On 13/06/2010 12:45, Martin Fenelon wrote:
Hello,
I wonder if it would be in order to submit a small patch for the fabulous
rallye-MS893.
When two or more of these aircraft are together on MP, animations on my
aircraft, canopy opening for example, are also seen on all others. This
patch
Hi,
Does anyone have any examples of using metapost to draw instrument graphics
(arcs, ticks, etc.) Or are there other free tools that have
good primitives for drawing instrument/gauge graphics? I have a little side
personal project here and I'd like to play around with it a bit.
I
Hello !
I am currently working on a JSBSIM fdm for a glider ( Centrair Pegase )
I have a problem for defining airfoils manually in DATCOM. The Pegase
glider uses a specific profile for wings (Onera COAP 1 and 2 ), about
which almost no information is publicly available.
Fortunately, I could
/hangar/0001-Moved-some-of-the-ASK13-instruments-to-Instruments-3.patch
Thank you !
Patrice Poly - WooT
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Is it really a normal map shading ? or something like bump map ?
I'm not sure what I am doing wrong, or if it is an issue in the shader
implementation.
Thank you for looking into it !
Patrice Poly
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I have been inverting the red and green channels in gimp, now it looks
correct in any angle in FG.
Either I should see in blender if there is a way to directly bake it
like the FG shader expects it, or maybe the shader has a problem, and
the red and green channels should work in the other way.
I
I have been reading the mail archive and forums about this story, then
went on the FPS website and read their disclaimer.
From what I saw, and given that my understanding of GPL and copyrights
might be wrong, here are my thoughts :
I think what this person(s) do here is *almost* legal.
They are
There is also another approach to creating normal maps, using a
detailed, high polygon count model of the object, from which you
extract the normals and map them to the low polygon object which is used
in the game.
A nice tutorial for blender can be found here :
I like it too ! Very nice and fresh work !
On 08/03/2010 06:22, Pete Morgan wrote:
Have developed the idea a bit further.
http://fg-www.appspot.com/
idea is to have a dedicated aircraft and Online site also
is this worth pursuing ? Its quite neat and developer friendly on the
Google
( not sure how to reply to the thread, I don't have it in my mail.
This is in reference to :
http://sourceforge.net/mailarchive/message.php?msg_name=4B58FCDF.1000905%40daffodil.uk.com
)
Hello,
I have been looking into the 787 yasim fuselage , using the blender
import script by Melchior Franz
Hello,
I have been looking into the 787 yasim fuselage , using the blender
import script by Melchior Franz as suggested.
Using the original 787.xml file as it is in CVS now, ie :
fuselage ax=-13.6 ay=0 az=1.4 bx=-13.6 by=0.00 bz=1.4
width=5.9 taper=0.1 midpoint=0/
we see the
I like glc for movie catpures :
http://nullkey.ath.cx/projects/glc/wiki/WikiStart
On 01/02/2010 02:00, syd adams wrote:
I cheat , i use my digital camera , though its a bit tough to hold the
camera in one hand and fly with the other :)
On Sun, Jan 31, 2010 at 3:05 PM, John Denker
Hello !
I have just tried the new light patch, it is great !
No more visible light cone :)
There is a detail that I do not manage to sort out, though.
The effect looks great at day : http://imagebin.org/82128
but at night, it tends to fill the lit area with grey, overwriting the
ground texture
Hello Syd, thank you for your answers ! I found the ADF, I was searching
for it in the VOR screen, like you said its on the map.
I found the radio, too, digging between seats :)
I experience a nasal error when using the pushback or thrust reverse to
get off the dock :
Nasal runtime error:
Hello !
I tried the 777 yesterday, and a few things appeared strange to me :
*as you said, LNAV doesn't follow a course, but you fixed it
*I couldn't dial a V/S unless the AP is engaged and V/S mode is engaged
too. Is it supposed to be that way ? I would expect to be able to dial a
vertical
On 24/01/2010 00:35, Lauri Peltonen wrote:
Hi!
I made an example of a light cone effect. It is a post processing
effect, that makes an object illuminate everything inside of it. It
would be usefull for landing lights or similar objects.
I am dreaming of landing lights since long, I have
Hello , after having been away from FG quite long due to work,
I was reading forums yesterday and found a thread where someone points
out that ridge lift works reversed.
( http://www.flightgear.org/forums/viewtopic.php?f=6t=4706p=61190#p58077 )
After investigation, it appears that the probes are
Some time ago, I have been playing with input.cxx so that FG takes all the
buttons of my Saitek x52pro ( more than 36, that is ).
I had to patch plib so that this work.
Since input method changed, my trick is obsolete, so I was wondering if the
new method based on linux input will take more
There is no (known) limit for the number of supported buttons or axes with
this implementation other than those of your operating system. On linux,
buttons, keys and axes are numbered by a 16bit unsigned integer which
limits your number of each to 65536.
Thank you !
Good, until I find a
This looks like a great improvement to me !
It makes me think too, could it be applied to cloud layers ? High altitude
clouds distribution looks very even too. But then I'm not sure if they are
distributed at random at all.
I will go further than my previous post.
In fact I am totally lost in coordinates systems.
Say I have a SGGeod, or a lon,lat,elev triplet.
I want to place a lamp here, so I need to
light-setPosition(osg::Vec4d(x,y,z, 1.0));
What is the relation between lon,lat,elev and x,y,z ?
How is the
Hello !
I am trying to adapt a nice patch by Yurik V. Nikiforoff
( http://www.mail-archive.com/flightgear-
de...@lists.sourceforge.net/msg06282.html )
to the new possibilites offered by OSG and Tim Moore's shaders work, in an
attempt to have working landing lights.
I hit a maths issue when it
If someone's going to do that, please publish the result at this place
or at least send me a copy off-list so I can add it to the collection
of airfields which had been updated after Robin Peel stopped
maintenance of the v8.10 format.
Thanks,
Martin.
Thanks to papillon81 on irc, I
Thanks for pointing these out.
Torsten
Thank you ! Now , to work these SID/STARs :)
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Hi
This afternoon I went to a very nice meeting at Couhé Verac in France, plenty
of nice old planes :)
Back home I tried to see how it looks in FG, and I found it with an error in
the filed dimensions.
http://imagebin.org/56447
left is generated by brisa's airport painter, right is the
There are 2 little things I moticied in the Seneca, I don't know if these are
intentional :
-- the ki525a knobs do not light at night with the other instruments. Is it
like this in real ? It makes it difficult to dial a heading/obs at night.
(removing lines 37 and 38 in
On mardi 14 juillet 2009 13:45:47 Brisa Francesco wrote:
Eli Jordan ha scritto:
Hi
I am new to flight gear, but am using it in a multiple flight vehicle
simulation system for my thesis, this system will be used to research
aerial search patterns. To do this I need to be able to control
I made a little program which allows to dial fg frequencies from a Saitek
x52pro joystick , and play with the with the MFD brightness.
Its very rough and dirty, but, at least for me, it works.
I will add features eventually :)
Please feel free to make it better :P
source is here :
Hello ! Since this :
http://cvs.flightgear.org/viewvc/source/src/Scenery/SceneryPager.hxx?r1=1.6r2=1.7
I cannot build fg anymore.
I get:
In file included from ../../src/Scenery/scenery.hxx:39,
from AIEntity.cxx:34:
../../src/Scenery/SceneryPager.hxx:46:32: error: missing
The macro it is error-ing on SG_OSG_MIN_VERSION_REQUIRED(2,9,5) was
added to OSGVersion.hxx at the same time SceneryPager.hxx was modified
Ron
ok, found the culpript - I had an old OSGVersion.hxx in a folder - for some
reason, this one was used instead of the new one.
ty all
I just commited this patch with some changes:
The properties probe_elev_m[0..4] were uninitialized and used in the
Run() method before being initialized by a scan of the ground
elevations. The first scan was performed after one second, so for the
first second the probe_elev_m
so, a possible fix :
line 218-220 should be :
probe_lon_rad[i] =
fmod((deg2rad*user_longitude_deg+asin(sin(ground_wind_from_rad)
*sin(dist_probe_m[i]/earth_rad_m)/cos(probe_lat_rad[i]))+PI)
the fix, as a patch
http://www.bentha.net/fgfs/ridge-lift/Environment.diff.bz2
hope this works...
This includes the correction for the lee side, according to Ian's advice based
on real fly.
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so, a possible fix :
line 218-220 should be :
probe_lon_rad[i] =
fmod((deg2rad*user_longitude_deg+asin(sin(ground_wind_from_rad)
*sin(dist_probe_m[i]/earth_rad_m)/cos(probe_lat_rad[i]))+PI)
Can you please send a diff to current cvs?
its in the previous post I made. Sorry, I messed up a bit with mail this
morning...
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nope, same behaviour!!
i think that on my slow PC, your ridge lift is sometimes initialised a
little to early (while position is 0,0,0 maybe), resulting in some nan
in the result of terrain scan, wich lead to a nan in
/environment/ridge-lift-fps.
and as it's used to compute the next
so here comes another attempt to reduce these error to silence :
line 238 :
if ( alt 0.1 ) { probe_elev_m[i] = alt; } else { probe_elev_m[i] = 0.1 ;};
lines 319-321 for desperate cases :
strength = lift_mps * SG_METER_TO_FEET ;
if(isnan(strength)) strength=0;
udpated the patch again, with another Nan killer from jano.
That seems to have worked for him, at least
http://www.bentha.net/fgfs/ridge-lift/Environment.diff.bz2
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for me FG is quite impossible to use with the ridge drift, on startup it
start having full of nan nan nan, cull visitor and so on, with 1 fps,
nearly 90% of my try to start are bad.
i commented some lines in ridge_lift.cxx (from 210 to 307, and change
309 to:
Le Wednesday 22 April 2009 19:20:54 Martin Spott, vous avez écrit :
Curtis Olson wrote:
I'm seeing a ton of these nan's when I start at KHAF ... it's just one or
two or three per frame, but that ends up spewing an awful lot of extra
text to my console.
That's weird, at least using the ASK
Hi Torsten/Patrice,
What steps would a person need to perform to test out this code. Is it on
by default? Can I see the effect in any aircraft?
Thanks,
Curt.
Hello Curt,
I'm very happy to see this found some interest !
you don't need to set anything, its on by default, just monitor
I have just received a mail from Ian Forster-Lewis , the author of the
original ridge lift ground sampling algorithm, in which he agrees for
inclusion of his work into FG, provided that his name and link is included in
the code.
He also proposes a refinement of the way sink is calculated on
I have it working now in environment.
It leaves room for thermals, and mixes good with them.
I also refined the thermal model, so that it behaves more like a real
thermal.
I am still waiting for an answer from the guy who wrote the algorithm for
ridge lift, regarding licensing. I'm almost
So I have made another version, this one doesn't seem to throw NaNs, at least
for me.
In the same time, I have prepared environment.cxx, so that we can mix both
thermal and ridge lift.
This is easy with just adding 2 properties, thermal_lift_fps and
ridge_lift_fps, and mixing the 2 ones when
This looks really neat. I'm not sure why you put it into the AI
subsystem, though. It makes more sense to me to have it in
Environment/environment.cxx with the other basic wind calculations?
I have been looking into environment.cxx
I am not sure I understand how this works.
environment.cxx
I am declaring :
_earth_radius_node = fgGetNode(/position/sea-level-radius-ft, true);
props-tie(debug/earth-radius-ft,
SGRawValuePointerdouble(earth_rad_ft));
with earth_rad_ft = _earth_radius_node-getDoubleValue();
displays a correct value in the game:
/position/sea-level-radius-ft =
Hello, thanks to the info by Hooray in the forum, and most of all thanks to
the awesome paper found by him here :
http://carrier.csi.cam.ac.uk/forsterlewis/soaring/sim/fsx/dev/sim_probe/sim_probe_paper.html
I made a working ridge lift in a AI object.
It WORKS, and , even, it works GOOD !
I am
I have been working on refining the thermal modelisation.
This is a first attempt, with still a lot of limitations,
but it gives the thermal a much better shape and behavior yet.
These thermals lean in the the wind, the more wind, the more they lean.
They are surrounded by a global, gentle
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