Andrei or Curt...
On this page:
http://www.flightgear.org/Docs/fgfs-model-howto.html
There is a spot that says:
* roll is a rotation around the x-axis, where positive is clockwise
viewed from behind
[[TODO: will someone volunteer to draw diagrams?]]
This mini-HOWTO contains three parts:
Ove Kaaven [EMAIL PROTECTED] wrote:
Here's a small fgfs-base bug report from the Debian bug tracker. It's
against fgfs-base 0.8.0, but I see the problem still exist on
http://www.flightgear.org/Docs/InstallGuide/getstart.html, so I guess
it's still current.
Thanks for the hint. I can't tell
5) Around the default KFSO, the framerate is way slower than in e.g.
Slovenia. Is there any way to fix that (I know there are way more
objects, but still I think it should be faster than 6 FPS when looking
to the city or airfield)
Is that fps in cockpit view or
Jim Wilson wrote:
Matevz Jekovec [EMAIL PROTECTED] said:
1) In mode 24 bpp, FlightGear ran faster than in 16 bpp (I also switched
the Xfree depth to 24 and 16 then). Is there any known explanation (I
haven't made benchmark, but judging by the eye I thought it was faster)
I was intensively thinking about changing the current keys sets for
viewing around. By combining Falcon and Flanker key sets, I've come to
the following conclution:
Joystick hat:
- stays as it is, just that it is to slow and the factor should be
increased for 8 times (that's just ok for my MS
Matevz Jekovec writes:
In 3d cockpit view. That leads me to another question. Is there any way
we can optimize the graphic engine, not to be so slow in 3d cockpit
view? I know we had similar problems with the engine in Falcon, but were
never solved due to untouchable source code later
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.
Hello,
can you tell me the format of the .btg-files, and if it is possible to get a
more detailed shape of the mountains by manually adding some points to the
landscape definition?
Harald.
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man, 28.07.2003 kl. 14.03 skrev Curtis L. Olson:
- When looking at a 3d cockpit, you probably have more geometry to
draw because of the complexities of the inside of the cockpit. To
draw a lot of geometry you want a fast CPU and a fast AGP buss.
For geometry-limited situations, a fast AGP
* Innis Cunningham -- Monday 28 July 2003 14:38:
The maintance hangar at KSFO does not seem to be
in the stg file yet.
It is! - $FG_ROOT/Scenery/w130n30/w123n37/942058.stg
m.
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Harald Haspl wrote:
Hello,
can you tell me the format of the .btg-files, and if it is possible to get
a
more detailed shape of the mountains by manually adding some points to the
landscape definition?
This is the purpose of fgsd ( http://fgsd.sourceforge.net/ ). Still work in
progress though.
Innis Cunningham wrote:
Thanks Fred
Full credits should go to Erik for the Fokker family !
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
On Mon, 28 Jul 2003, Frederic Bouvier wrote:
Blender is a very productive tool. Worth the time it takes to learn the
basics.
Agreed - Initial attempts at using it left me wondering what sort of
substances the people who designed the UI were abusing, but once you get
the hang of it it's rather
Jon Stockill writes:
On Mon, 28 Jul 2003, Frederic Bouvier wrote:
Blender is a very productive tool. Worth the time it takes to learn the
basics.
Agreed - Initial attempts at using it left me wondering what sort of
substances the people who designed the UI were abusing, but once you get
If you are in 3D move the view to the right or left and you'll see the rate go
right back up. The reason this works is the panel items are culled from the
view and I presume their textures can be swapped out by the card. The hit in
the cockpit is primarily the texture ram, and a little bit more
I'm no 3d modeling expert, but I have yet to see any 3d modeler with a
comprehensible gui. 3d modeling is a very complex process and so the
gui's are also necessarily complex. But with most of them, you can be
very productive once you learn the various tricks and keyboard
accelerators, and
If ther eis a switch for CHT .. would this be so you can manually
adjust the
temp if needed?
No. Cylinder Head Temp is usually used to help you assess the health of
your engine. If it is running too hot it is likely to shorten the life
of the engine. If it is running really hot then it's
Jim Wilson wrote:
If you are in 3D move the view to the right or left and you'll see the rate go
right back up. The reason this works is the panel items are culled from the
view and I presume their textures can be swapped out by the card. The hit in
the cockpit is primarily the texture ram, and
Matevz Jekovec [EMAIL PROTECTED] said:
Yes, LODs are a good idea. We had those in Falcon too (actually, every
more complex game uses LODs to increase the framerate anyway).
About that LOD selector, do you mean we can set a property for every
object if it should be rendered or not at certain
In case anybody cares, I will be off to LA, California all this
week. I'll have very limited email access so hopefully anything that
involves me can wait until I return.
Best regards,
Curt.
--
Curtis Olson IVLab / HumanFIRST Program FlightGear Project
Twin Citiescurt 'at'
so just today I downloaded the plib, SimGear and FlightGear
all CVS,
the plib didn't compile at start, I had to comment out line 146
from the file plib/src/ssg/ssg.cxx
ssgAddModelFormat ( .asc, NULL, ssgSaveASC ) ;
after that the plib compiled ok, the SimGear compiled out of the box..
Lukasz Szift Hejnak wrote:
so just today I downloaded the plib, SimGear and FlightGear
all CVS,
the plib didn't compile at start, I had to comment out line 146
from the file plib/src/ssg/ssg.cxx
ssgAddModelFormat ( .asc, NULL, ssgSaveASC ) ;
after that the plib compiled ok, the SimGear
On Monday 28 July 2003 06:25, Jon Stockill wrote:
On Mon, 28 Jul 2003, Frederic Bouvier wrote:
Blender is a very productive tool. Worth the time it takes to learn the
basics.
Agreed - Initial attempts at using it left me wondering what sort of
substances the people who designed the UI were
From: Matthew Law [EMAIL PROTECTED]
If ther eis a switch for CHT .. would this be so you can manually
adjust the
temp if needed?
No. Cylinder Head Temp is usually used to help you assess the health of
your engine.
CHT itself doesn't have a switch, it is purely a measurement. _However_
H
Ok, I'm probably confusing the switch then.
I resized and enhanced the photos and have attached the new one I made from
it.
Is that 4 position switch for the C HT or am I totally wrong on that?
Re's
WillyB
On Monday 28 July 2003 11:42, Alex Perry wrote:
From: Matthew Law [EMAIL
The engine has four cylinders and the four-position switch in question
allows the pilot to select between four Cylinder Head Temperature
sensors (one in each cylinder head).
Kris
WillyB wrote:
H
Ok, I'm probably confusing the switch then.
I resized and enhanced the photos and have
/\
attachments/20030728/02418d4a/chtimg.jpg
Aha! Nicely enhanced; it resolves the confusion.
The two switches lower left are the magnetos as you've already figured out.
The rotary analog display is labelled CYL HEAD TEMP and only has one
needle (white) and the redline (which is irrelevant to the discussion
Thanks Kris
That makes sense :)
WillyB
On Monday 28 July 2003 12:34, Kris Feldmann wrote:
The engine has four cylinders and the four-position switch in question
allows the pilot to select between four Cylinder Head Temperature
sensors (one in each cylinder head).
Kris
WillyB wrote:
Mon, 28 Jul 2003 19:19:32 +0200
Erik Hofman [EMAIL PROTECTED] napisal:
Lukasz Szift Hejnak wrote:
so just today I downloaded the FlightGear
all CVS,it stopped at compile..
cut
Try removing all simgear related files from your system and install it
again to see if that solves this problem.
I
Agreed - Initial attempts at using it left me wondering what sort of
substances the people who designed the UI were abusing, but once you get
the hang of it it's rather productive.
I'm just trying to get my head around the UV editor now.
Can you guys recommend any tutorial resources for the
Besides the urls I posted earlier in this thread, there's this page:
http://www.blender3d.org/Education/
and this whole site here is very good as well. probably better actually ;)
http://www.elysiun.com/
I've gotten pretty good at the basics.. but there's still a lot more I don't
know than I do
Jim Wilson wrote:
Matevz Jekovec [EMAIL PROTECTED] said:
Yes, LODs are a good idea. We had those in Falcon too (actually, every
more complex game uses LODs to increase the framerate anyway).
About that LOD selector, do you mean we can set a property for every
object if it
Lukasz Szift Hejnak [EMAIL PROTECTED] said:
so I changed the order of the args in main.cxx and ended up with:
flightgear/src/Main/main.cxx
lines: 1767-1771
thesky-build( 550.0, 550.0, 6.0, 6.0,
globals-get_ephem()-getNumPlanets(),
Curtis L. Olson wrote:
In case anybody cares, I will be off to LA, California all this
week. I'll have very limited email access so hopefully anything that
involves me can wait until I return.
Best regards,
Curt.
We wish you a good trip Curt. I hope you know that we do care if you
leave
Matevz Jekovec [EMAIL PROTECTED] said:
Jim Wilson wrote:
Matevz Jekovec [EMAIL PROTECTED] said:
Yes, LODs are a good idea. We had those in Falcon too (actually, every
more complex game uses LODs to increase the framerate anyway).
About that LOD selector, do you mean we can set a
Matevz Jekovec writes:
(or at least I see you like FGFS meister:))
FWIW
AFAIK Curt *is* the 'official' FlightGear BDFL
Benevolent Dictator For Life
at-least-until-he-resign'ly yr's
Cheers
Norman
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