12.2.1, 1.12.2.2

2007-12-03 Thread gerard robin
On lun 3 décembre 2007, Melchior Franz wrote:
 Update of /var/cvs/SimGear-0.3/SimGear/simgear/scene/model
 In directory baron:/tmp/cvs-serv27750

 Modified Files:
       Tag: PRE_OSG_PLIB_20061029
 shadowvolume.cxx
 Log Message:
 let use of deprecated noshadow prefix cause error message


Will that message remain permanently, ?  to save time, would be nice.

We could avoid to modify the .ac model and the .xml file.

We only need to check that the shadow is processed with the with 
typenoshadow/type  animation, if we want shadow.

Cheers
Gérard
http://pagesperso-orange.fr/GRTux/


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Re: [Flightgear-devel] noshadow prefix now really deprecated!

2007-12-03 Thread gerard robin
On lun 3 décembre 2007, Melchior FRANZ wrote:
 For those who want to avoid the message already now, here's a list
 of models still using the noshadow prefix. Note that some objects
 use a noshadow *postfix*. This doesn't cause error messages, but
 it will also not discard shadows. Never has.

   ./A-10/Models/A10-004-015l2.ac
   ./A-6E/Models/A-6E.ac
   ./Albatross/Models/pdisk.ac
   ./Buccaneer/Models/buccaneer.acpostfix
   ./DH-89/Models/transparent.ac
   ./F-86/Models/transparent.ac
   ./F4U/Models/blaze.ac
   ./F4U/Models/pdisk.ac
   ./F4U/Models/transparent.ac
   ./F80C/Models/Instruments/Gunsight/gunsight.ac
   ./F80C/Models/f80.ac
   ./Hunter/Models/hunter-ga11.ac partly postfix
   ./Hurricane/Models/hurricane-new.ac
   ./Hurricane/Models/hurricane-ver-25.ac
   ./Lightning/Models/exhaust.ac
   ./OV10/Models/CDF/OV10.ac
   ./OV10/Models/NASA/OV10_NATO.ac
   ./OV10/Models/USAFE/Instruments/Gunsight/gunsight.ac
   ./OV10/Models/USAFE/OV10_NATO.ac
   ./SR71-BlackBird/Instruments/Models/ai-bb.ac
   ./SR71-BlackBird/Models/SR-71A-Blackbird.acpostfix
   ./SR71-BlackBird/Models/SR-71B-Blackbird.acpostfix
   ./SR71-BlackBird/Models/SR71-Cockpit-avant.ac  postfix
   ./SeaVixen/Models/MB-Mk4.acpostfix
   ./Sikorsky-S58/Models/s58.ac
   ./Spitfire/Models/seafireIIIc.ac
   ./Spitfire/Models/spitfireIIa.ac
   ./an2/Model/an2_r.ac
   ./beaufighter/Models/blaze.ac
   ./beaufighter/Models/pdisk.ac
   ./beaufighter/Models/transparent.ac
   ./bf109/Models/blaze.ac
   ./bf109/Models/blaze2.ac
   ./bf109/Models/pdisk.ac
   ./bf109/Models/transparent.ac
   ./fw190/Models/blaze.ac
   ./fw190/Models/fw190a8.ac
   ./fw190/Models/pdisk.ac
   ./fw190/Models/transparent.ac
   ./jeep/Models/roof.ac
   ./jeep/Models/transparent.ac
   ./ju52/Models/ju52.ac
   ./mosquito/Models/pdisk.ac
   ./mosquito/Models/transparent.ac
   ./pa24-250/Models/propDisc/fastprop.ac
   ./seahawk/Models/SeaHawk-FGA6-WV859.ac partly postfix
   ./seahawk/Models/exhausts.ac
   ./spitfireIX/Models/pdisk.ac
   ./spitfireIX/Models/transparent.ac
   ./vulcanb2/Models/exhaust.ac

 m.


Thanks,  
i guess we can keep these deprecated object-name.
We only have to check that the shadow animation is there with 
typenoshadow/type (if we want shadow)
I know i have old models  with noshadow prefix, which should not be a 
problem (i hope) because shadow is processed elsewhere  within the model,  
with typenoshadow/type  animation.

Cheers

-- 
Gérard
http://pagesperso-orange.fr/GRTux/


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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-03 Thread STenyaK (Bruno Gonzalez)
On 12/3/07, Detlef Faber [EMAIL PROTECTED] wrote:
 Am Montag, den 03.12.2007, 00:29 +0100 schrieb STenyaK (Bruno Gonzalez):
  It looks like FG already uses several different physics engines
  depending on the planes (am i right?), so it would be a matter of
  adding another one for land vehicles.

 This sounds good to me, I would really appreciate a car FDM. Especially,
 if it can interact with the aircraft (towing or pushback, or even load
 cars into aircraft).

I'm not sure what FDM means, couldnt' find a good explanation. It
looks like it's what i call a physics engine. Are there any existing
examples of several FDMs interacting with each other? Planes colliding
with other planes, or their turbulences affecting the other, etc.?

An FDM that uses Motorsport physics could be easily created, but the
interaction between several FDMs is another issue...

 Your project would benefit from the worldwide scenery (e.g for the
 Rallye Paris Dakar) and multiplayer capability.

I'm still not sure if that kind of features would be included in the
Motorsport core, or provided by a third party program (such as FG),
we're still in the design stages of the project.

-- 
Saludos,
 Bruno González

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: SimGear/simgear/scene/model shadowvolume.cxx, 1.12.2.1, 1.12.2.2

2007-12-03 Thread AJ MacLeod
On Monday 03 December 2007 12:04:36 gerard robin wrote:
 Will that message remain permanently, ?  to save time, would be nice.
 We could avoid to modify the .ac model and the .xml file.

I would agree that to prevent unnecessary pain for modellers (and to optimise 
their free time to allow them to keep adding nice stuff to FG ;-) perhaps 
once the aforementioned noshadow by object naming feature has been removed, 
the error message could be removed too?

The Lightning will generate the error, but falsely (there's already a 
proper noshadow animation, it never relied on the object names for that.)

Cheers,

AJ

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: SimGear/simgear/scene/model shadowvolume.cxx, 1.12.2.1, 1.12.2.2

2007-12-03 Thread gerard robin
On lun 3 décembre 2007, Melchior FRANZ wrote:
 * gerard robin -- Monday 03 December 2007:
  On lun 3 décembre 2007, Melchior Franz wrote:
   Log Message:
   let use of deprecated noshadow prefix cause error message
 
  Will that message remain permanently, ?

 Only in the next (plib based) release. Not in fg/osg. But I might
 degrade it to SG_WARN right before the release. This depends on
 how many developers drop the deprecated prefix until then. The
 problem with SG_WARN is that, unfortunately, not enough people
 see it, which defeats its purpose. We have yet to clean up the
 logging system and recommend that developers always use at least
 --log-level=warn.

 m.

Yes SG_WARN, would be the best, that message isn't it for FG developer , who 
could want a help, to keep their models compatible ?
The users don't care about it, they only want the best :)

Cheers


-- 
Gérard
http://pagesperso-orange.fr/GRTux/


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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: SimGear/simgear/scene/model shadowvolume.cxx, 1.12.2.1, 1.12.2.2

2007-12-03 Thread Melchior FRANZ
* gerard robin -- Monday 03 December 2007:
 On lun 3 décembre 2007, Melchior Franz wrote:
  Log Message:
  let use of deprecated noshadow prefix cause error message

 Will that message remain permanently, ?

Only in the next (plib based) release. Not in fg/osg. But I might
degrade it to SG_WARN right before the release. This depends on
how many developers drop the deprecated prefix until then. The
problem with SG_WARN is that, unfortunately, not enough people
see it, which defeats its purpose. We have yet to clean up the
logging system and recommend that developers always use at least
--log-level=warn.

m.

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: SimGear/simgear/scene/model shadowvolume.cxx, 1.12.2.1, 1.12.2.2

2007-12-03 Thread Melchior FRANZ
* gerard robin -- Monday 03 December 2007:
 Yes SG_WARN, would be the best, that message isn't it for
 FG developer , who could want a help, to keep their models compatible ?

Err ... but if I see that right, there's only one file concerned
in your case:

  ./SR71-BlackBird/Instruments/Models/ai-bb.ac

You could have fixed *and* committed the file in the time that
it took to write three emails about the painful procedure.  ;-)

m.

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: SimGear/simgear/scene/model shadowvolume.cxx, 1.12.2.1, 1.12.2.2

2007-12-03 Thread gerard robin
On lun 3 décembre 2007, Melchior FRANZ wrote:
 * gerard robin -- Monday 03 December 2007:
  Yes SG_WARN, would be the best, that message isn't it for
  FG developer , who could want a help, to keep their models compatible ?

 Err ... but if I see that right, there's only one file concerned
 in your case:

   ./SR71-BlackBird/Instruments/Models/ai-bb.ac

 You could have fixed *and* committed the file in the time that
 it took to write three emails about the painful procedure.  ;-)

 m.



Yes, within cvs today, but you don't know the contents of the  models which 
are in my hangar, and will come up (a day) within cvs .

:) :) :) 
AND, i am not, fortunately, alone, probably others developers could be 
interested.

Cheers


-- 
Gérard
http://pagesperso-orange.fr/GRTux/


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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-03 Thread Curtis Olson
On Dec 3, 2007 6:23 AM, STenyaK (Bruno Gonzalez)  wrote:

 I'm not sure what FDM means, couldnt' find a good explanation.


FDM is the acronym we use for flight dynamics model.  Conceptually, a
physics engine engine covers much of the same ground.  If I were to get
really nitpicky, perhaps I could say that the flight dynamics model contains
a physics engine + additional speciallized code to model the dynamics of
flight.

It looks like it's what i call a physics engine. Are there any existing
 examples of several FDMs interacting with each other? Planes colliding
 with other planes, or their turbulences affecting the other, etc.?


So far in the flightgear project we have not addressed aircraft/vehicles
affecting each other.  Our philosophy is that we are modeling a friendly
airspace so collisions with other aircraft should never ... at least for
those that take their simming seriously and start somewhere other than the
default location.  It would be interesting to model turbulence affects from
one aircraft/vehicle onto another, but to do this in a generic and
physically correct way, might be far beyond the scope of what we can
accomplish with finite compute power.  Maybe we could build in some
interesting heuristics/hacks though that could be fun.  In the world of
aviation we have wake turbulence, formation flying (and air to air
refueling, aero towing, etc.)

An FDM that uses Motorsport physics could be easily created, but the
 interaction between several FDMs is another issue...


The FlightGear FDM interface was originally designed so it is relatively
straight forward to drop in another physics engine.  (sorry to mix terms
there.) :-)


 I'm still not sure if that kind of features would be included in the
 Motorsport core, or provided by a third party program (such as FG),
 we're still in the design stages of the project.


I've always thought it would be fun to wind through an interesting mountain
region for a hundred miles or so of realistic roadway with real terrain,
etc.  The driving sims I've seen have either stuck with specific race tracks
or very small areas with lots of detail, or larger areas with very sparse
detail.  Algorithmically it would be possible to create large areas with
pretty nice detail.  I've been dabbling in some of that recently, but it's
really hard stuff.  Intersections are hard to deal with, the complexity and
polygon count of detailed roadways are hard to handle, and creating
realistic surfaces from noisy SRTM data is also a difficult thing to do.
But there are some tantalizing ideas that wouldn't be all that hard.  If you
added some attributes to your road data base, you could start dropping in
things like mile markers, street lights, other regularly spaced signs, mail
boxes, guard rails, jerzey barrier.  My problem is that I have way more good
ideas than I have time.  Well at least I think they are good ideas. :-)

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-03 Thread John Denker
On 12/03/2007 08:32 AM, Curtis Olson wrote:

 An FDM that uses Motorsport physics could be easily created, but the
 interaction between several FDMs is another issue...

Consider the PBY Catalina or other amphibian:
 -- When it's in the air, it's an aircraft.  
 -- When it's on the water, it's a boat.  
 -- When it's on land, it's a vehicle.

I don't recommend it, but these could be treated as three
separate problems, with three separate dynamics models ...
but what we really need is a unified dynamics model that
can handle all three cases in a consistent way.

Obviously air loads *and* tire loads are important for cars.  
Ditto for aircraft on the ground.  Obviously you need to model 
the air *and* the water for sailboats. And while an amphibian 
is crawling out of the water onto land, it is in all three 
worlds at once.

I don't much care what you call it.  
 -- On this list heretofore, it has usually been called the 
  flight dynamics model (FDM).
 -- In the world of boats, it is called the fluid dynamics 
  model (again FDM).  
 -- As soon as we have tires on pavement, those names are no 
  longer apt.  
 -- You can also have a structural dynamics model.

Alternatives include plain old Dynamics Model (DM or DyMo) or 
of course Physics Engine (PhEng).  Beware that there is a huge 
legacy here;  there are nearly ten thousand mentions of the term 
FDM in the flightgear file tree, so even though the term isn't 
apt, it is going to remain with us for quite a while.

In the interests of backward compatibility, it might be simplest 
to declare that FDM stands for Fine Dynamics Model (as in 
RTFM == Read the Fine Manual), and declare that the ideal FDM
should include air, water, tires, and mechanical interactions.

Going forward, Physics Engine' is as good a name as any, and
is consistent with usage in the rest of the modeling community.


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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-03 Thread STenyaK (Bruno Gonzalez)
On 12/3/07, Curtis Olson [EMAIL PROTECTED] wrote:
 On Dec 3, 2007 6:23 AM, STenyaK (Bruno Gonzalez)  wrote:

  I'm not sure what FDM means, couldnt' find a good explanation.

 FDM is the acronym we use for flight dynamics model.  Conceptually, a
 physics engine engine covers much of the same ground.  If I were to get
 really nitpicky, perhaps I could say that the flight dynamics model contains
 a physics engine + additional speciallized code to model the dynamics of
 flight.

Ok, it's what i thought. Personally, i call physics engine to
everything that models real world physics, no matter if they have to
deal with air, water, terrain, outter space or whatever. But I'm not
interested in the naming each community gives to it, just in its
meaning :-)

 So far in the flightgear project we have not addressed aircraft/vehicles
 affecting each other.  Our philosophy is that we are modeling a friendly
 airspace so collisions with other aircraft should never ... at least for
 those that take their simming seriously and start somewhere other than the
 default location.  It would be interesting to model turbulence affects from
 one aircraft/vehicle onto another, but to do this in a generic and
 physically correct way, might be far beyond the scope of what we can
 accomplish with finite compute power.  Maybe we could build in some
 interesting heuristics/hacks though that could be fun.  In the world of
 aviation we have wake turbulence, formation flying (and air to air
 refueling, aero towing, etc.)

In the world of racesims, car-to-car collisions are pretty important
and common, as is car-to-track collision (both driving surface, walls,
tire piles, sand, cones, etc).

I'm not a physics expert, in fact i'm crap at maths and physics
(compared to many people), so it's not my intention to even try to
merge 2 physics engines together, when i can barely create one of them
myself :-) By merging, i mean the mentioned idea of allowing a car to
tow a plane, each of which would have its own FDM.
My intention is to provide a good framework where knowledgeable people
can contribute code to. That has been the case of several university
students, one of which added drivetrain physics to the old version of
Motorsport. Another one coded genetic-evolutive AI that drived around
tracks. Also i've been approached by people working for the DARPA
Challenge, in order to use Motorsport for the last urban challenge
project.

I'm good at computers and programming, so that's what i try to
contribute with. For example, P2P distribution of contents, streaming
of gEarth or WorldWind or FlightGear terrain data... Well, the kind of
things that i know how to code.

 The FlightGear FDM interface was originally designed so it is relatively
 straight forward to drop in another physics engine.  (sorry to mix terms
 there.) :-)

Good, since the Motorsport remake is also planned to be easy to drop
into other games/programs/simulators.

  I've always thought it would be fun to wind through an interesting mountain
 region for a hundred miles or so of realistic roadway with real terrain,
 etc.  The driving sims I've seen have either stuck with specific race tracks
 or very small areas with lots of detail, or larger areas with very sparse
 detail.  Algorithmically it would be possible to create large areas with
 pretty nice detail.  I've been dabbling in some of that recently, but it's
 really hard stuff.  Intersections are hard to deal with, the complexity and
 polygon count of detailed roadways are hard to handle, and creating
 realistic surfaces from noisy SRTM data is also a difficult thing to do.
 But there are some tantalizing ideas that wouldn't be all that hard.  If you
 added some attributes to your road data base, you could start dropping in
 things like mile markers, street lights, other regularly spaced signs, mail
 boxes, guard rails, jerzey barrier.  My problem is that I have way more good
 ideas than I have time.  Well at least I think they are good ideas. :-)

The problem is that heaps of detail are needed in order to make it
enjoyable or realistic. The air is reasonably constant, so if i'm not
mistaken, there's not much need to model differences in pressures or
temperatures or things like that. Plus you have 6 degrees of freedom
to play with.
In the case of cars, you're limited to following a road (with the
occasional jumps, which are interesting if taking gyroscopic effects
into account), and so the driving surface needs good detail or it'll
be boring to drive. Potholes, camber, different leves of adherence in
different places, materials, weather conditions, temperatures, etc.

I've also thought about automatic generation of roads (i implemented a
4D-Stunts track loader in the old Motorsport as a first approach), but
there's still a long way to go before any result is good enough. I'll
only concentrate on allowing data streaming for now, procedural roads
will still wait for some years (unless someone steps in and codes it
sooner, of course).

Re: [Flightgear-devel] Fi-156 Storch

2007-12-03 Thread gerard robin
On jeu 2 août 2007, Ron Jensen wrote:
 Been working on the stork, so I updated my safety copy.

 - Added a rattling chain sound to the flap movement.
 - Started detailing nose area

 There's some quicky screen caps here, too:
 http://www.jentronics.com/fgfs/storch-001.jpg
 http://www.jentronics.com/fgfs/storch-002.jpg
 http://www.jentronics.com/fgfs/storch-003.jpg
 http://www.jentronics.com/fgfs/storch-004.jpg
 http://www.jentronics.com/fgfs/storch-005.jpg

 Todo list:
 - Finish nose/engine area
 - Greebles for exterior (rudder/elevator hinges etc.)
 - Texture map
 - More greebles for exterior (flap/aileron hinges)
 - Struts and braces
 - Exterior lighting
 - Cockpit framing
 - Switch box for lights etc
 - Clean up some instruments (notably fuel management)
   -- Make tank selector actually do something!
 - Throttle/Mixture lever

 Ron

  http://www.jentronics.com/fgfs/Storch.tgz



Hello,

Is it any explanation we don't have it in CVS  ?


Regards


-- 
Gérard
http://pagesperso-orange.fr/GRTux/
 Less i work, better i go 


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[Flightgear-devel] dual head problem

2007-12-03 Thread jean pellotier
Hi all
I tryed to run flightgear cvs-OSG using two displays, running two X 
instances (different resolution) and when I start flightgear in a 
terminal on the second display, it always start on the fist one.
The 0.9.10 version worked fine for this.
is this a bug or there's something to do before compiling?

debian SID, amd2800+, geforce 6200

jano.


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Re: [Flightgear-devel] dual head problem

2007-12-03 Thread John Wojnaroski
Hi,

did you run configure with--enable-osgviewer ?

JW

jean pellotier wrote:

Hi all
I tryed to run flightgear cvs-OSG using two displays, running two X 
instances (different resolution) and when I start flightgear in a 
terminal on the second display, it always start on the fist one.
The 0.9.10 version worked fine for this.
is this a bug or there's something to do before compiling?

debian SID, amd2800+, geforce 6200

jano.



  




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[Flightgear-devel] A new keyboard layout.

2007-12-03 Thread Bohnert Paul
Hi All, 

I would propose keyboard layout be a selectable option, standard, left-hand, 
right-hand and custom. The choice would be user selectable.  
 
 --keyboard=standard, --keyboard=left-hand, --keyboard=right-hand 
--keyboard=name-of-custom-keyboard 
 
The standard keyboard would be the keyboard now used by FlightGear.  Over time 
this keyboard would be diminished and removed from FlightGear.   
 
The left-hand keyboard would be for people that fly with a joystick, mouse or 
other input device with their right hand and keyboard with their left hand.  
Assign keys used for flying to the left handed keys, flaps, gear, view 
functions, thing like that.  Assign other functions to the right handed keys, 
carrier catapult functions, opening and closing canopies, ect.  Leave a few of 
the left handed keys unassigned for user by aircraft modelers.  As an example 
if the t/T keys were unassigned tilt rotor aircraft could use t/T for tilting 
the rotors and glider towing aircraft could use t/T to attach and release the 
tow line.   
 
The right-hand keyboard would be the mirror image of the left-hand keyboard for 
people that use a joystick with the left hand and keyboard with the right hand. 
 
Possible uses of custom keyboards, ATC, Flight Instructor, people that adapt 
FlightGear for other uses.  
 
 --keyboard=ATC, --keyboard=instructor --keyboard=submarine 
 
The left-hand and right-hand keyboards would be maintained by FlightGear 
developers.  Custom keyboards would be maintained by the people interested in 
using them. 


Best Regards,
Paul B


   
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Re: [Flightgear-devel] Fi-156 Storch

2007-12-03 Thread Ron Jensen
On Mon, 2007-12-03 at 19:09 +0100, gerard robin wrote:
 On jeu 2 août 2007, Ron Jensen wrote:
  Been working on the stork, so I updated my safety copy.
 
  - Added a rattling chain sound to the flap movement.
  - Started detailing nose area
 
  There's some quicky screen caps here, too:
  http://www.jentronics.com/fgfs/storch-001.jpg
  http://www.jentronics.com/fgfs/storch-002.jpg
  http://www.jentronics.com/fgfs/storch-003.jpg
  http://www.jentronics.com/fgfs/storch-004.jpg
  http://www.jentronics.com/fgfs/storch-005.jpg
 
  Todo list:
  - Finish nose/engine area
  - Greebles for exterior (rudder/elevator hinges etc.)
  - Texture map
  - More greebles for exterior (flap/aileron hinges)
  - Struts and braces
  - Exterior lighting
  - Cockpit framing
  - Switch box for lights etc
  - Clean up some instruments (notably fuel management)
-- Make tank selector actually do something!
  - Throttle/Mixture lever
 
  Ron
 
   http://www.jentronics.com/fgfs/Storch.tgz
 
 
 
 Hello,
 
 Is it any explanation we don't have it in CVS  ?
 
 
 Regards

I haven't made much time lately for this project...  If someone with
write access would like to put this aircraft into CVS, they have my
permission.  I'm been meaning to have it put in...

Ron Jensen




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[Flightgear-devel] X-52 Pro joystick configuration

2007-12-03 Thread AnMaster
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512

I have made a joystick config for Saitek X52 Pro: the axis numbers and button
numbers differ from the normal X52.

This is an early version, I expect it to change as I find what is useful and
what isn't. If someone want to put it in CVS, the file is attached.

Regards,

AnMaster
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.7 (GNU/Linux)

iD8DBQFHVQWdWmK6ng/aMNkRCsP8AKC1MOvJNtEvUfphX8ABtF47eVsY9wCgoljQ
tynBvGtatKqQ/8cJaFOhmtE=
=SDTP
-END PGP SIGNATURE-
?xml version=1.0?
!--
  Based on X52.xml and Aviator.xml
  Modified by Arvid Norlander; 2007-12-03

  This file is released under the GPL license.
--

!--
Common Axis/Buttons
 + Roll/Pitch/Throttle/Rudder:  As There are
 + Top stick hat:   Airelon / Elevator trim
 + Bottom stick hat:View directions (Increase/Decrease visibility  Zoom In/Out when shifted)
 + Throttle foreside hat:   Up/down: View cycles (Shift: flaps up/down). Left/right: Rudder trim
 + Throttle slider: Boost Control (if available)
 + Tirgger: Apply all brakes
 + Fire button: Toggle parking brake
 + Stick button A:Gear up (Shift: gear down)
 + Stick button B:HUD master switch
 + Stick button C:Reset view (hackish) (shift: Toggle speedbrake)
 + Pinkie button:   Shift switch
 + Throttle button D: Right brake
 + Throttle button E: Left brake
 + Throttle button i: PTT (Push to talk, for fgcom)
 + Throttle mouse button:   Start Selected Engine(s)
 + T1/T2:   Hook up/down (Increase/Decrease spoilers when shifted)
 + T3/T4:   Increase/Decrease slats
 + T5/T6:   Increase/Decrease Speedbrake (Increase/Decrease magneto when shifted)

Mode 1: Propeller Aircraft
 + Top rotary dial: Mixture
 + Bottom rotary dial:  Prop Advance
 + Throttle mouse button:   Start Selected Engine(s)

Mode 2: Jet Aircraft
 + Top rotary dial: Carb Heat

Mode 3: Not implemented yet

Linux Axis Numbers (no idea about window/mac ones, and they are not same as plain X52 axis numbers on linux at least):
  0 Roll (positive == right)
  1 Pitch (positive == down/back/nose-up)
  2 Throttle (positive == back/down/idle)
  3 Bottom rotary dial on the throttle (positive == CW)
  4 Top rotary dial on the throttle (positive == CCW)
  5 Rocker switch (rudder control) on the throttle (positive == right)
  6 Slider on the throttle (positive == forward)
  7 Lower right hat horizontal axis (positive == right)
  8 Lower right hat vertical axis (positive == down (Mac positive is UP))
  9 Mouse Y (positive = up)
  10Mouse X (positive = right)

Button Numbers (Probably identical b/w Linux/Windows/Mac):
 0  Trigger (half pressed)
 1  Stick top Fire switch
 2  Stick top A switch
 3  Stick top B switch
 4  Stick top C switch
 5  Stick pinkie switch
 6  Throttle D switch
 7  Throttle E switch
 8  T1
 9  T2
10  T3
11  T4
12  T5
13  T6
15  Throttle mouse switch
16  Throttle forefinger wheel scroll down
17  Throttle forefinger wheel scroll up
18  Throttle forefinger wheel click
19  Upper left hat in up position
20  Upper left hat in right position
21  Upper left hat in down position
22  Upper left hat in left position
23  Throttle forefinger hat in up/back position
24  Throttle forefinger hat in right position
25  Throttle forefinger hat in down/forward position
26  Throttle forefinger hat in left position
27  Mode 1
28  Mode 2
29  Mode 3
30  Throttle i switch
31  Function wheel (below MFD) click (don't use, it is for timer)
32  START/STOP (don't use, for features in joystick itself)
33  RESET (don't use, for features in joystick itself)
34  Function wheel (below MFD) up
35  Function wheel (below MFD) down
36  MFD-select wheel below MFD up
37  MFD-select wheel below MFD down
38  MFD-select wheel below MFD click
$Id: $
--
PropertyList

	nameSaitek X52 Pro Flight Control System/name
	nameSaitek Saitek X52 Pro Flight Control System/name
	!-- No idea if there are more names for it, mine matches the last entry here. --

	!-- Custom section for storing some properties, based on Aviator.xml --
	data
		modifier type=boolfalse/modifier
		mode type=int0/mode
	/data

	nasal
		script
			![CDATA[
var self = cmdarg().getParent();
var data = self.getNode(data);
var modifier  = data.getNode(modifier);
var mode  = data.getNode(mode);
			]]
		/script
	/nasal

	axis n=0
		descAileron/desc
		binding
			commandproperty-scale/command
			property/controls/flight/aileron/property
			squared type=booltrue/squared
		/binding
	/axis

	axis n=1
		descElevator/desc
		binding
			commandproperty-scale/command
			property/controls/flight/elevator/property
			factor type=double-1.0/factor
			squared type=booltrue/squared
		/binding
	/axis

	!-- Axis 2 is assigned for Rudder on Mac OS X --
	axis n=5
		descRudder/desc