[Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Paul Surgeon
) End == Your suggestions, comments and criticism would be much appreciated. Regards Paul Surgeon ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Paul Surgeon
On Friday, 7 November 2003 02:58, David Megginson wrote: What release is it? The 172 changed a release or two ago. 0.9.3 - The one with the nice ready to run Windows installer. It's the 172 with the 3D cockpit and nice yellow tints on the wings. :) I would run it under Linux except that last

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Paul Surgeon
On Friday, 7 November 2003 06:39, Nick Coleman wrote: As a counterpoint, I would like to request that this either not take priority, or that it be an option in the configure stage. I want fast framerates as the priority. For me, this is a _flight_ sim and I don't see the point of eyecandy. (

[Flightgear-devel] Alpha channels in textures

2003-11-07 Thread Paul Surgeon
Obviously FG supports alpha channels in textures used for 3D objects like trees but is the same true for ground textures? i.e. Can FG do multitexturing (blend two textures together based on an alpha channel)? Thanks Paul ___ Flightgear-devel

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Paul Surgeon
On Saturday, 8 November 2003 02:08, David Luff wrote: And with a .za address, you might like to dig out FALA's runways from their trench ;-)) Haha! Not only FALA but FAJS and many others too. I found the approaches rather exciting although not very realistic. :) Paul

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Paul Surgeon
On Saturday, 8 November 2003 01:05, Nick Coleman wrote: totally agree that eyecandy should be able to be included, as long as it is a configurable option for those who don't want it,either in the make stage or in the startup stage. What about in the menu system? Switch it off and it stays off

[Flightgear-devel] Scenery file format

2003-11-08 Thread Paul Surgeon
Is there any documentation on the binary scenery file format and how FlightGear/SimGear renders the terrain? I've searched through all the docs and have not found anything. And no the doxygen docs are not helping me at all - doxygen does not explain the logic used in the terrain rendering. Is

Re: [Flightgear-devel] Scenery file format

2003-11-08 Thread Paul Surgeon
Thanks, that helps a bit. Paul On Saturday, 8 November 2003 15:07, Norman Vine wrote: Paul Surgeon writes: Is there any documentation on the binary scenery file format and how FlightGear/SimGear renders the terrain? I've searched through all the docs and have not found anything

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Paul Surgeon
Well some areas of FG could be improved a lot with little effect on frame rates. For instance a nice big library of tileable textures and a scenery builder that knows how to build tiled scenery based on land class data. i.e. The type of thing you see in FS2002/04 where the textures seem to

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Paul Surgeon
On Saturday, 8 November 2003 17:08, Erik Hofman wrote: Paul Surgeon wrote: However I do agree with you about optimizing FG. It has scenery comparable with FS98 but runs about 1000% slower. I'm sure that some of that has to do with the processing that goes into rendering the nice gauges,etc

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Paul Surgeon
On Saturday, 8 November 2003 18:13, Norman Vine wrote: Paul Surgeon writes: For instance a nice big library of tileable textures and a scenery builder that knows how to build tiled scenery based on land class data. That is basically what is done now Yes but at the moment

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Paul Surgeon
:40, Paul Surgeon wrote: On Saturday, 8 November 2003 18:13, Norman Vine wrote: Paul Surgeon writes: For instance a nice big library of tileable textures and a scenery builder that knows how to build tiled scenery based on land class data. That is basically what is done now Yes

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Paul Surgeon
On Saturday, 8 November 2003 21:27, Norman Vine wrote: This is exactly what Flightgear does for several reasons but Don't let this discourage you because I can't think of any thing in the code that would really have to change outside of the terrain parser and the low level tile class and

[Flightgear-devel] Some questions regarding scenery files

2003-11-08 Thread Paul Surgeon
Sorry for the terrible signal to noise ratio I've been causing lately but ... Does anyone know off the top of their heads how the numbering system works for the scenery files? i.e. 3281026.stg = ? What significance do the numbers carry? Is it their positions in the 1x1 degree tiles or is just a

Re: [Flightgear-devel] Some questions regarding scenery files

2003-11-09 Thread Paul Surgeon
On Sunday, 9 November 2003 03:22, Norman Vine wrote: This scheme may not be optimal but a square degree block even though it is conceptually simple is far from optimal. Remember we are trying to tile a sphere and squares don't work, esp. if you want anything approximating an equal area

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 21:14, Gene Buckle wrote: BTW, I know a group of virtual F-16 drivers that would practically wet themselves over software they could use to drive their cockpits with. :) Falcon 4.0 doesn't go far enough with their data exports. I like the idea of FlightGear being

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 22:40, Gene Buckle wrote: Anyone know of a good C++ tutorial? :) Something tells me I'm gonna need it. *g* Not sure if you're just kidding or serious ... There's plenty of free C++ info online but here are a couple of free books : Bruce Eckel's Thinking in C++, 2nd

Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 23:40, Gene Buckle wrote: Thanks Paul. I pay my mortage with Delphi, VB Pick. My C/C++ skills are just enough to be able to identify it on sight and begin running the other way. :) I also come from a Delphi background but find the switch very easy. Both support

Re: [Flightgear-devel] C++ question...

2003-11-10 Thread Paul Surgeon
On Tuesday, 11 November 2003 00:47, Gene Buckle wrote: I see code like this: limit_value (double * value, const SGPropertyNode * arg) .and wonder about the placement of the pointer operator. C syntax : type *p C++ syntax : type* p The compiler doesn't care which you use. They both mean

Re: [Flightgear-devel] Just a new bit of H/W

2003-11-11 Thread Paul Surgeon
On Tuesday, 11 November 2003 09:32, Martin Spott wrote: although I have the impression that video hardware is not the limiting factor with FlightGear nowadays, You haven't seen what I'm busy with ... :) Still have a long way to go so I'm keeping my mouth zipped (in case I don't complete

[Flightgear-devel] Resize slow down

2003-11-11 Thread Paul Surgeon
On Sunday, 9 November 2003 21:46, Curtis L. Olson wrote: If you are running low on video ram, enlarging the window can kill your performance (due to needing to reallocate and shuffle ram.) You can try starting with the window maximized and see if that works. Regards, Curt. That's the

Re: [Flightgear-devel] Scanned sectional charts online

2003-11-12 Thread Paul Surgeon
On Wednesday, 12 November 2003 16:36, David Megginson wrote: Those of us who are not Americans need to press our own governments to follow suit. Bwaahahaha! Over here that would be like the ant asking an elephant to not step on him. Even our constitution get's changed without any consultation

[Flightgear-devel] Geo formulae

2003-11-12 Thread Paul Surgeon
I'm not sure how to compute this : If I lay out a runway in an unprojected view (flat) and then convert it into FG format (projected) how much will the runway be distorted at latitudes of 60 degrees? i.e How much distortion could I expect over a distance of 2-3 km at latitudes of 60 degrees?

Re: [Flightgear-devel] Geo formulae

2003-11-12 Thread Paul Surgeon
On Wednesday, 12 November 2003 21:22, Curtis L. Olson wrote: FlightGear goes to great lengths to map the airports correctly on the curved surface of the earth at any latitude. If I recall, the procedure converts each runway corner to an angle and distance from the center point, then it feeds

Re: [Flightgear-devel] Geo formulae

2003-11-12 Thread Paul Surgeon
On Wednesday, 12 November 2003 22:28, Curtis L. Olson wrote: Good, you are doing better than me then. :-) What? I thought you wrote this stuff. The FlightGear world preserves the shape of the wgs-84 ellipsoid, so if you draw things far enough out, you will see the actual curvature of the

Re: [Flightgear-devel] Geo formulae

2003-11-12 Thread Paul Surgeon
On Wednesday, 12 November 2003 23:04, David Luff wrote: Hi Paul, I'm not entirely sure what you're trying to do, or where in the world you're trying to do it to, but from some of your previous comments it sounds like you might be trying to overlay satelite or aerial photo images onto the

Re: [Flightgear-devel] Geo formulae

2003-11-13 Thread Paul Surgeon
On Thursday, 13 November 2003 00:36, Norman Vine wrote: One way todo this is to always use the same size texture so as to be able to use glTexSubImage2D() to control the level of detail and mipmaping ourselves. Easiest todo this if the scenery is laid out so when you go to a lower level

[Flightgear-devel] Scenery engine features.

2003-11-13 Thread Paul Surgeon
I'm sure this subject has been brought up plenty of times but I think it would be great to compile a list of all the features that we need the FG terrain rendering system to support. I want to keep this to features only - lets forget about the implementation for the moment so we can at least

[Flightgear-devel] OT: FlightGear presence on the Net

2003-11-14 Thread Paul Surgeon
I'm amazed at how many times I've searched for info on wgs84 and projections and datums on Google and get FlightGear mailing lists appearing on the first page. It's good to see that FlightGear/TerraGear are so highly regarded in the GIS world. ;) Paul

Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Paul Surgeon
On Saturday, 15 November 2003 08:39, JD Fenech wrote: Stupid idea: Has anyone thought to make a simple FDM for ground vechicles? I admit it might get boring quickly, but in a multiplay situation, it might be intresting to allow someone to simply watch takeoffs from the ground, with a mobile

Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Paul Surgeon
Well I don't think we need to go to such extremes so soon unless someone has some time on their hands. :) It would be nice to at least get it to a point where people can park an aircraft on the apron and come back 10 minutes later and find it where they left it. I like the idea of just

Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Paul Surgeon
On Saturday, 15 November 2003 21:25, Jon Berndt wrote: I have some design docs for floatplanes such as the older 1940's era Clipper style of aircraft and I am wanting in the worst way to model one of those just for nostalgia - they were fascinating planes, and I believe a well modeled aircraft

Re: [Flightgear-devel] Electrical system work..

2003-11-16 Thread Paul Surgeon
The starter motor(s) and APU should also be included in the electrical system. In real life the battery can't keep turning that engine over indefinately. In the light aircraft it might not be such an issue but when you get to the commercial jets you have to be very careful about your startup

[Flightgear-devel] Ellipsoid math

2003-11-17 Thread Paul Surgeon
Does anyone know how to determine the tangent to a point on a wgs84 ellipsoid? In particular I'm trying to find the geodetic center point of a wgs84 ellipsoid based on a geodetic point on the surface. Explanation attempt 1 : If I extend a line towards the inside of the ellipsoid which is

Re: [Flightgear-devel] Ellipsoid math

2003-11-17 Thread Paul Surgeon
On Monday, 17 November 2003 22:46, Norman Vine wrote: There are many my favorite are http://www.colorado.edu/geography/gcraft/notes/datum/datum.html http://earth-info.nima.mil/GandG/geolay/toc.htm http://www.irbs.com/bowditch/ My favorite text Bomford, G. 1980. Geodesy. Oxford: Clarendon

Re: [Flightgear-devel] concorde

2003-11-19 Thread Paul Surgeon
On Thursday, 20 November 2003 00:11, Curtis L. Olson wrote: Jon S Berndt writes: Someone needs to whip up a quick flight dynamics model for it. :-) Curt. http://jsbsim.sourceforge.net/aeromatic.html I don't see the concorde button (?!?) :-) Curt. Hahaha! Curt, I see you're

Re: [Flightgear-devel] Re: concorde

2003-11-19 Thread Paul Surgeon
On Thursday, 20 November 2003 00:32, Melchior FRANZ wrote: * Melchior FRANZ -- Wednesday 19 November 2003 22:32: has an impressive poly count (42614 vertices :-) ... Hey, I just removed 7231 doubled vertices. Only 35383 left ... m. ;-) Shucks, aren't there tools for doing this kind of

Re: [Flightgear-devel] Is the world round or flat ?

2003-11-22 Thread Paul Surgeon
On Saturday, 22 November 2003 14:20, Danie Heath wrote: Hi guys, I just wanna find out how Simgear actually works. Does it generate the world as a sphere, or as a flat world ? Kind Regards Danie Heath Neither! It generates the world as a WGS84 ellisoid which is accurate to about 100

Re: [Flightgear-devel] Is the world round or flat ?

2003-11-22 Thread Paul Surgeon
Ah David beat me to it. Actually David is correct in calling it a WGS84 spheroid and not an ellipsoid since spheroids are only flattened on one minor-axis and not two or more minor-axis like a true ellipsoid. Paul On Saturday, 22 November 2003 15:01, Paul Surgeon wrote: On Saturday, 22

Re: [Flightgear-devel] Abwesenheits-Nachricht

2003-11-28 Thread Paul Surgeon
Is this an auto-responder? Google translation : Cordial thanks for your message, which did not reach me unfortunately. I have only starting from 8 December 2003 again opportunity to call my enamels up. Up to then your message on our server remains stored. In more urgent cases you send

Re: [Flightgear-devel] Sunken Runways (was TaxiDraw-0.0.5 available)

2003-11-28 Thread Paul Surgeon
On Friday, 28 November 2003 02:46, Jon Stockill wrote: On Thu, 27 Nov 2003, Jonathan Richards wrote: I noticed this at Cardiff a little while ago: http://www.jnorichards.pwp.blueyonder.co.uk/images/EGFF.jpg I downloaded the scenery tile again, and it went away, so I assumed I had got a

Re: [Flightgear-devel] shadow

2003-12-01 Thread Paul Surgeon
On Monday, 1 December 2003 19:16, Curtis L. Olson wrote: You can actually add a shadow layer to the model directly and keep it at ground level via various model animation directives: http://www.flightgear.org/images/an225-departing-KSFO.jpg It's not a perfect shadow, but it's quick and

[Flightgear-devel] Playing with textures

2003-12-01 Thread Paul Surgeon
://www.geocities.com/surgptr/images/grass2.jpg Now if I can just figure out how to change the mip mapping to not be so aggressive. It kills the texture detail far too close to the viewer and makes the screenshots look bad. Regards Paul Surgeon ___ Flightgear

Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Paul Surgeon
On Tuesday, 2 December 2003 00:12, David Megginson wrote: Yes, I did use it -- it was a very well-thought out little program, but it had some pretty disasterous problems: 1. The generated scenery was enormous: we couldn't dream of making worldwide scenery available online (TerraScene scenery

Re: [Flightgear-devel] read not excepting more than one client

2003-12-01 Thread Paul Surgeon
On Monday, 1 December 2003 23:59, Seamus Thomas Carroll wrote: @[EMAIL PROTECTED] (Swearing), Do you know of any websites that I can read the will improve my understaning of sockets? At my current level of understanding I am having trouble making sense of the pegasus network library and how

Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Paul Surgeon
On Tuesday, 2 December 2003 00:16, Andy Ross wrote: But the answer can't possibly be to blow 4MB of card memory per texture. There are dozens of terrain types. Even a 256MB megacard is going to run short when you spend your VRAM like that that. It would not work for the way the current

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Paul Surgeon
On Tuesday, 2 December 2003 19:15, Curtis L. Olson wrote: If a person is working on some feature that won't be finished for 2 years, then I think it is reasonable to try to predict card performance that far out and write to future hardware. In large part, that is what we did when we started

[Flightgear-devel] Model questions

2003-12-02 Thread Paul Surgeon
Is there any guide to creating scenery models for FlightGear? What is the max recommended texture size? I'm using 128x128 pixels (without alpha channel/mask) which means 100 unique models in a single scene would use less than 5 MB of video memory. Is each model unit equal to one meter in FG?

Re: [Flightgear-devel] Model questions

2003-12-02 Thread Paul Surgeon
On Wednesday, 3 December 2003 01:19, Curtis L. Olson wrote: Right now we just yell at people (semi-randomly) who we think might be using up too much texture RAM. :-) I suppose the people who have 64MB video cards start yelling before the ones with 128MB video cards. Using sound levels to guide

Re: [Flightgear-devel] (OT) Kid's day at work

2003-12-03 Thread Paul Surgeon
On Wednesday, 3 December 2003 20:42, David Culp wrote: That's the way Mr. Boeing makes them. No frills there :) That's the way Boeing USED to make them. Compare that cockpit to a new 737-800 ... The new cockpits must make pilot's lives pretty boring. Paul

[Flightgear-devel] Patch for sidewinder-force-feed-pro.xml

2003-12-04 Thread Paul Surgeon
The throttle and axis bindings need to be swapped in sidewinder-force-feed-pro.xml The description at the top is correct but the bindings don't match. This is an ongoing problem - I remember having the same problem over a year ago. I've never made patch files before but here is my attempt :

Re: [Flightgear-devel] Patch for sidewinder-force-feed-pro.xml

2003-12-04 Thread Paul Surgeon
On Thursday, 4 December 2003 22:35, Frederic Bouvier wrote: I just want to point out here that axis are not the same for Linux and Windows : axis 2 3 are inverted, and the hat axis are not the same ( 45 for Linux, 67 for Windows ). Whoa ... that sounds nuts! I've never heard of that before.

Re: [Flightgear-devel] Patch for sidewinder-force-feed-pro.xml

2003-12-04 Thread Paul Surgeon
On Thursday, 4 December 2003 23:27, Frederic Bouvier wrote: If you are using the same file, you are doing the endless loop yourself. On Windows I was using a precompiled binary distribution. On LInux I'm using the CVS version. They were on seperate hard disks. To be sure, can you post the

Re: [Flightgear-devel] Patch for sidewinder-force-feed-pro.xml

2003-12-05 Thread Paul Surgeon
On Thursday, 4 December 2003 22:35, Frederic Bouvier wrote: I just want to point out here that axis are not the same for Linux and Windows : axis 2 3 are inverted, and the hat axis are not the same ( 45 for Linux, 67 for Windows ). I just checked and you are correct - the axis are swapped

[Flightgear-devel] Video card recommendation

2003-12-05 Thread Paul Surgeon
I'm at the point where I can't run FlightGear anymore. The Linux nVidia drivers for the TNT2 are as buggy as they can get and cause constant lockups. I've tried 3 versions of drivers and it makes no difference (currently using 4496). The CVS version I checked out yesterday gives me guaranteed

Re: [Flightgear-devel] dot

2003-12-05 Thread Paul Surgeon
The dot utility from my Mandrake 9.1 box It's i586 so it should work on that SourceForge server if all the libraries are in place. If this doesn't help then my apologies for wasting your bandwidth. :) Regards Paul On Friday, 5 December 2003 15:29, Jon Berndt wrote: Does anyone out there have

Re: [Flightgear-devel] dot

2003-12-05 Thread Paul Surgeon
:15, Paul Surgeon wrote: The dot utility from my Mandrake 9.1 box It's i586 so it should work on that SourceForge server if all the libraries are in place. If this doesn't help then my apologies for wasting your bandwidth. :) Regards Paul

Re: [Flightgear-devel] What is the camera angle in flightgear?

2003-12-05 Thread Paul Surgeon
That sounds interesting. Do you work for a mapping company and need some practice for those photography runs? :) Paul On Friday, 5 December 2003 23:31, Seamus Thomas Carroll wrote: What variable do I pull from the property tree to get this value? Can I set this value when I configure the

[Flightgear-devel] Select airport broken?

2003-12-05 Thread Paul Surgeon
Is the Select airport from list menu item supposed to work? I get a segmentation fault everytime I try using it. Paul ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] A tiny request

2003-12-06 Thread Paul Surgeon
On Saturday, 6 December 2003 12:44, Matevz Jekovec wrote: Is there a way the joystick hat for looking around would work when the game is paused as well? - Matevz I second that idea. I was trying to do some screen grabs last week and it's REALLY hard to keep the aircraft at the right

Re: [Flightgear-devel] Rsync vulnerability

2003-12-06 Thread Paul Surgeon
On Saturday, 6 December 2003 17:31, Curtis L. Olson wrote: I'm running ext3 so normally rebooting, even after a crash would not be a problem, but in this case I exceeded the last check date threshold so it ran a full fsck on me. This drive has zillions of tiny little files on it so it's a

Re: [Flightgear-devel] RE: [Jsbsim-devel] FlightGear on O'Reilly Network, December 11

2003-12-13 Thread Paul Surgeon
On Saturday, 13 December 2003 23:53, Jonathan Richards wrote: Here's the deep link :¬) hope O'Reilly don't mind... http://linux.oreillynet.com/pub/a/linux/2003/12/11/flightgear.html Jonathan Quote : CO: From my perspective, a big area in need of attention is to have people build aircraft

Re: [Flightgear-devel] RE: [Jsbsim-devel] FlightGear on O'Reilly Network, December 11

2003-12-14 Thread Paul Surgeon
On Sunday, 14 December 2003 12:03, Erik Hofman wrote: Most (if not all) of your needs should be implemented right now. You can change pitch and volume based on 5 different properties. You can define an offset and a multiplication factor per section and you can also specify whether a property

Re: [Flightgear-devel] Dynamic scenery texture loading

2003-12-19 Thread Paul Surgeon
On Friday, 19 December 2003 13:23, David Luff wrote: The second thing is that I'd like it to be able to page textures in and out efficiently at a fairly high rate when extensive areas of unique textures are used, ie. to be able to keep up with the texture paging required for photographic

Re: [Flightgear-devel] 18th Century city texture

2003-12-20 Thread Paul Surgeon
On Saturday, 20 December 2003 20:27, Matevz Jekovec wrote: Hm... as mentioned before if I recall correctly, it would be cool to add a time interval property for terrain objects (eg. WTC twin towers from 1979 to 2001) While we're adding time properties to scenery models we need to add priority

Re: [Flightgear-devel] 18th Century city texture

2003-12-20 Thread Paul Surgeon
On Sunday, 21 December 2003 01:32, Josh Babcock wrote: Would it not make sense to determine a visible range attribute automatically based on size? Nope. What if the object emits light? For instance street lamps would not be visible from a couple of kilometers away but the light they cast is

Re: [Flightgear-devel] LiveCD for FGFS - suggestion

2003-12-22 Thread Paul Surgeon
On Monday, 22 December 2003 16:59, Martin Spott wrote: What people have already been suggesting in the 'early days' and what I refused to believe for quite a long period (which partially made me purchase my first SGI): The performance of the graphics card appears to have very little influence

Re: [Flightgear-devel] Latest ATI related problem...

2003-12-27 Thread Paul Surgeon
I had a similar problem about 1 month ago when I checked out a clean copy of FG and SimGear and compiled it. My system would keep locking up within 30 seconds whereas the 0.9.3 release runs just fine. My problem was that the nVidia drivers for the TNT2 are not so hot under Linux and I sorted

Re: [Flightgear-devel] Re: [Flightgear-users] Knoppix / NVIDIA / Flightgear / newbie questions

2003-12-28 Thread Paul Surgeon
2 How do I start with mouse stearing (cross hair pointer) activated? (like hitting once the right mouse button once fg is running)? Regarding the mouse pointer : Is there a way of disabling the cross hair (control input) so that it just toggles between normal and pan view and skips the control

Re: [Flightgear-devel] Re: [Flightgear-users] Knoppix / NVIDIA / Flightgear / newbie questions

2003-12-28 Thread Paul Surgeon
On Sunday, 28 December 2003 21:15, Andy Ross wrote: Just remove or comment out the declaration for mode 1 in mice.xml. You will need to rename the index of the view mode to n=1 to prevent a gap. Andy Ah great. This will help keep my pax a bit calmer. Paul

[Flightgear-devel] 3D clouds

2003-12-28 Thread Paul Surgeon
Has anyone seen the video of how clouds are made and rendered in FS2004? I found it quite interesting and think it's a smart way of rendering clouds without too much of a frame rate hit. Particle systems normally consume too much video processing although they do look and behave better. The

Re: [Flightgear-devel] ATC Talk

2003-12-29 Thread Paul Surgeon
On Monday, 29 December 2003 18:35, David Luff wrote: Ugh, what's the copyright situation as regards using recordings from the airwaves? I wouldn't even bother wasting my time trying to use real recordings. - You need controlled recordings - voices that deliberately have very little

Re: [Flightgear-devel] ATC Talk

2003-12-29 Thread Paul Surgeon
On Monday, 29 December 2003 19:51, David Luff wrote: As for recording the stuff, currently we're limited to 8bit, 8KHz, mono, at which setting the voice is noticably deteriorated in quality. I believe that Bernie is working on improved sound support, so it might be worth mastering and editing

Re: [Flightgear-devel] ATC Talk

2003-12-29 Thread Paul Surgeon
On Monday, 29 December 2003 20:59, Norman Vine wrote: But just switching to PNG would make a substantial reduction in the package size and would not add much to the load time The PNG compression is not as good (size wise) as jpg but it's lossless which is great were we need to retain original

[Flightgear-devel] aero tag

2003-12-30 Thread Paul Surgeon
I'm not sure if this is an FG or JSBSim tag but why can't I specify an aero tag with a hyphen in it like most of the other tags? Example : aero737-800/aero I'm keep getting this if I use a hyphen in the file name : JSBSim startup beginning ... aero does not exist (you may have mis-typed the

[Flightgear-devel] INVERT keyword vs minus INPUT

2003-12-31 Thread Paul Surgeon
The minus sign on an INPUT in a JSBSim FDM causes FlightGear to crash. I know the INVERT keywork is being depreciated but it doesn't look like the minus sign is working too well at the moment. It crashes FlightGear when it tries to load the right aileron control of an Aeromatic generated FDM.

Re: [Flightgear-devel] aero tag

2003-12-31 Thread Paul Surgeon
On Tuesday, 30 December 2003 23:33, Erik Hofman wrote: The directory name containg the configuration file must match the configuration file exactly: e.g. FlightGear/data/Aircraft/737-800/737-800.xml Erik Thanks I didn't pick that up when I was fiddling around. Paul

Re: [Flightgear-devel] INVERT keyword vs minus INPUT

2003-12-31 Thread Paul Surgeon
On Wednesday, 31 December 2003 21:23, Jon S Berndt wrote: You probably don't have the latest version of JSBSim integrated wtih FlightGear. Ummm ... how can it moan about INVERT being depreciated if it hasn't been integrated into FlightGear yet? If you have the ident program, can you run that

[Flightgear-devel] Base package vs modules

2004-01-04 Thread Paul Surgeon
Have there been any discussions or decisions made regarding when to split FlightGear up into separate downloadable modules? At the moment it's only the scenery which works in this way but we're going to need to do the same for aircraft in the near future as well as other stuff. If someone

Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-04 Thread Paul Surgeon
On Sunday, 4 January 2004 15:38, Josh Babcock wrote: I'm playing with this because I am designing an ac3d model in Blender, and am having a great deal of trouble getting the edges and shading to look right. Currently fixing most of the problems will be very dificult and involve creating a lot

Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-07 Thread Paul Surgeon
On Wednesday, 7 January 2004 20:07, Andy Ross wrote: I give up on the plib folks. All reports are that the current version of this patch produces better looking models in all cases. Are there any real-world cases where we want something different? Andy Why are you giving up on the plib

[Flightgear-devel] 3D aircraft model origins

2004-01-08 Thread Paul Surgeon
Is position 0,0,0 of an aircraft model the same point as 0,0,0 of the JSBSim FDM in FlightGear? I know the JSBSim FDM defines everything using the nose as the origin but I'm trying to figure out if my model and the FDM are lined up correctly. BTW: What is this I hear about plib snapping

[Flightgear-devel] Website suggestion

2004-01-08 Thread Paul Surgeon
Would it be possible to create a web based repository of data that we find on the Net or elsewhere? Sort of a central repository where everyone can go and look for info first before they start crawling the Net for hours. A lot of the FlightGear/JSBSim developers find useful sites with info on

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-08 Thread Paul Surgeon
On Thursday, 8 January 2004 21:03, Erik Hofman wrote: Paul Surgeon wrote: Is position 0,0,0 of an aircraft model the same point as 0,0,0 of the JSBSim FDM in FlightGear? I know the JSBSim FDM defines everything using the nose as the origin but I'm trying to figure out if my model

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-08 Thread Paul Surgeon
On Thursday, 8 January 2004 21:54, Erik Hofman wrote: Ehrm, I just discovered it is not very helpful what I said. I should have said that the *3d models* origin (0, 0, 0) would be places at the FDM models static CG. The CG of the FDM is (again) relative to the arbitrary reference point (which

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-09 Thread Paul Surgeon
On Thursday, 8 January 2004 23:34, Jon S Berndt wrote: Paul: We (FDM) simply report the location of the reference point (I think we agreed it would be the forward-most position of the aircraft, like the prop hub tip, or nose tip) and FlightGear places the reference point (tip of nose, for

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-09 Thread Paul Surgeon
On Friday, 9 January 2004 16:41, Innis Cunningham wrote: Exactly. At the risk of putting my foot squarely in my mouth the FDM does not care what the model looks like or where it is.The reference point for the model is usually put somewhere close to the centre of the model so the model will

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-09 Thread Paul Surgeon
On Saturday, 10 January 2004 00:35, Erik Hofman wrote: No, sorry. AC_EARORP is the published offset from CG to where the forces act. For the F-16 that would be 35% chord (and CG is 25% chord). How do I go about calculating where the forces act? Is this data supposed to be published or can I

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-09 Thread Paul Surgeon
On Saturday, 10 January 2004 00:35, Erik Hofman wrote: No, sorry. AC_EARORP is the published offset from CG to where the forces act. For the F-16 that would be 35% chord (and CG is 25% chord). Just *maybe* I got it this time around. :) So any distance in the FDM is just an offset from

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-10 Thread Paul Surgeon
On Saturday, 10 January 2004 17:47, Andy Ross wrote: Having the FDM coordinates and model coordinates match up is critically important for collision issues like gear compression. That is exactly my concern which made me ask about the FDM and model origins in the first place. I don't mind if

Re: [Flightgear-devel] Panel Building ?!?

2004-01-12 Thread Paul Surgeon
On Monday, 12 January 2004 09:02, Innis Cunningham wrote: I can not see why you would bother trying to build a 3D model of a CRT or plasma screen when it could be represented by a single texture. Just my 2 cents worth. 2D CRT or LCD screens in cockpits look fine but 3D knobs, buttons, switches

Re: [Flightgear-devel] 3D aircraft model origins

2004-01-12 Thread Paul Surgeon
On Monday, 12 January 2004 01:05, Jon Berndt wrote: It's done. Beta version, anyhow. See the announcement in the JSBSim list. Jon Excellent! Now go spend some time with your kids Jon. ;) What would be really useful and helpful is a step-by-step tutorial for the layman of how to configure an

Re: [Flightgear-devel] Panel Building ?!?

2004-01-12 Thread Paul Surgeon
On Monday, 12 January 2004 22:00, David Megginson wrote: Paul Surgeon wrote: 1. I need an easy way of zooming in and out (scroll wheel?) so that the labels can be read and instruments adjusted. For a while, I had +, -, and = assigned to that, with = snapping back to the default zoom. I

Re: [Flightgear-devel] Panel Building ?!?

2004-01-13 Thread Paul Surgeon
On Tuesday, 13 January 2004 01:29, David Megginson wrote: Paul Surgeon wrote: Did it handle not zooming through panels? It actually changed the field of view, not the view position, so it was like looking through a zoom lens. All the best, David That's perfect. I forgot that one can zoom

Re: [Flightgear-devel] Blender news ...

2004-01-15 Thread Paul Surgeon
On Thursday, 15 January 2004 22:42, Melchior FRANZ wrote: The exporter is in the Export menu and displays a sub-menu where you can choose if you want to export the whole model, or just the selected object. Now that's useful! I use a lot of jigs when modeling aircraft and it's a pain having to

Re: [Flightgear-devel] VBOs - performance test

2004-10-15 Thread Paul Surgeon
On Friday, 15 October 2004 22:04, Horst J. Wobig wrote: If somebody wants to try it on his box: just fetch lesson 45 from http://nehe.gamedev.net. On windows this should compile without problems, on linux you need sdl. It segfaults in glGenBuffersARB () on my system. Mandrake 9.1, Ti 4200,

[Flightgear-devel] FG aborting

2004-10-17 Thread Paul Surgeon
FG 0.9.6 and CVS won't run on my Mandrake 9.2 system. It keeps aborting when I try to run it (without displaying errors). GDB output (gdb) run Starting program: /home/paul/Dev/flightgear/bin/fgfs Program received signal SIG32, Real-time event 32. 0x4002b714 in pthread_getconcurrency ()

[Flightgear-devel] Re: FG aborting

2004-10-17 Thread Paul Surgeon
Hi guys I managed to narrow the problem down! Yay! If I remove the joystick drivers (sidewinder and joydev) so that my joystick is not detected then FlightGear loads then the problem disappears. So it seems as if something changed in the joystick code between 0.9.5 and 0.9.6 that is causing a

Re: [Flightgear-devel] TaxiDraw-0.2.2 released

2004-10-19 Thread Paul Surgeon
While we're on the taxiway topic ... I've been toying around with some taxiway ideas over the last couple of days after having played with David's TaxiDraw app. TaxiDraw is an excellent piece of work but I really don't like the way TerraGear/FlightGear create and handle taxiways. Yes, they are

Re: [Flightgear-devel] TaxiDraw-0.2.2 released

2004-10-19 Thread Paul Surgeon
On Tuesday, 19 October 2004 17:57, Chris Metzler wrote: I'm wondering whether we know what the X-Plane format really *is*. Since the beginning of September, Robin Peel has been saying that a new set of files are coming out next weekend, September 18. But he ... If we start doing some major

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