Re: [Flightgear-devel] tutorial news

2007-03-22 Thread Melchior FRANZ
* AJ MacLeod -- Tuesday 20 March 2007:
 I'm looking forward in particular to the lookat thingy, that should
 be a very nice touch...

Yeah, it is. :-)  That's now implemented and already added to the
Lightning's startup tutorial. It's animated such that the pilot's
view is directed at the respective controls.

m.

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Re: [Flightgear-devel] tutorial news

2007-03-20 Thread AJ MacLeod
On Tuesday 20 March 2007 00:35, Melchior FRANZ wrote:
 I've started to overhaul Stuart's (excellent!) tutorial system.
 See the Lightning's startup tutorial for a marker example.
 It draws a nice blinking, magenta colored marker circle around
 the switch that the user is supposed to press.  :-)
Thanks for working on this - I don't know how many people have found and/or 
used the existing Lightning engine start tutorial (or indeed any of the 
existing tutorials), but the marker in particular is a huge improvement 
(particularly for those who have poor English.)

 More tutorial changes to expect ...
I'm looking forward in particular to the lookat thingy, that should be a very 
nice touch...

For other aircraft authors (or even those who aren't, but would like to 
contribute their knowledge of various flight procedures etc), I'd encourage 
people to have a look at adding more tutorials.  The process is really not 
very difficult (reading the existing examples should be quite sufficient 
documentation) and as usual help can be had from here or the IRC channel.

These tutorials can be a big help to people just starting out with FG, and are 
so much better than a dry description of processes.  I'm also certain that 
with a little imagination our (amazingly flexible) tutorial system can be 
abused a bit to add all sorts of other interesting functions and scenarios 
into FG ;-)

Cheers,

AJ

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Re: [Flightgear-devel] tutorial news

2007-03-20 Thread Stuart Buchanan
--- AJ MacLeod wrote:
 On Tuesday 20 March 2007 00:35, Melchior FRANZ wrote:
  I've started to overhaul Stuart's (excellent!) tutorial system.
  See the Lightning's startup tutorial for a marker example.
  It draws a nice blinking, magenta colored marker circle around
  the switch that the user is supposed to press.  :-)

snip

 These tutorials can be a big help to people just starting out with FG,
 and are 
 so much better than a dry description of processes.  I'm also certain
 that 
 with a little imagination our (amazingly flexible) tutorial system can
 be 
 abused a bit to add all sorts of other interesting functions and
 scenarios 
 into FG ;-)

One scenario I thought might be quite fun to put together would be a
helicopter Search and Rescue. This led me to think of new features that
would make writing such a tutorial easier.

1) A distance-to function, that would evaluate to true when the user was
within a given distance to a point (expressed in lat/long). This would be
more useful than the current work-around that forces the tutorial writer
to define a box with given long/lat sides. 

2) The ability to define objects in the scenery within a tutorial, e.g.
adding a downed aircraft/missing walker

3)The ability to trigger select animations on objects. This is possible
indirectly by writing to a property, but isn't ideal.

Of course, this is all stuff I should be adding myself, but I'm sure
Melchior could put together a much more elegant solution before I got as
far as recompiling FG with the latest CVS :)

-Stuart



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Re: [Flightgear-devel] tutorial news

2007-03-20 Thread Melchior FRANZ
I just committed some changes. Among other things, one can now also
open the tutorial marker adjustment dialog by typing tutorial.dialog()
in the Help-Nasal-Console, so people don't have to bother defining
key bindings. It's not such an often used feature.



* Stuart Buchanan -- Tuesday 20 March 2007:
 One scenario I thought might be quite fun to put together would be a
 helicopter Search and Rescue.

Yes, I thought of that, too. Missions where the copilot directs one
to the car accident etc. (Follow the street ... Ten miles ... Ohh ...
that doesn't look good ...  :-)
 


 1) A distance-to function, [...]

Should be easy. The Nasal code for that is already in ufo.nas. Just
need to factor that out in a separate library.



 2) The ability to define objects in the scenery within a tutorial, e.g.
 adding a downed aircraft/missing walker

That's already possible. I implemented that for the ufo scenery object
editor. And the bo105 placed Memorial Cows at crash locations, but
this service wasn't well received ...   ;-)  Just need to add a small
function.



 3)The ability to trigger select animations on objects. This is possible
 indirectly by writing to a property, but isn't ideal.

Well, properties are really the only way to communicate with animations,
and that's not a bad thing. You can now embed Nasal in tutorials, so
there's nothing stopping you from launching an interpolate() etc.



 before I got as far as recompiling FG with the latest CVS :)

There were no changes in C++. You just need to update data/cvs (which
works for both branches -- with the sad exception of some traffic
stuff, which we should really migrate. There's really no point in
having two branches with this being the only difference.

m.

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Re: [Flightgear-devel] tutorial news

2007-03-20 Thread Melchior FRANZ
* Stuart Buchanan -- Tuesday 20 March 2007:
 1) A distance-to function, that would evaluate to true when the user was
 within a given distance to a point (expressed in lat/long). This would be
 more useful than the current work-around that forces the tutorial writer
 to define a box with given long/lat sides.

Implemented. One can define one or more targets:

  targets
  target
  longitude-deg-122.37931/longitude-deg
  latitude-deg37.626/latitude-deg
  /target

  target
  longitude-deg-123.456/longitude-deg
  latitude-deg34.567/latitude-deg
  /target
  /targets


... and the tutorial logic will offer distance and direction of the
aircraft to each of them as

  /sim/tutorial/targets/target[0]/direction-deg
  /sim/tutorial/targets/target[0]/distance-m

  /sim/tutorial/targets/target[1]/direction-deg
  /sim/tutorial/targets/target[1]/distance-m

A direction of 0 means that the target is straight ahead, 90 means
it's on the right, -90 on the left, -180 or -179. in the back.
This can then be used in conditions.


Another improvement is, that one can now define more than one
message or audio, in which case one is chosen at random. See
the cvs log message for an example.  :-)

m.

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[Flightgear-devel] tutorial news

2007-03-19 Thread Melchior FRANZ
I've started to overhaul Stuart's (excellent!) tutorial system.
The main changes are:
- regular conditions (as described in $FG_ROOT/Docs/README.condition)
  instead of a limited tutorial-only condition system 
- make timeofday setting actually work
- no abortion on exit with JSBSim aircraft  :-)
- total Nasalification with separate namespace (optional; no
  examples yet)
- marker to point to panel switches etc.
  Usage:

  * add marker model to the aircraft animation file:

  model
  pathModels/Aircraft/marker.xml/path
  /model

  * optionally add temporary marker-adjustment dialog key:

  key n=96
  nameBacktick/name
  descOpen marker adjust dialog/desc
  binding
  commanddialog-show/command
  dialog-namemarker-adjust/dialog-name
  /binding
  /key

or just type this into the Help-Nasal Console, or put
it elsewhere in Nasal context:

  fgcommand(dialog-show, props.Node.new({dialog-name: marker-adjust}))

  * open dialog, adjust marker cross, then press the dump
button. Copy marker.../marker block to tutorial file


See the Lightning's startup tutorial for a marker example.
It draws a nice blinking, magenta colored marker circle around
the switch that the user is supposed to press.  :-)

More tutorial changes to expect ...

m.

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