RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza
Arnt Karlsen wrote: 7) Add pitching and rolling deck capability ..heave too. Someone like to write a Ship Dynamic Model? :-) Regards Vivian ___ Flightgear-devel mailing list [EMAIL PROTECTED]

RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza
Mathias Froelich has also got some work underway, so we can add to the schedule project schedule: 1) Derive a new AICarrier class (me, just did it) 2) Refine the carrier visually (Vivian, doing it now) 3) Make the decks solid. 4) Improve FDM gear reactions to accomodate moving

Re: [Flightgear-devel] Quick report from AOPA

2004-10-28 Thread Erik Hofman
Paul Surgeon wrote: On Wednesday, 27 October 2004 02:26, Curtis Olson wrote: People were also impressed with the time of day modeling and day/night/dusk effects. You just reminded me of something I wanted to ask. Is the enhanced lighting in FG still under construction? It's based on an OpenGL

[Flightgear-devel] submodels proprty change

2004-10-28 Thread Erik Hofman
David Culp wrote: Hi Erik, I was wondering if the enable and path properties for the submodel system should be moved out of /sim/systems/submodels and into /sim/submodels instead. This will complete the migration out of the Systems code. Cvs is now updated to put the submodel code under

Re: [Flightgear-devel] Re: [Flightgear-users] [PATCH] classifying development status of aircraft extending fgrun

2004-10-28 Thread Erik Hofman
Boris Koenig wrote: Well, everybody who wants to give it a try can now do so easily: I've made a quick stab at it this morning, because I was messing around with the corresponding files anyway. I've committed this patch in a slightly modified form:

RE: [Flightgear-devel] Re: [Flightgear-users] [PATCH] classifyingdevelopment status of aircraft extending fgrun

2004-10-28 Thread Jon Berndt
JSBSim will report only (for config file format v2.0) RELEASE as: UNRELEASABLE ALPHA BETA RELEASE (or PRODUCTION) Jon -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Erik Hofman Sent: Thursday, October 28, 2004 4:38 AM To: FlightGear developers

[Flightgear-devel] FG MAC OS 10.3 binary for 0.9.6 scenery?

2004-10-28 Thread Geoff McLane
Hi all, RE: FG MAC OS 10.3 binary Can anyone help with such a beast? Have tried the 0.9.3 (from Wally's World) and 0.9.4 binary (FlightGear-0.9.4.tgz) with the current 0.9.6 scenery base, thank you for these, but no go ... even when the 'version' file is altered to match! Says missing

Re: [Flightgear-devel] Re: [Flightgear-users] [PATCH] classifyingdevelopment status of aircraft extending fgrun

2004-10-28 Thread Erik Hofman
Jon Berndt wrote: JSBSim will report only (for config file format v2.0) RELEASE as: UNRELEASABLE ALPHA BETA RELEASE (or PRODUCTION) I think ALPHA and UNRELEASABLE are the same for FlightGear (unless you refer to unreleasable as non-GPL compliant, in which case I don't even want to see it :-) )

RE: [Flightgear-devel] Re: [Flightgear-users][PATCH] classifyingdevelopment status of aircraft extending fgrun

2004-10-28 Thread Jon Berndt
Jon Berndt wrote: JSBSim will report only (for config file format v2.0) RELEASE as: UNRELEASABLE ALPHA BETA RELEASE (or PRODUCTION) I think ALPHA and UNRELEASABLE are the same for FlightGear (unless you refer to unreleasable as non-GPL compliant, in which case I don't even want to

Re: [Flightgear-devel] FG MAC OS 10.3 binary for 0.9.6 scenery?

2004-10-28 Thread James Turner
On 28 Oct 2004, at 11:57, Geoff McLane wrote: Can anyone help with such a beast? Have tried the 0.9.3 (from Wally's World) and 0.9.4 binary (FlightGear-0.9.4.tgz) with the current 0.9.6 scenery base, thank you for these, but no go ... even when the 'version' file is altered to match! I had this

RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza
project schedule: 1) Derive a new AICarrier class (me, just did it) 2) Refine the carrier visually (done, set to Erik for upload to cvs) 3) Make the decks solid. 4) Improve FDM gear reactions to accomodate moving ground (Mathias) 5) Improve FDM to include external forces

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread David Culp
3) Make the decks solid. 9) Make island solid Here's how I think we can solidify the decks and island. First we need to define some rectangles (2? 3? a variable list?). http://home.comcast.net/~davidculp2/decks.jpg Each rectangle is defined in the carrier config file, in carrier body

RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza
David Culp wrote: 3) Make the decks solid. 9) Make island solid Here's how I think we can solidify the decks and island. First we need to define some rectangles (2? 3? a variable list?). http://home.comcast.net/~davidculp2/decks.jpg Mathias Froelich ahs done some work for areas

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Mittwoch 27 Oktober 2004 23:01, David Culp wrote: Yep. I guess this means that the ground position and velocity vectors will need to be passed in to the FDMs. I'd also recommend against passing in orientation and rotational velocity vectors at the moment - first do the steady level

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Mittwoch 27 Oktober 2004 22:18, David Culp wrote: The current AI objects are not solid, so landing on the carrier is impossible until we solidify the deck. One way to do this will be to define the deck(s) as a set of rectangles; I think two should do it, but maybe more. When the user

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Donnerstag 28 Oktober 2004 00:59, Ampere K. Hardraade wrote: On October 27, 2004 04:18 pm, David Culp wrote: One way to do this will be to define the deck(s) as a set of rectangles; I think two should do it, but maybe more.   user aircraft gets close to the deck (using radar range and

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Donnerstag 28 Oktober 2004 15:36, David Culp wrote: When the aircraft gets close (say 1 mile, 300 feet) the carrier will start checking to see if the aircraft position is within any of the reactangles. This will require a lot of coordinate transformation, and it would be good to get the

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Donnerstag 28 Oktober 2004 18:36, Vivian Meazza wrote: Mathias Froelich ahs done some work for areas on the ground, and if I understand his code correctly (I'll send a copy to you) he uses triangles. I would favour that solution anyway, because it is easy to divide the deck into triangles

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Andy Ross
Matthias Froelich wrote: This case kind of works for the arrester wires. The braking force is just hacked into the gear code. But this is just to be able to test. What would probably be a better idea (at least for YASim) would be to model the braking force as a *distance* over which the

Re: [Flightgear-devel] Nasal multiple contexts (was: AI carrier)

2004-10-28 Thread Boris Koenig
Hi Andy ! Thanks for answering my Nasal inquiry several weeks ago, regardless of your vacation - Hope you've had a good time in Japan ;-) Andy Ross wrote: I'm honestly looking for something to get me back into FlightGear development. I can do the YASim integration if you guys have an interface

RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza
Andy Ross wrote: Matthias Froelich wrote: This case kind of works for the arrester wires. The braking force is just hacked into the gear code. But this is just to be able to test. What would probably be a better idea (at least for YASim) would be to model the braking force as a

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Ampere K. Hardraade
Using that method, it is going to be a pain modelling deck with more complex geometry. I can't imagine how much work it will take to create a ski jump. It will be easier in the long run to define an object in a model file as the solid deck. Ampere On October 28, 2004 09:36 am, David Culp

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread David Culp
On Thursday 28 October 2004 07:17 pm, Ampere K. Hardraade wrote: Using that method, it is going to be a pain modelling deck with more complex geometry. I can't imagine how much work it will take to create a ski jump. It will be easier in the long run to define an object in a model file as

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Ampere K. Hardraade
Can't. a) I'm not a programmer, so I will break things. b) I don't have FlightGear installed, as I am still trying to get direct rendering to work on my ATI 9200 in Linux. ;-) Ampere On October 28, 2004 08:34 pm, David Culp wrote: Thanks for your input. Forward your code to Erik. Dave