[Flightgear-devel] Microsoft Shuts Down 'Flight Simulator' Game Studio

2009-01-24 Thread GWMobile
Wow.
While this doesn't mean they are shutting down the software it does mean 
a historic milestone far beyond what most people realize.
I attached the press release/story below but allow me to explain how 
momentous this is first becuase
Having worked with so many of the guys at Microsoft when they first 
recognized the unique place Flight Simulator had in the PC market I find 
this noteworthy.

Flight sim as a separate entity in microsoft started when Microsoft 
bought out Bruce Artwick's BAO studios for a reputed $20 million 
dollars.

MS Flight Sim has always had a huge unknown influence in the world.

At one point in the 90's a major research company did a survey of 
fortune 500 CEO's to find which software package was on the pc's of the 
most CEO's of fortune 500 companies expecting to find Lotus or Excel or 
Word etc. Instead they found MS Flight Simulator.

Also, all of us around during the Intel pentium years remember that one 
of the main reasons people upgraded to pentiums and later Intel chip 
computers when they came out was to be able to run Flight Sim 5.1 and 
then the later increasingly graphically intensive versions of MS Flight 
Sim. MS Flight sim actually drove a huge portion of the Intel CPU and 
later graphics card hardware upgrade business and always has. (Business 
computers were often upgraded by IT guys so they could run the latest 
flight sim on $5000 PC hardware they couldn't afford at home although of 
course they claimed other reasons.) And the abilty to run ms flight sim 
was used THE definitive consumer test of whether an alternative cpu 
maker like AMD had successfully replicated Intel chips.

The open addon market in flight sims was by no means guarenteed. I 
remember a key moment in the life of flight simulator when  I did some 
intense lobbying in Redmond with the then head of the Microsoft flight 
sim marketing. Until then it had been up in the air which way Microsoft 
would legally go about hacked addons for ms flight sim with some 
speculation and magazine articles hinting Microsoft would get tough and 
shut down unapproved expansions. Many people programming on addons held 
their release back out of legal fear then. This constant threat was also 
actually one key reason I always gave publicity to any third party 
flight sims like x-plane. It's also why I initially proposed on 
Compuserv the idea of a flight sim developed along the new fangled 
unproven an open source lines of Linux which eventually became 
flightgear which I publicized the hell out of in industry magazines like 
Computer Pilot and PC Pilot that I established commercially.

On a trip I suggested to the MS Flight Sim guy in Redmond that they 
market and think of Microsft Flight Simulator as an operating system 
for flight simulation supporting third party add ons instead of a closed 
proprietary software application intent on shutting down third party 
addons with legal threats. I chose my words operating system careful 
since I knew at Microsoft the idea of owning the operating system 
would be well received.  Immediately after that personal visit to 
Redmond, Microsoft began to formally state in interviews etc that they 
supported third party addons and recognized that they helped flight sim. 
This insured that microsoft flight sim would become the flexible 
advanced flight sim it became.

That also gave permanence to the flight sim addon market which became 
such a huge hotbed of advanced computer simulation and pilot training 
that it literally led the computer graphics industry for a decade and 
spawned a whole graphics card industry creating first S3 cards and then 
graphfx and later nvidia. This happened before RPG's became the huge 
market share leaders (and in my personal humble opinion back when pc 
gamers were smarter :-)  and not just thumb pressers)
Hell many of us initiated and put out better satellite phototerrain 
mapped ms flight sim addons running on pc's then than lockheed martin 
then had in their official F22 flight training simulator which costs 
millions at the time. I know. I saw them running side by side. (and 
Lockheed Martin never publicly showed that version of their expensive 
simulator again as far as I know.)

Flight sim addons also promoted airlines and even defense contractor's 
bids for projects like the F22.
Back when a legal squabble erupted over whether logos and fighter names 
like F-22 should be fair use in flight sims, I got on the phone to the 
PR person at Lockheed. I explained how hundreds of thousands  of 
computer savy flight sim users who have for some reason ALWAYS been 
politcally active could either call their congressmen praising the 
advanced F-22 they had flown on their PC before a new defense 
appropriation was passed ensuring their actual construction or call them 
to complain about how an American contractor was attempting to usurp 
legal rights to government fighter plane names for government funded 
fighter projects. Quickly he saw the value in 

[Flightgear-devel] Impressive nasa lunar lander winds up inaurgural parade

2009-01-20 Thread GWMobile
The last item in the inaugural parade was a working electric, 12 
wheeled, six axled, electric lunar rover that including a full glass 
fronted sealed capsule with normally clothed pilots.

The whole rover moved under its own power and demonstrated its ability 
to move in any direction and rotate its axles independently.

In front of the presidental review stand an astronaut in a full space 
suit and pack got off on of the external chairs of the capsule and took 
the flag from the capsule and proceded to join the parade and march down 
the street with rover following behind.

Looks like an exciting vehicle to model in flightgear.


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Re: [Flightgear-devel] Who wants to port FG to a Beagle?

2008-09-05 Thread GWMobile
Wow that is an amazingly 3d computer on a chip board for less than $150 
!
Unbuntu and angstrom linux already ported.
Hardware supported open GL 2.0 spec.
Great 3d graphics and only 2 watts power consumption
Usb, s video and hd tv 720 out.
All standard usb peripherial support like bluetooth and keyboard s and 
mice and vr googles.

The fully capable 3d gaming pc just got a LOT smaller and cheaper. 
(About 2in by 2inches and no fan or even heat sink needed!

See youtube for videos of this beagleboard in acton.
Unbeleivable.

Love to see a youtube vidoe of this tiny board running flightgear

On Fri, 5 Sep 2008 5:00 am, Holger Wirtz wrote:
 Hi all!

 on Linux Tag 2008 in Berlin/Germany I won a Beagle-Board from TI (see
 http://beagleboard.org/). This is a small embedded system but it is 
 very
 powerful and seems to support OPENGL-embedded. Some small kind of
 disadvantage is that it has no onboard ethernet interface - but you can
 use one via usb.

 I thought it would be nice to try a port of FG to the beagleboard - but
 I just have no time for trying this. Is someone around who has some 
 time
 and knowledge for this project?

 I will spend this board for someone who is interessted in this project.
 Please contact me by email.

 Regards, Holger

 --
 +++NEUE ANSCHRIFT+++NEUE ANSCHRIFT+++NEUE ANSCHRIFT+++NEUE ANSCHRIFT+++

 #   ##  ##   Holger Wirtz Phone : (+49 30) 884299-40
 ##  ## ##   ### ##   DFN-Verein   Fax   : (+49 30) 884299-70
 ##  ##  ##   Alexanderplatz 1 E-Mail: [EMAIL PROTECTED]
 ##  ## ##   ## ###   10178 Berlin
 #  ##   ##  ##   GERMANY  WWW   : http://www.dfn.de
 GPG-Fingerprint: ABFA 1F51 DD8D 503C 85DC  0C51 E961 79E2 6685 9BCF

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Re: [Flightgear-devel] fgrun future

2008-01-06 Thread GWMobile
I strongly agree.
The first page needs to be clear and simple and without flash and non 
html garbage.
One simple impressive front page thing is an encapsulated youtube or 
other video that shows great video of flight gear in action.
THAT makes people see what the flight sim is all about and it takes no 
more space than a single still photo and does NOT choke browsers.

On Sun, 6 Jan 2008 9:42 pm, Curtis Olson wrote:
 On Jan 6, 2008 1:13 PM, Vivian Meazza [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] wrote:

 I'm going to be a lone voice here Fred, I like it just the way it is 
 :-)

 My view is we want to keep the main page really really simple.  This is 
 what new users are going to see for the first time and we don't want to 
 blow them away with 500 different options.  I think we need to fight 
 the urge to put more stuff on the first page (if nothing else maybe 
 take some stuff away) ... but make the options available on the 
 advanced page ... or maybe make some subpages to organize the most used 
 options for each particular category.

 Regards,

 Curt.
 --
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Re: [Flightgear-devel] view options

2007-12-26 Thread GWMobile
Sounds very smart.
I haven't gotten my giant flatscreen yet.
:-)

 Rather than modifying my set files and possibly ruining someone else's 
 setup ... maybe a field-of-view slider in the view options would be an 
 idea ?
 Im poking around in view.xml now but might take a bit to figure it out 
 :)
 Cheers

 --
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Re: [Flightgear-devel] Crash detection

2007-12-26 Thread GWMobile
LOL :-)
Maybe flight gear should make coffee...
Don't airliners all have galley coffee makers?
Obviously it is as important to realism as a crash indicator which 
doesn't use physics to be triggered and ignores the in flight desires of 
its users who may not WANT entertainment water crashes or coffee.
;-)


  I have to say that no person will use flightgear for reenacting actual
  crashes because it doesn't model structures.

 ..seeing the sponsorship in action, I'd caution you, remember what
 happened when someone else said certain programs w|c|should nevah
 be used for e.g. cooking...  http://tldp.org/HOWTO/Coffee.html  ;o)


  judgement done purely for entertainment purposes and doesn't model 
 real
  life and shouldn't be in any sim unless that sim is going to do 
 complete
  structural analysis (not something I am suggesting for flightgear).

 ..why not!, except after a global sea water level rise model?


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[Flightgear-devel] RE water crashes or landing - a change in design principle and default is suggested

2007-12-25 Thread GWMobile
The original post quoted below exemplifies why I beleive it is a mistake 
to ever have crash detection for water in a flight sim however let me 
lay it out simply.

1. Anyone who lands on water in a flight sim knows they are doing it. It 
is highly likely they WANT to do it - ie have a float plane or want to 
ditch.
Setting a crash default is silly. It forces people to not be able to do 
what they want and it isn't realistic.

2. In reality all water is in fact landable even in
a non float plane. It simply acts like extremely mushy ground. It should 
be treated like land and have a large drag component. In fact all ground 
should have a drag componenet so pavement, grass, snow, and muddy 
runways can be modeled - water should just have a very large drag 
component. This would more properly simulate takeoffs and landings on 
ground on water or snow or hard ground etc..

Water should be treated like land - period. Any crash detection should 
ONLY result from the speed of vertical decent during landing but frankly 
even that should be selectable because all planes have different 
undercarriage survivability (and again you will end up limiting 
people.)

We should rememeber that water crashes were an error result caused by 
limited flight sims of the late 80's.
Water Crashes in flight sims originated
When BAO marketed by Microsoft added water crashes early on and it was 
an ENTERTAINMENT feature - it caused an exciting sound and forced a 
restart.
IT WAS A BAD IDEA THEN AND HAS BEEN CARRIED FORWARD BY HABIT RATHER THAN 
REALISM ever since. It was a cheap stunt partially caused by limited 
contact feature routines (there was only one contact routine - crash!) 
in the EIGHTIES whether between buildings, other vehicles or water plus 
I suspect the desire of Microsoft (or BAO Bruce Artwick) to create 
excitement and a feature for amateur flyers.

One should NEVER CRASH simply because one lands in water. One should be 
allowed to land in water anywhere.
Anyone landing on water is chosing it. He either has a float plane or 
has decided he wants to put his cessna down ignoring all reality or 
simulating a ditching. The sim should on default allow it.

One should ONLY crash when the rate of collision in the direction of 
contact (in landing that is vertical speed) exceeds any reasonable 
impact whether it be with a building, other aircraft, or in a landing. 
That should be modeled with seperate default factors for vertical side 
and frontal impacts - especially vertical- that an aircraft model file 
will carry modifiers for so different aircraft structures survivability 
can be slightly modeled without full structurally analysis.
This way a jungle jumper or bush plane could have say a 3 in the 
vertical modifier key so the sim could calculate that the bush plane 
won't crash unless it's vertical touchdown (rate of descent in 
meters/sec) component is more than 3 times default.
If you want to get even more accurate landing without structural 
analysis, crashes (unrecoverable landings) should be modeled by 
calculating the gross weight including remaining fuel times the vertical 
component at touchdown times the aircraft models factor modifier. 
Anything beyond that and you need to start introducing structural 
analysis in the sim which is a whole different ballgame.
George

On Mon, 24 Dec 2007 7:08 am, gerard robin wrote:
 On lun 24 décembre 2007, AnMaster wrote:
  Maik Justus wrote:
   Hi Gerard,
  
   gerard robin schrieb am 24.12.2007 01:14:
   BTW: i could not use the c172 because mine makes difference between
   water and solid
  
   Cheers
  
   Yes, all YASim aircrafts do. But while the default scenery looks 
 like
   water it is marked as solid. Therfore you can land on water 
 everywhere
   you have no scenery  installed.

  That sounds strange, you would be unable to land with a float plane 
 on sea
  tiles then?

  And when I started with A-6E once where I laked scenery, I was unable 
 to
  take off, because the aircraft had crashed into the water.

  Regards,

  Arvid Norlander


 I am not sure that i have understood very well.

 My c172 is a JSBSim aircraft and it makes difference  between water and 
 solid.

 The seaplane can land and take off on that sea tile, when there is sea 
 tile,
 the North Pole shows that there is NO tile, which explain that the  
 Aircraft
 can't fly on it.

 Merry Christmas!


 --
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Re: [Flightgear-devel] Crash detection

2007-12-25 Thread GWMobile
I have to say that no person will use flightgear for reenacting actual 
crashes because it doesn't model structures.

In crash recreation they don't ever model impact but only 1. Structural 
debris spread after impact or 2. flight system or weather conditions 
prior to impact or 3. structal failure leading to impact. Flight gear 
can only do the second of those and even for that the actual ground 
contact crash experience is irrelevant.

Again really the whole crash scenario in flight sims was just a 
microsoft excitement feature and never ever should have been put into 
the minds of successive flight sim designers. It was an error in poor 
judgement done purely for entertainment purposes and doesn't model real 
life and shouldn't be in any sim unless that sim is going to do complete 
structural analysis (not something I am suggesting for flightgear).



Most
 newbie flyers will want to fly with the crash detection off anyway, and
 experienced users will probably cause intentional crash situations for
 testing or experimentation purposes or for re-enacting actual crash
 situations (like crash investigation).

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Re: [Flightgear-devel] RE water crashes or landing - a change in design principle and default is suggested

2007-12-25 Thread GWMobile
Again just proving that sims can't do accurate landing crash detection 
without strutural analysis and therefore shouldn't fake it under any 
condition.
No one benefits by the sim saying you crashed except a little kid who 
says to his friend  hey watch this. That situation is best handled 
with a destruct button which can be triggered anytime.

Now midair collison detection IS relevant because you want to know 
perhaps if you squeaked by the building or other aircraft but landing 
crash? Not unless you are going to do the math for the laods and the 
gear strentgh.

On Tue, 25 Dec 2007 4:24 pm, R. van Steenbergen wrote:
 gerard robin schreef:
   With an aircraft which has gears  retractable , the landing on sea 
 can be
   done  smoothly on the belly.
   TableData  drag (and lift) can be given with the best values 
 according
   to the water reaction.
   The values regarding landing on ground remains right.
   We have, only, to select the right TableData according to terrain 
 type,
   which is easy to do.

 The possibility of belly landing an aircraft depends on the aircraft
 type -- an A/C with underwing mounted engines and a low wing is
 impossible to make a graceful belly-ditch (like the 737) since the
 engines would scoop up all the water and cause a huge amount of drag
 (and pitch the nose forward). IMO, the aircraft's fuselage, engines, 
 and
 wings could also be considered contact points, albeit higher situated
 than an extended landing gear. For example, when you land a 737 or 747
 over its recommended landing weight, you run the risk of either 
 breaking
 the gear struts or causing enough gear compression to impact the 
 engines
 on the runway. And of course, belly-landing an A/C on tarmac or grass 
 is
 just as possible as ditching on water, but those methods could only be
 considered in an extreme emergency (like a jammed landing gear). Even
 MSFS can be fooled into doing it: I once bellied a Learjet 45 on the
 runway at Malaga in FS2004, only noticing that I made a fuselage 
 landing
 when I tried to taxi off the runway and the aircraft didn't move (and I
 switched to external camera, realizing I forgot to lower the gear 
 before
 landing. Next time: THREE GREENS! :))


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Re: [Flightgear-devel] RE water crashes or landing - a change in design principle and default is suggested

2007-12-25 Thread GWMobile
  All I say is the default for water for the sim regardless of aircraft 
without modifying anything should be allowed landing and even takeoff 
because if anyone is doing it in the sim they are doing it for a reason 
and have made a consious decision to defy reality.




 Therefore everything you are asking for is already there. The only
 question is, if the aircraft maintenancer is using all these features.



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Re: [Flightgear-devel] RE water crashes or landing - a change in design principle and default is suggested

2007-12-25 Thread GWMobile

You are really missing the point.
What I am saying is no one interested in reality is going to land on 
water in the first place so the people who would expect a crash 
indication won't be doing the landing anyway.

But those who want to land on water because they aren't concerned about 
reality find the water crash limiting to them and this will be a large 
protion of newbies.

Furthermore your argument that landing on water isn't realistic doesn't 
mean it is THEREFORE realistic to model a crash without doing the full 
structural analysis to determine whether a crash would have in fact 
occured.

Therefore you aren't realistic either way but if you let people land on 
water  you actually let people explore more possibilities in the sim.


And just to make the case - lets say you land on a grass penisula at a 
lake.
You are doing 5 mph when you hit the edge of the lake.
Still think a crash is in order?
  You do an emergency landing on abeach.
The sim can't do detailed coastlines so suddenly you are deteced as 
hitting the water with say the barest tip of your side wheel .
The sim triggers a crash . Again really not correct.

Crash detection on water is always an unsupportable result in any but 
the msot extreme case in a flight sim and never provides any feedback 
that is more than entertainment.
By not modeling a water crash as a default you let a lot more 
possibilites be explored in a sim - possibilites that will be enjoyed by 
many - no of whom will think they can actually land on water in real 
life.

It was a mistake for BAo to provide the entertainment water crash 
function.
It is now so firmly engrained it takes some real reflection to 
accurately consider the issue but that is exactly what I am suggest 
flight gear do.



 I'm sorry but this just seems silly to me.  You cannot land on water
 if you are not in an aircraft with a planing hull or floats.  A
 transitional planing phase, where the hull or floats change from
 being _on_ the water to being _in_ the water, or visa-versa for
 takeoffs, is necessary both for takeoff and landing.  You can't
 plane on water with wheels, at least not at any sort of speed that
 could be attained with fixed gear or with retractable gear
 extended, even if the water was perfectly flat and undisturbed.

 Also, water doesn't act just like mushy ground.  Ditching a
 land-plane into water does a lot more damage to the aircraft than
 belly landing it on any sort of ground.  Even if you hit the water
 at a low vertical descent rate you won't plane on the surface
 because the fuselage will not have been designed and built for the
 stresses, unlike the planing hulls and floats on a
 seaplane/floatplane.  The outer non-structural fuselage panelling
 will be quickly torn away leaving just the structural frames and
 members and once these are exposed the drag will shoot through the
 roof.  This, in turn,  results in a much higher decceleration rate
 than you would get in a ground belly-landing.

 Just the decceleration forces on their own would cause severe stress
 and structural damage to the airframe, quite apart from the impact
 damage, but in addition to this water is forced in to every opening
 and vent, at very high 'pressure', causing even more 'internal'
 damage to the aircraft and it's systems.

 I'm afraid that I can't agree with all that you say about ground
 drag components either.  While it's certainly true that paved,
 grass, snowy, icy or muddy runways will have different
 co-efficients of friction, this only really applies to objects that
 are sliding across the surface - not rolling upon it.  Sure, a
 grass strip will have a greater rolling-resistance than a paved
 strip but the power levels in anything but the earliest aircraft
 are more than sufficient to compensate for it.

 In any event, I know that YASim allows you to specify both the
 dynamic and static friction for wheeled landing gear, so it is
 possible to simulate low or high pressure tyres, which is what
 really dictates what sort of surfaces you can operate from and the
 corresponding ground characteristics are implicit in that.  I'm not
 familiar with JSBSim but I expect it has similar capabilities.

 I just can't see how you describe the default crash result from
 landing in the water in a land plane as unrealistic.  Once you've
 ditched in a land plane you're certainly not going to be flying it
 anywhere else because it will no longer function as an aircraft and
 that, to all intents and purposes, is a crash.

 LeeE


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[Flightgear-devel] an important growing trend now in software applications to make them portable in the sense that the complete installation resides in it's one directory.

2007-12-19 Thread GWMobile
There is an important growing trend now in software applications to make 
them portable in the sense that the complete installation resides in 
it's one directory.
There is no writing to the registry and any ini stuff is kept in the 
same directory as the program.
This enables the program to reside complelety on portable bootable disks 
which are now the rage and growing in importancw as a quick look at the 
latest linux and even portable windows installs to moile sd usb drives 
will show.

I hope that flightgeatr will honor this model as well.
Frankly the move microsoft encouraged from self contained installs with 
ini files in the same directroy to registry entrees was designed to keep 
windows and microsft control of the user. It made it difficult to move 
the installs to different copies of an operating s systems on another 
computer thus the user was forced to instead buy microsoft os upgrades.

With the huge growing importance of having all your software including 
the operating system on a usb mem stick and have the usb be bootable on 
any computer I hope flightgear is following that path as well.
Frankly there is no harm to having a flightgear install being complelety 
contained in one directory and there are many advantages such as 
portability, reproducability for freinds and easy simply zip the 
directory backups.



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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread GWMobile
Just to help you.
X-plane simulates springs and tires and has an open interface. People 
have built cars for x-plane.
The roads suck though.

I think it would be great if fgear did this too.

On Fri, 30 Nov 2007 5:39 pm, STenyaK (Bruno Gonzalez) wrote:
 I'm not familiar with the suspension geometry of planes, but i *guess*
 it can be modelled as a series of bodies, joints, springs and
 dampers, together with the tire model.

 Planes tires are pretty big, so they're an important part of the
 suspension process in landings too (and braking.. planes have brakes
 on their wheels too, not just reversing engines rotation + flaps,
 right?), not so much in take offs.

 You simply simulate a couple of bodies linked together through joints,
 and the springs and dampers must be present too (depends on the
 physics engine of choice, the spring rates and dampening values are
 part of the joints properties, or a separate entity). As for the
 tires, that's probably the biggest issue i'll have to deal with in my
 simulator, but i think a simple approximation will be enough for plane
 landings.

 I was hoping fligh gear simulated all those entity types i've
 mentioned, since that's what i could reuse for the physics of
 Motorsport. However, if it does not, then both projects are in need of
 using a third party physics engine that does it, such as ODE, Bullet,
 Physsim, etc. (unless you want to code it yourself, but i'm not a
 physicsist nor a mathematician, and i don't have enough spare time to
 learn enough, so i try to reuse physics code as much as possible.
 which is one of the reasons i'm looking into using FG).

 On 12/1/07, Jon S. Berndt [EMAIL PROTECTED] wrote:
   Hi all,
  
   I'm the main developer of Motorsport ( www.motorsport-sim.org ), a
   wheeled vehicles simulator (aimed at racing cars, but not 
 necessarily
   exclusively focused on that). I'm rewriting the sim from scratch, 
 and
   while i'm at it, i'm reconsidering my choices of third party 
 libraries
   to use.
  
   I've been told that FlighGear people were interested in including a
   car simulation on it too, so that's why i'm seding this email :-)

  I am particularly interested in how you model suspension/ground 
 reactions.

  Jon


  Jon S. Berndt
  Development Coordinator
  JSBSim Project
  www.JSBSim.org



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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread GWMobile
It was fine when I checked. Had screenshots of the sim.
Looked pretty good!

On Fri, 30 Nov 2007 6:28 pm, STenyaK (Bruno Gonzalez) wrote:
 On 12/1/07, Arnt Karlsen [EMAIL PROTECTED] wrote:
  ..check your site, Bruno.  On your Wiki page, I get refs to
  Britney sex, old man sex, free mature, cheerleaders nude etc,
  I'm the one using Links right now browsing your site.

 I know, but thanks anyway. With the remake of Motorsport, I'm also
 migrating the whole website to a set of web software that's less of a
 pain in the a. to maintain :) The wiki is temporarilly migrated to the
 Topics section of motorsport.stenyak.com/tracker.

 --
 Saludos,
  Bruno González

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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread GWMobile
Sounds like fg is ready to be a road sim then!

On Fri, 30 Nov 2007 9:18 pm, Jon S. Berndt wrote:
 I think it's worth pointing out that in FlightGear cvs we have models 
 of a jeep and of a snowplow (truck).  The dynamics are based on YAsim 
 and the wheel/suspension modeling seems to work really well.  I was 
 actually very impressed at the sorts of things that YAsim does ... Andy 
 cooked a little bit of physics magic in there some how!  Things I 
 notice when playing around with the snowplow:

 - The suspension at each tire is modeled independently.

 - The suspension reacts to surface properties ... like smooth pavement, 
 rougher grass, etc.

 - If you drive into a lake or ocean you sink.

 - If you drive off a bridge you dive end over end pretty realistically.

 - When you corner, the individual suspension elements seem to react 
 correctly.  The front outside tire seems to dig in as you turn sharper 
 and sharper.

 - As you corner more and more sharply, you need more power to maintain 
 the same speed.

 - If you turn too sharply, you can actually roll the vehicle ... and 
 visually, it looks very realistic.

 - The vehicle reacts to wind.

 - There is great interaction between the larger vehicle/body dynamics, 
 the individual suspension components, and the surface.  The vehicle 
 reacts correctly to slopes and change in terrain.  I caught

 Sounds like a good topic for a technical paper. The next AIAA Modeling 
 and Sim conference is in Honolulu.

 J

 Jon



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Re: [Flightgear-devel] Microsoft ESP

2007-11-28 Thread GWMobile
I see nothing in the microsoft esp announcement about patents.
It is simply Microsoft saying we have a 3d world already done(from 
microsoft flight simulator) and if you want to write a simulation that 
uses it then we will license it to you
It seems microsoft is really emphasizing the amount of world content 
they have such as detailed reconstructions of cities and buildings 
around the world as well as physics engine and connectivity to mass 
market input output devices.

Both flight gear and x-plane and other 3d world systems offer the 
ability to tie in to external use of their 3d world displays for other 
purposes in the same way.

There seems to be no specific patent claims mentioned anywhere in the 
announcement specific to the esp.

Many companies have software patents - this specific announcement 
doesn't seem to increase or decrease the problem when writing software.

On Wed, 28 Nov 2007 7:03 am, Stuart Buchanan wrote:
 LeeE wrote:
  On Wednesday 28 November 2007 12:40, Jon S. Berndt wrote:
   This is very interesting:
  
   http://www.microsoft.com/esp/
   http://www.eweek.com/article2/0,1895,2216455,00.asp
  
   Jon

  This _is_ interesting.

  FlightGear (and SimGear), as it (they) are, should be ok re patents
  because it (they) pre-date(s) MS-ESP.  We might have to be careful
  about major re-designs or major new features though.

 snip

  The troubling thing about MS-ESP is that it encroaches on our
  'turf',
  it  will be proprietary in format and it will be tied to the MS 
 platforms
  and licencing.  Hopefully though, it will be irrelevant to FG.


 I think it is interesting, but I doubt there is anything for us to 
 worry about. In
 fact we might feel flattered that MS have followed our lead in opening 
 up
 the environment to external I/O ;)

 My take on this is that ESP is simply MS opening up the FS-X 
 environment
 to new markets that want the graphical environment, but don't like 
 their FDM
 (which isn't particularly surprising - from what I've heard the FDM 
 isn't much
 to write home about).

 Given this, we don't need to worry any more about MS patents than we 
 did
 before the announcement, i.e. hardly at all. All the I/O stuff they've 
 announced
 is already present in FG.

 I think their target market is very much the big boys - this is
 only available under volume-licensing, so no-one is going to be buying 
 this
 just to have a play around with it. I guess what is much more likely is 
 that some
 simulator manufacturers will be looking at this for their eye-candy 
 rather
 than developing it in-house.

 Academia is another market, but that is one in which FG should be able 
 to
 offer a much better solution.

 In fact, this might be quite an opportunity for FG - there is the 
 chance to market
 ourselves as an open alternative to MS-ESP.

 -Stuart


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[Flightgear-devel] Did anyone ever do a simple psuedo code roadmap of the major flightgear program sections and an index to the modules they are compiled from?

2007-07-14 Thread GWMobile
Did anyone ever do a simple psuedo code roadmap of the major flightgear 
program sections and an index to the modules they are compiled from?

If so where can I download it or would someone post it to this list as a 
text message?

Thanks geopilot

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Re: [Flightgear-devel] Chaos in FG development [was: Bomb patch for vulcanb2]

2007-07-14 Thread GWMobile
Well defining ranges of reserved attachable variables and hooks would 
help to keep things backward compatable.

Define chunks of variables in chunks of 50 (allways define more than you 
think you need for the future.)

To much MANAGEMENT though will slow down contributions.


On Sat, 14 Jul 2007 10:00 am, leee wrote:
 On Friday 13 July 2007 21:39, Melchior FRANZ wrote:
 [snip...]

  Coders are all the time adding new code, which can sometimes
  be chaotic. On the other hand, coders are also fixing chaotic
  code. All the time. Yes, there is some, but as long as you aren't
  actually working on the code, it shouldn't really concern you
  much. Are you aware of people who were scared away by the chaos,
  and decided not to contribute because of it? Which files or
  subsystems do you find most chaotic? I'm sure we can work on
  those.

  m.

 I think this is a very important observation by Melchior, although he 
 and I
 might disagree on both the degree and effects of the 'chaos' in FG :)

 The earliest FG mailing list posts I have archived date from late 2002 
 so I
 reckon that is when I started contributing to FG and since then there 
 has
 been a huge amount of development in FG, all to it's benefit and 
 leading to a
 much more capable and effective package.

 However, as well as the software developers who are developing the FG
 platform/framework itself there are those who use and develop _for_ the 
 FG
 platform, for example aircraft developers who make aircraft for FG and
 development  research projects that use FG as their environmental 
 framework.

 For this group of people/users I would say that the FG platform has 
 become
 much more chaotic and difficult to use or to develop for unless they 
 'freeze'
 a local version and don't try to keep track of FG development after the
 freeze.  Doing this though, will make their work incompatible with 
 future
 versions of FG, which cannot be a good thing.

 It is difficult to see a good answer to this issue.  On the one hand, 
 planning
 ahead and setting specific objectives for the FG developers to work 
 towards
 would give known objectives and a clear development path but at the 
 same time
 would constrain developers to working on what the plan requires, which 
 may
 not be what the individuals concerned are interested in.  On the other 
 hand,
 if FG development carries on as it is now, with developers able to 
 follow any
 line of development they find interesting there will be many new 
 valuable
 developments but it will continue to be unpredictable and chaotic.

 Perhaps FG has reached the point where it positively needs some sort of
 oversight management and planning, as seems to happen with many, if not 
 most,
 large-scale Open-source projects e.g. Apache, Wine etc.

 I personally hate to be even a little bit critical of FG and it's 
 community of
 developers because FG is a tremendous achievement by a lot of very 
 skilled
 and talented individuals but it's because I do care about FG that I 
 feel
 obliged to comment when I believe I see something that could harm the
 project.

 LeeE


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Re: [Flightgear-devel] Bomb patch for vulcanb2

2007-07-13 Thread GWMobile
Flight gear was originally proposed by myself and others to be a sim 
that wnet where people wrote code for it.
If there are people who want to write code for combat then it should be 
included.

The same is true for ships and cars.

I would love it if flightgear also became a good driving simulator and 
sailing simulator.

Then it will be simgear.


On Fri, 13 Jul 2007 10:21 am, leee wrote:
 Yes, it absolutely be part of flight simulation software.  The main 
 reason I
 made the Canberra B(I)8 was so that I had an appropriate aircraft to
 investigate LABS/toss-bombing scenarios and techniques.  This wasn't 
 because
 I wanted to pretend to vapourise lots of people but because the aerial
 manuevers are interesting in their own right.

 Saying that FG should be a 'civil' only flight sim is saying that 
 certain
 aerial manuevers must not be performed using it.  Should I not have 
 done an
 SU-37 to show that the YASim FDM is capable of performing many of the
 manuevers that the real aircraft is capable of, just because it is a 
 military
 aircraft, and should we not be allowed to investigate these 
 technologies and
 developments in FG?

 I think that trying to insist on a civil only FG seems too much like an
 ineffective and misplaced form of censorship that will change nothing 
 in the
 real world, and that is really where the problem is.

 LeeE

 On Friday 13 July 2007 07:14, Torsten Dreyer wrote:
  Hi,

  should this really be part of a flight simulation software? If yes, 
 what
  will be the next step?
  - Should the demolition of buildings be modeled?
  - What about humans in the scenery?
  - Any sound for this?

  My personal vote is please do not commit. I do not like it!

  Greetings,
Torsten

  Am Donnerstag, 12. Juli 2007 21:47 schrieb Stuart Buchanan:
   Hi All,
  
   I have a patch for the vulcanb2 that causes the 1,000lb bombs to 
 leave
   craters on impact with the ground.
  
   Available from http://www.nanjika.co.uk/flightgear/vulcanb2.tar.gz
  
   The crater.[ac|rgb] files should go into the 
 Aircraft/vulcanb2/Models
   directory.
  
   Could someone please commit.
  
   Thanks
  
   -Stuart
  
  
  
  
  
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Re: [Flightgear-devel] Bomb patch for vulcanb2

2007-07-13 Thread GWMobile
Personally I would love to see online free dogfighting with guns or 
lasertag.

Its great fun and a great test of your ability as a pilot. It is also 
the best way to really understand about momentum and drag and lift and 
thrust and forces of turning etc.

Remember guys even if modeled realistically it is a sim so it is still 
lasertag.


On Fri, 13 Jul 2007 11:47 am, Heiko Schulz wrote:
 Hi,

 That's right, it's an OpenSource-Project, everyone can
 implement what he wants.
 But we don't have to forget that the aim is to have a
 civil simulation.

 I'm not against to see military aircrafts here in the
 sim, but where is the limit? Showing only bombs? The
 resultats? Or dogfighting?

 At least it is a free project, so I'm free to say my
 opinion.

 Greetings
 HHS


 --- Detlef Faber [EMAIL PROTECTED] schrieb:

  Am Freitag, den 13.07.2007, 10:27 +0200 schrieb
  Heiko Schulz:
   Hi,
  
   I agree with Torsten - FGFS is a civil simulator -
  not
   a war simulator.
  

  first of all FG is an open source simulator, so the
  author of an
  airplane, or contributor of code can implement any
  (legal) feature he
  wishes.

  Greetings

  Detlef
  
   --- Torsten Dreyer [EMAIL PROTECTED] schrieb:
  
Hi,
   
should this really be part of a flight
  simulation
software? If yes, what will
be the next step?
- Should the demolition of buildings be modeled?
- What about humans in the scenery?
- Any sound for this?
   
My personal vote is please do not commit. I do
  not
like it!
   
Greetings,
  Torsten
   
Am Donnerstag, 12. Juli 2007 21:47 schrieb
  Stuart
Buchanan:
 Hi All,

 I have a patch for the vulcanb2 that causes
  the
1,000lb bombs to leave
 craters on impact with the ground.

 Available from
   
  http://www.nanjika.co.uk/flightgear/vulcanb2.tar.gz

 The crater.[ac|rgb] files should go into the
Aircraft/vulcanb2/Models
 directory.

 Could someone please commit.

 Thanks

 -Stuart






   
  

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Re: [Flightgear-devel] Bomb patch for vulcanb2

2007-07-13 Thread GWMobile
For people not interested in combat they could just declare themselves 
invulnerable and turn off visibilty of combat vehicles operating in 
their area.

Meanwhile combat vehicles could contnue to straff them invisbly as human 
piloted drones.

You just need a turn off vehicles indentying themselves as combat 
switch.
Then everyone could still operate through the same servers in the same 
airspace.

Persistance would be guided by whether the obejct was comabt or non 
combat.

For objects that are visible in both arenas such as buildings, there 
would be two states. Those wsimming wiith the combat switch turned on 
would have their software render the combat state (ok,burning, flattened 
etc) and those with it turned off would render the noncombat state of 
the building.

Pretty simple reallly.

Basically any object signing on to the server would have a tag 
indentifying itself as combat or non combat participating.


On Fri, 13 Jul 2007 1:16 pm, AnMaster wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512

 Heiko Schulz wrote:
  Hi,

  O.k. - but then I think (suggestion) it should be
  seperated into branches of combat, sailing, driving,
  etc...
 I don't think that would be a too good idea, after all it would be 
 quite fun
 if they all could share one place. Towtrucks (driving) towing airliners
 (flying) over MP, for example. So in that case separating them would 
 make
 little sense.

 In that case we could have aircraft drops bombs on submarines. ;)

 /AnMaster
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.7 (GNU/Linux)

 iD8DBQFGl9XdWmK6ng/aMNkRCmHFAJ0ZHTQgU7wr6/i48ONlfJ10dyUUOQCguFrD
 R4WAwg4tY1JAp9zBs8isr2A=
 =LHcX
 -END PGP SIGNATURE-

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Re: [Flightgear-devel] Bomb patch for vulcanb2

2007-07-13 Thread GWMobile
This whole idea could be leveraged to a time state as well.
This would allow people who want to do period of time simming to share 
the same servers.

You could declare your period of time of exitence and your software 
would render only other objects identifing themselves in a similiar 
window of time you specify (say ealry 1900's or 2007 our 2050)

This would be a great extension.
Buildings and other objects would have a stated period of creation date 
and then standard aging routines could put say more and more 
deterioration over the textures as they were rendered in a time period 
further from the buildings creations date or no building at all if 
before the creation date.

The simmer could define their onw window of time as wide as they 
desire.

People they see but who define themselves outside that same window could 
show up renders as say a clear outline.


For people not interested in combat they could just declare themselves 
invulnerable and turn off visibilty of combat vehicles operating in 
their area.

Meanwhile combat vehicles could contnue to straff them invisbly as human 
piloted drones.

You just need a turn off vehicles indentying themselves as combat 
switch.
Then everyone could still operate through the same servers in the same 
airspace.

Persistance would be guided by whether the obejct was comabt or non 
combat.

For objects that are visible in both arenas such as buildings, there 
would be two states. Those wsimming wiith the combat switch turned on 
would have their software render the combat state (ok,burning, flattened 
etc) and those with it turned off would render the noncombat state of 
the building.

Pretty simple reallly.

Basically any object signing on to the server would have a tag 
indentifying itself as combat or non combat participating.


On Fri, 13 Jul 2007 1:16 pm, AnMaster wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512

 Heiko Schulz wrote:
  Hi,

  O.k. - but then I think (suggestion) it should be
  seperated into branches of combat, sailing, driving,
  etc...
 I don't think that would be a too good idea, after all it would be 
 quite fun
 if they all could share one place. Towtrucks (driving) towing airliners
 (flying) over MP, for example. So in that case separating them would 
 make
 little sense.

 In that case we could have aircraft drops bombs on submarines. ;)

 /AnMaster
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.7 (GNU/Linux)

 iD8DBQFGl9XdWmK6ng/aMNkRCmHFAJ0ZHTQgU7wr6/i48ONlfJ10dyUUOQCguFrD
 R4WAwg4tY1JAp9zBs8isr2A=
 =LHcX
 -END PGP SIGNATURE-

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[Flightgear-devel] Where are older builds of flightgear for older systems archived?

2007-06-25 Thread GWMobile
Where are older builds of flightgear for older systems archived?


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Re: [Flightgear-devel] Help with interfacing other flight models

2007-06-22 Thread GWMobile
  A great upper hierachy pseudocode document would be very usefull as 
well.

Year  ago I outlined one when we were firsr conceiving of the idea for 
flight gear.
(Under my old compuserv address curtis)

I haven't been invovled in the programming much since then and would 
love a guidepost document describing the basic data loops, rendering 
loops, and calculation loops in a nested structure.

On Fri, 22 Jun 2007 11:37 am, Chris Scruggs wrote:
 I work with a company that is interested in developing 
 methods for interfacing one of our products with FlightGear.  We 
 produce and sell a high-fidelity Aerospace Toolkit for the LabVIEW 
 development environmnet.  The Toolkit helps engineers develop 
 simulations of spacecraft flight for model-based design work.  If it 
 helps in answering the questions product information may be found here 
 (http://www.atacolorado.com/aerospace_toolkit.htm).  We wish to offer 
 users the ability to interface the simulations they develop 
 with FlightGear to enhance their visualization options. 

 I have searched through the documentaion and read through some of the 
 source code.  However, I am curious if there is a document describing 
 the overall architecture of FlightGear that is readily available.

 Regards,

 Chris Scruggs

 www.atacolorado.com

 

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Re: [Flightgear-devel] Model Aircraft projects

2007-06-17 Thread GWMobile
Any luck on a flightsim or xplane converter?
Even the old planes for flightsim would be a great way to get a lot of 
free aircraft. And that plane format is pretty well known.


On Sun, 17 Jun 2007 6:19 am, gh.robin wrote:
 On Sun 17 June 2007 14:28, Detlef Faber wrote:
  Hello Gerard,


  
   Hello Detlef
  
 SNIP
  
   But i can do it and never submit it to CVS, waiting for your model,
   which i guess will be your usual  high quality  model (you proved it
   before).

  Don't get me wrong, your work is far ahead of mine, the model isn't
  complete nor textured or animated. It is no big thing for me to stop
  working on it and wait for your P-38. I won't run out of projects ;-)

  While we're at it, here is a peek at my workbench:

  Grumman Albatros
  Focke Wulf FW-190 A8
  North American F86-F Sabre
  Messerschmitt Me 323 Gigant
  Martin B-26 Marauder

  Greetings

  Detlef

 All right Detlef,

  i hope you will not be disappointed  with my work.
 Because , i know, the most important work is to collect and gather the
 documentation, and, you have done it.
 But my proposal remains,  i can hold mine :)

 Regarding your project i feel glad , about that coming B-26 , it makes 
 me
 younger , very younger , when i was making flying scaled models , i 
 remember
 i spent a lot of time to make it, and to fly it on circular fly , (no 
 rc
 command, at that  time, but very expensive with radio tube)  only two 
 iron
 wires with an handle.

 Regards


 --
 Gérard


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Re: [Flightgear-devel] Flightgear visualization as streaming video

2007-05-23 Thread GWMobile
Are all of these streaming programs just linux or also windows?


On Wed, 23 May 2007 11:38 am, Jon Stockill wrote:
 Antonio Almeida wrote:
  Thanks, I'll check out the latest CVS version as soon as I get around 
 to
  implementing.

  Your experience is very similar to what I was looking for! If it is as
  fast as you mention then it will surely be enough to simulate a
  streaming video, from the viewer's perspective.

  I believe jpg-httpd will be enough for my purposes, however a standard
  streaming video would still be nicer. If FlightGear is able to 
 generate
  those jpgs, then it may be possible to encode them to a video in
  real-time, using third party tools, and stream it. Perhaps I could
  contribute with such a feature (not in the near future, I'm afraid).

 FFMPEG may be useful in converting and streaming the jpegs.

 Jon

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Re: [Flightgear-devel] ATISs upgrade

2007-03-03 Thread GWMobile
Leave it in!

On Sat, 3 Mar 2007 7:07 pm, John Denker wrote:
 On 03/03/2007 05:18 PM, Durk Talsma wrote:
   Also note that many cout statements still in the code are 
 commented
  out, for potential use in future development / debugging.

 That's exactly what we're talking about today : couts that output
 *nothing* unless a developer steps in to request something.

  Personally, I don't object against commented-out cout / cerr 
 statements
  in the code if the author wants to retain them for ongoing 
 development.

 Agreed!

 There are thousands of such couts in the code already, and they serve
 a useful purpose.

 As I said earlier, there is a theory going around that open code
 should be really, really open, in a broad /practical/ sense, not
 just in some narrow legal sense.

 This also falls under the heading of DfT (design for test).  Having
 gone to the trouble of creating a test harness, why not leave it in
 there for other folks to use?  I don't think it would make much sense
 to have each person who wants to test the code re-invent and 
 re-implement
 the test harness.

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Re: [Flightgear-devel] [Flightgear-users] Someone selling flightgear stuff, or a rip off of FG's good name?

2007-02-27 Thread GWMobile
Are the cockpits unique?
If so are they required to provide free source to them as part of the 
gpl?
I forget the rules.

On Tue, 27 Feb 2007 1:07 pm, Robert Black wrote:
 Looking at the screenshots it looks like one of us put it together and
 they read the email lists or did they get this off the website?  And 
 the
 open source statement is not very prominent if at all.
  quoted

 *You may have seen it used recently on prime time TV and not even
 realized it. It was used in an episode of Fox TV's legal drama Justice
 to prove pilot error in the fatal crash of a private plane.*
 John Clary wrote:
  I saw this place advertised on the top bar of my G-mail messages:

  http://www.apexsoftwarecenter.com/

  I don't know if they are selling turn-key FG packages or just ripping
  off the FG name, but I thought I should bring it to the attention of
  the appropriate parties.






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Re: [Flightgear-devel] The infamous invisible wall of weather

2007-02-01 Thread GWMobile
POV ray (an open source ray tracer) uses an algorythm called procedural 
textures to defines swirls in 3 d objects such as a slice across a piece 
of knotted wood or marble at any point within the object to sett the 
color of that pixel.

Flightgear could use a similiar procedural textures with the only 
difference being it would change over time and it would instead define 
the wind direction in the atmossphere at that point in space or 
underwater current.

It could do the same for underwater currents.

Perhaps the ideal solution for realism is an general world mapping of 
currents etc with the local details being handled by such a procedural 
algorithm in motion.

Although procedural textures are computationally intensive although 
simple.

On Thu, 1 Feb 2007 11:37 am, John wrote:

 I know this is going to get me in trouble. Perhaps we have it 
 backwards...

 The environment is a not an active computing element, it merely 
 exists
 and does not care about the objects in it.
 It effects the objects but has no knowledge of the objects.  rather the
 objects sense the environment and its state based on their location in
 the environment.  (We can argue that the objects in turn change the
 enviroment, but that is akin to computing the center of mass of the
 sun/earth system.)  Sooo..

 Seems we should treat the weather data as a set of points equally 
 spaced
 and distributed that contain the relevant information and define a 3D
 field. Any object flying through the field could then based on its
 location select two or more data points and using whatever algorithm
 desired compute a local condition.

 The field could be static, homogeneous, cyclical, monotonic, whatever.
 The object would only care about its location in the field, not how the
 field is created, updated, or rates of change.

 A seperate application/thread would then be responsible for creating 
 and
 updating the field in whatever fashion deemed appropriate.  The field
 could be organized as a set of volumes and managed in a manner similar
 to the scenery tiles.  Volumes would contain associated METAR stations
 or whatever for computing data points which would then be merged with
 the existing field.

 Regards
 John W.


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Re: [Flightgear-devel] Gold mine of helicopter airfoil data

2007-01-03 Thread GWMobile
Look for the naca files on the internet to find them all in a better 
format.
I think they actually have them in database or spreadsheet form 
somewhere unless they have gotten rid of it.

On Wed, 3 Jan 2007 12:24 pm, Joacim Persson wrote:
 On Wed, 3 Jan 2007, Heiko Schulz wrote:

  Hi,

  Real nice. But from 1976 - newer one would be good
  too!

 If there is a volume 2 somewhere...

 Leo Dadone is a Boeing guy btw, so I suspect the 40-some listed 
 airfoils
 should at least cover the Boeing rotorcrafts up to 1977. Many of the
 airfoils listed are regular NACA airfoils that probably are documented
 elsewhere too. Nice to have them in one file though, even if it is a 
 bit
 big.

 Now excuse me, I have to drool over the VR-7 and VR-8 data for a while. 
 =)

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[Flightgear-devel] What is the basic prgram loop structure of flightgear

2006-12-17 Thread GWMobile
It would be helpful if someone familiar with overall detailed structure 
of flightgear could give the basic program loop structure of flightgear 
at this point.

( I mean after initialization has been completed and program is in 
running sim mode)

Once in running sim mode, what are the basic real time loops and what 
are the basic time triggered loops etc.

Ie
Read inputs, draw sky, compute flight position, read external link 
internet inputs, check timers for various processes to see if program 
diversion is needed, check for collision, etc etc

They seemed to be refered to by name sometimes here so using the names 
would be helpful.

Ie instrument timer names etc

It would greatly help in determining the best why to add new features 
without having to completely dissect the whole code which might take a 
year for a new comer without full spare time.

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Re: [Flightgear-devel] Addressing the discontinuity that occurs when using discrete terrain altitude data during landing...

2006-12-07 Thread GWMobile
Your altitude must be computed as the average of the surrounding squares 
or the position on the sloping line between two points if you really 
want it to match the graphics.


On Thu, 7 Dec 2006 8:56 am, Antonio Almeida wrote:
 Hi!

 I've been working on a prototype flight simulator and I'm running into 
 an issue I have no idea how to solve, so I decided to ask here since 
 this very same problem might have been addressed in FlightGear.

 I want to model the landing of my aircraft. My problem lies in the 
 altitude data. The data I have to use is a pixel map, which means that 
 one square (which has around 100 meters side) has a certain value of 
 altitude and the adjacent square has a completely different value... 
 This means that if I try to land the aircraft in the border between two 
 squares... it will either fall down or crash against this virtual 
 discontinuity!

 I'm betting there's an obvious solution to this, but I'm out of 
 ideas!... Any suggestions?

 Thanks!

 Antonio

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Re: [Flightgear-devel] GPL Violation?

2006-11-17 Thread GWMobile
Chris is right.

It can only be good if images of flightgear sold any which way cause 
people to want the product itself.

Personally, since gpl allows even the sale of the software itself, I 
find it hard to believe a case can be made that images of the software 
in action can't be sold.

Also people involved with flightgear have to realize the originally 
reason many of us proposed the linux type cooperative flightsim project 
that became flightgear was to provide some good alternatives to more 
restrictive software that existed at the time.

Specifically  people were worried then whether commercial owners of 
those products like microsoft would suddenly disallow addons etc.

Therefore it would be ridiculous for flightgear suddenly to start being 
litigeous about people making derivative use of flightgear!

On Fri, 17 Nov 2006 3:31 pm, Didier Fabert wrote:
 Le samedi 18 novembre 2006 00:01, Curtis Olson a écrit :
  That's all well and good, except I think we want our screenshots to be
  redistributable and used and shared as much as possible.  This is an 
 open
  and free project.  I really want to avoid going down the path of 
 having to
  decide who can and can't use our screenshots and
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Re: [Flightgear-devel] Some new AI screenshots

2006-10-30 Thread GWMobile
You can get the liverisies flight schedules per gate from the FAA 
website.

On Mon, 30 Oct 2006 8:48 am, Darko Tasovac wrote:
 Thanx Durk.

 I asked that question because I want to contribute with some traffic
 patterns. Most flights are very hard or impossible to track, so I
 collect data flights from the airports website. Then I schedule them
 manually on fleet size number  (planning to write C++ source for
 automatic random schedule, knowing the destination, airiliner, and 
 fleet
 size) .


 Durk Talsma wrote:
  Hi Darko,

  Well, I can only speak for myself, but I would say that my goal is to 
 achieve
  ever increasing realism through constant refinement. I'd like to 
 have
  something that feels realistic, in the sense that the right amount of
  traffic, and with approximately the right liveries, is present at each
  airport. This could mean that we go through a phase where everything 
 is
  driven by random traffic. but I'd like to keep the option open to have
  realistic schedules. I certainly don't have the entire flight 
 schedule of
  each airline in memory, but there are a limited nr of flights for 
 which I
  know the departure time (i.e. those, I've travelled with as a 
 passenger in
  real-life). It's pretty cool to see those behave in FlightGear (or 
 FS2004 for
  that matter) as they would in reality.

  FWIW, keeping traffic 100% realistic is most likely going to be a 
 logistic
  nightmare, but if we can get something that approximates it then that 
 would
  be great.

  Also note that the AI system shouldn't be limited to airline traffic, 
 but
  should also include general aviation, and military traffic. I started 
 with
  airline stuff, because that's the most visible type of traffic in my 
 home
  area, and also the type of traffic I have a test database for. If you 
 look at
  the ground network / schedule documentation, and the C++ source code, 
 you
  might find hooks for other traffic types as well. I just haven't had 
 the
  chance to work on that though...

  Cheers,
  Durk


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Re: [Flightgear-devel] UAV Heli and Matlab

2006-06-14 Thread GWMobile
Unless you get REALLY small the accuracy should be the same as full 
scale.

But close to the ground the ground effect makes a big difference. It 
happens when aplane flies at an altitude less than half its wingspan. 
Basically the air underneath can't get out and creates tremendous 
additional lift.


On Wed, 14 Jun 2006 6:59 am, Correu PelDavid wrote:
 The discussion seems to be getting hot..

 Regarding the heli model: Could it represent an R/C helicopter model 
 fine enough to synthonize an autopilot to be ported afterwards to real 
 (R/C UAV) life?
 Would it work for slow velocities and near to ground flights?
 Would it work for higher (not much) altitude and agressive manoeuvres?

 Thanks,

 David

 2006/6/14, Melchior FRANZ [EMAIL PROTECTED]:

 * Georg Vollnhals -- Wednesday 14 June 2006 11:57:
  Melchior FRANZ schrieb:
   * Georg Vollnhals -- Wednesday 14 June 2006 03:02:
   Take the BO105 and goo for a straight and level flight with 100-120
   knts. Then push the collective down. [...]  ^^^

   That's translational lift.

  No. Translational list is an additional lift component related to
  helicopter speed against the air and will start at about 12 to 20 knts

 Pardon? You spoke about 100-120 knots. I said it's translational lift.
 You disgree because translational lift starts with 12 to 20 knots?!?
 Doesn't make the least sense.

 m.

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Re: [Flightgear-devel] vatsim

2006-06-12 Thread GWMobile
Why not just duplicate vatsim with independent GPL programming?


On Mon, 12 Jun 2006 5:52 pm, Arnt Karlsen wrote:
 On Mon, 12 Jun 2006 14:39:40 -0500, Curtis wrote in message
 [EMAIL PROTECTED]:

  Martin Spott wrote:

  Ok, in theory having a closed source interface _might_ serve the
  licensing issues, _but_:
   - Who likes to have to use a closed source module in order to
   connect their OpenSource flight simulation to VATSIM ?
  

  Does the bridge module between flightgear and vatsim need to be closed
  source?  Or just non-GPL?  My assumption is that all the closed source
   vatsim magic happens in a proprietary library?

 ..this is the story we are being told, AFAIUI.

  We would link our application to this library.  Am I wrong on this?
  Our application may not then be licensable under the gpl, but we could
  still make our portion of the code open and available.

 ..only one problem:  Would any of us need to sign their NDA and
 risk litigation?  They may be nice now, but bad guys can easily grind
 them flat in court, to get at us.   At Groklaw, we have seen at least 2
 Canopy people die in suspect suicidings, I'm guessing because they
 learned something important.  Just how powerful the GPL and copyright
 law is, is best shown in how the GPL moots such suicide schemes for
 people like us, Samba.org, Red Hat, IBM, who all hides under the GPL.

   - More important, who of the OpenSource developers likes to maintain
   a closed source module, compile it at least for half a dozend
   different platforms and play the lonesome cowboy to whom bug
   reports will be adressed - without having any chance to share the
   load with someone else ?

 ..maybe Vatsim staff?  If they hire somebody to write it under the GPL,
 they will own it too, and get street credibility here, talk is cheap,
 but action talks loud.  Either way.

  Hmmm, this is dependent on the answer to your first point.  Does the
  vatsim app have to be closed source, or is the vatsim app that
  we/someone creates simply an app that has to link to a non-gpl,
  proprietary library?

 ..neither.  Let's go dance the good old proven Samba way.

   - Most important, who of the OpenSource developers likes to take the
 risk of getting sued for license infringement because VATSIM
 might claim he could have transferred source code from the closed
 source interface to FlightGear ?

  Well I think it's clear that the vatsim folks are more than happy to

 ..sure.  Let's make it beneficial for both parties.

  work with us if we are willing to meet them on their terms.

 ..these are negotiable.   Let's see if we can talk them into GPL it 
 all,
 both Red Hat and IBM makes good money on their GPL business.

 ..I see _no_ reason why Vatsim, the X-plane guys etc should'nt be able
 to do likewise.

  If we develop a friendly cooperative relationship with them instead of
  an  adversarial relationship, and if we follow their procedures and
  guidelines, why would there be a risk of being sued?

 ..in the ideal world, there isn't.  IRL, there is, and the easiest way
 to get at us (FG), is thru allegations of IP infringement, and the
 best way is thru people like Vatsim, who are _much_ easier to screw
 by litigation or by buying their debts and hike their loan etc expenses
 up really high, etc, if they don't wanna play ballmer games.

 ..you basically needs to be Microsoft, the SCO Group or North Korea to
 not be able to profit from the GPL.

 --
 ..med vennlig hilsen = with Kind Regards from Arnt... ;o)
 ...with a number of polar bear hunters in his ancestry...
   Scenarios always come in sets of three:
   best case, worst case, and just in case.



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Re: [Flightgear-devel] GPL licensing question.

2006-06-06 Thread GWMobile
Have to check the gpl.
Most address the issue of expansion of the code.

On Tue, 6 Jun 2006 2:02 pm, Curtis L. Olson wrote:
 Here's a question for all you amateur lawyers and GPL experts out 
 there.

 Let's say that someone wants to create a proprietary aircraft within 
 the
 FlightGear system, and then distribute a larger system that includes
 FlightGear + that aircraft.

 In my view, the FlightGear GPL license covers our source code, but not
 content created with or used by that code (except for things like the
 base package which is explicitely licensed as GPL.)  Is it possible 
 that
 someone could lay claim to any newly created proprietary content (3d
 models, artwork, panels, etc.) by way of the GPL?  Even if FlightGear 
 is
 happy to allow people to create proprietary aircraft, could someone
 upstream in plib or zlib or openal land somehow file a complaint?

 To me this is analogous to Microsoft demanding all documents created 
 and
 owned by a company just because they created and edited them with
 Microsoft Word.  I just don't see that ever happening.

 But I wonder what others think about this issue from a legal point of 
 view.

 Thanks,

 Curt.

 --
 Curtis Olsonhttp://www.flightgear.org/~curt
 HumanFIRST Program  http://www.humanfirst.umn.edu/
 FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Google earth mapping for fgfs scenery

2006-06-04 Thread GWMobile
Heh, there's an idea :-)
If it was getting live updates from the web would that count as a web 
application?what about running on a webserver on your own machines in 
java?

On Sun, 4 Jun 2006 10:38 am, Josh Babcock wrote:
 Pigeon wrote:

  Currently they do not allow any non-web application use the google
  map data/images. Not sure about google earth but i imagine similar 
 terms


 So what you are saying is that we need to re-implement fg in 
 javascript?

 Josh


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Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-06-03 Thread GWMobile
For craft at sea level over non land turbulence equations could be 
modified to create rythmic up down motion as well as currents from a 
direction.

If the frequency of the verticla turbulence shift is equal to the speed 
of the ship times 3 to 20 feet it should provide reasonable wave dip.

On Sat, 3 Jun 2006 7:57 am, Jeff Koppe wrote:
 As a long time Virtual Sailor user/idea contributor this thread caught 
 my attention (well... once it said Sailing Ships... in the subject). 
 In fact I've been toying with the idea of attempting to make my own 
 cross-platform sailing simulator for several years. I had thought about 
 using FG as a starting point but more recently I decided Delta3d would 
 suit my needs better. But then again I'm primarily a Perl programmer 
 and it's all vaporware at this point! If there is any movement in this 
 direction I'd be more than happy to help. I'd gladly convert any of my 
 Virtual Sailor boats for use and probably build anything needed. (See 
 www.static-lift.net for examples.) But I do think that wave action upon 
 a boat is THE key to a sailing/boating/ship simulator. Let's face it, 
 regardless of the motive power of the vessel (I too, had downloaded the 
 original Surprise program with the intent of porting it over to Linux), 
 moving up, down, across and through waves is the defining factor of ma
  ritime travel.

 --jeff


  - Original Message -
  From: Steve Hosgood [EMAIL PROTECTED]
  To: [EMAIL PROTECTED], FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
  Subject: Re: [Flightgear-devel] Sailing Ships (was Re: Tides in 
 FlightGear?)
  Date: Fri, 02 Jun 2006 09:49:04 +0100


  GWMobile wrote:

   What about changing the aerodynamic computation so they take
   place based on radius from the earth and at what would be sea
   level change the air density to that of water.
   Then any object below sealevel flys under those equations. It
   would allow for surface ships and submarines.
  
   And load in the whole terrain map of the world including all
   bathespheric data
  
  
  

  I'd considered this, but I don't have the knowledge of hydraulics
  necessary to try and parameterise a ship's behaviour to suit (say)
  jsbsim. I think we'd need to spend some time running model hulls 
 through
  water tanks or flumes if we were ever to gain that sort of data, and
  that means waiting until some Ph.D ship design students fancy getting
  into the project!

  I'm thinking more modestly for now, i.e take Peter Davis's surprise
  FDM as a starting point. It doesn't handle any of the flotation 
 aspects
  of a ship - just assumes the ship is at water level (which is OK until
  you want to try handling behaviour in waves). Davis's sim basically
  deals with thrust on sails up masts at various heights with yardarms 
 set
  at given angles. Oh, and a rudder of course. It does consider heeling
  though, and in a true FDM for a ship I believe a heeled-over hull 
 (as
  long as it is moving) is a significant contribution to being able to
  steer the thing. I've not dug in deep enough to see if Davis deals 
 with
  heeling effects using real data or just fudge-factors.

  Either way, I think it'll be OK for a starter.

  FG's world model doesn't even need bathymetric data to start with.
  Basically you could get away with if (ship within 50m of land) then
  you've run aground; as a starting point. Worry about bathymetrics
  *after* getting the rest of it to work.

  But you're right about submarines of course. They do fly in the water.
  Boats are the special case.
  Steve.



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Re: [Flightgear-devel] [OT] First flight lesson

2006-06-03 Thread GWMobile
A steep sideslip approach with full flaps is the most fun you can safely 
have in a cessna!

On Sat, 3 Jun 2006 3:10 pm, Ralf Gerlich wrote:
 Hi,

 Torsten Dreyer schrieb:
 following the tradition of reporting on the progress of the respective
 pilot's license on flightgear-devel, today it's my turn as today I had
 my very first flight lesson for the Sport Pilot's License for very 
 light

  I can imagine the wide grin in your face ;-)

 Actually, that grin briefly vanished in the light turbulences we had
 here today. That's a thing you can't train on FlightGear (yet) ;-) You
 also won't get a wiff of the awkward position your in when
 slipping...but I'll get used to that.

  Congratulations and welcome to the sky!

 Thanks. If I hadn't already been addicted before, I would be now ;-)

 Cheers,
 Ralf


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Re: [Flightgear-devel] FlightGear movies

2006-06-02 Thread GWMobile
You can use fraps to capture some. It is free.
Google fraps.

On Fri, 2 Jun 2006 10:02 am, Pigeon wrote:
  Are there any videos (screen captures) of flightgear in action on the 
 web
  anywhere?

 http://pigeond.net/photos/flightgear/videos/


 Pigeon.



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Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-06-01 Thread GWMobile
What about changing the aerodynamic computation so they take place based 
on radius from the earth and at what would be sea level change the air 
density to that of water.
Then any object below sealevel flys under those equations. It would 
allow for surface ships and submarines.

And load in the whole terrain map of the world including all 
bathespheric data

The water surface could then just be a specialized cloud layer.

That would give a great start.

On Thu, 1 Jun 2006 10:30 am, Steve Hosgood wrote:
 Martin Doege wrote:

 Hi Steve!

 Naval simulations are great, but if integrating tides into the 
 present-day ocean in FG is such a big technical challenge as it seems 
 to be, I would not think that a real ocean with rolling waves, 
 reefs, bathymetry, etc. is right around the corner. I think you would 
 want to have something like in Virtual Sailor or Silent Hunter III and 
 that is simply far removed from the blue plane that is currently the 
 sea in FG.

 Hi Martin.

 I'm not sure the tides issue is likely to be a big technical 
 challenge actually. In the space of about 4 postings here, a workable 
 scheme was proposed of colouring certain triangles sea or mud 
 according to their datum heights as compared with a local simplified 
 tideheight generator.

 I can provide the maths for a tideheight generator, the only problem 
 is providing a suitable set of triangles (tagged with datum heights)  
 in a known tidal area. Also, on a tile-by-tile basis, a set of 
 (probably four) tidal vectors has to be given.

 The graphics engine needs to know how to do the colouring on-the-fly, 
 but compared with the magic that the 3D experts on this project have 
 already acheived, that'll be done in an evening as soon as someone sets 
 out to do it!

 But in general naval simulations don't always need flashy graphics to 
 be fun, so finding a good graphics engine is probably not so important 
 at this point.

 I ws intimating that I don't have to find one - I've found it! Right 
 here. :-)

 As with all simulations, what really makes them absorbing is the 
 feeling of being there, and while good graphics don't hurt, good 
 gameplay matters more. For example, the submarine sim Red Storm Rising 
 mostly had only tactical displays to look at that look about as boring 
 as it gets, and yet it was an engaging game and the suspension of 
 disbelief worked well.

 That's about what the current surprise program (windoze or linux) 
 has. It's really just a wrapper around the FDM to let the FDM be 
 used for something.

 So instead of hoping for great seascapes from FG/SimGear in the near 
 (or not so near) future, I would first improve your existing FDM, 
 add the ocean, include navigation aids, etc.

 Stars, sun and a stopwatch. That's all you get!
 Ok. Ok, I'm joking of course. That's all you get in the 18th century, 
 but if sailing ships worm their way into the FG world, they'll be 
 usable in any timeframe. After all, tall ships are still with us in the 
 21st century.

 Cannons and a damage model should also be added since you are 
 mentioning Hornblower.

 As in Sid Meier's Pirates!, the crew should also be simulated, [giant 
 snip]

 Funny, you've just written almost exactly what I wrote to The Admiral 
 (Peter Davis) last year. His comments were that he never planned to 
 make a game of the sim - his sentiments in fact matched closely to 
 those we hear all the time here on the FlightGear discussions group. 
 It's to be an accurate sim first and foremost, but if people want to 
 add guns/missiles etc then that's up to them.

 I talked about crew, crew morale etc. (I've been a penpaper RPG-er for 
 a long time.) Same sort of response - basically, he (Davis) is only 
 really interested in getting the sim to work well and would be 
 disappointed to see the project degenerate into just a game.

 Of course, done well then there's no reason why any of the additions 
 you mention would degenerate the project - they should be seen as 
 enhancements.

 Graphics could initially be fairly minimal, perhaps isometric view or 
 2D.

 Dovetailing into FG would allow 3D models from the start. I really 
 don't want to have to build a custom isometric or 2D graphics engine 
 just for surprise.

 This would also give you time to develop a good interface.

 All your points are very valid - especially this one. Unlike aircraft, 
 saling ships don't have a single point of control. The nearest (in 
 18th century parlance) is the quarterdeck where the master or captain 
 issues the orders, which then have to be relayed through several layers 
 of middlemen to the grunts who pull the ropes. There is of course a 
 ship's wheel but it's not a single point of control to compare with 
 (say) an aircraft control column.

 Try it with suprise. The ship's wheel does precious little unless the 
 ship is moving at quite a lick. It's the set of the sails (especially 
 the spanker) that really steers the thing.

 I would also use a higher-level 

Re: [Flightgear-devel] Re: Re: Google earth mapping for fgfs scenery

2006-05-27 Thread GWMobile
The city orthoscopic aerial photo area from nasa are public domain as 
well and much higher res than landsat.



On Sat, 27 May 2006 5:59 am, Paul Surgeon wrote:

On Saturday 27 May 2006 09:41, Pigeon wrote:

  Then as a separate and non official flight gear project others could
  write a keystroke script to get google earth or probably easier 
google
  maps to display tiles around the area you want to fly and screen 
capture

  them and save them to a directory in flightgear along with an
  appropriate latitude and longitude.

 Currently they do not allow any non-web application use the google
 map data/images. Not sure about google earth but i imagine similar 
terms
 of use. And I think you can't capture or save the map images data by 
any

 mean for other uses either.


 Pigeon.



I've had this same discussion before with Silent Wings users who don't 
seem to
understand that if you can see something for free on the Internet 
doesn't

make it free to use for other purposes.

I'll spare everyone the pain and post the nasty bits of the Google 
Earth
license. The same applies to Google Maps - it may only be viewed in a 
web

browser. Period.

3. PROPRIETARY RIGHTS

(a) You are only licensing rights to use the Software and the
geographical information available to be viewed using the Software. The
Software, in whole and in part and all copies thereof, are and will
remain the sole and exclusive property of Google. Further, you do not 
receive

any, and Google and/or its licensors (if any) retain all,
ownership rights in the geographic information displayed using the
Software. The geographic information is copyrighted and may not be
copied, even if modified or merged with other data or software. Your 
use and
access of the geographical information may be subject to further 
license

requirements or obligations.

As far as I can tell all the NASA World Wind data is released under 
public
domain so that would be the best avenue to pursue unless someone wants 
to
play with Google and get sued. The vast majority of the data is Landsat 
7
ETM+ data which has a maximum resolution of 14.24 meters/pixel after 
being
pan sharpened. Looks good from an altitude of about 3000km (~1ft) 
or in

mountaineous areas like the European Alps.

Paul


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Re: [Flightgear-devel] test

2006-05-10 Thread GWMobile
All the yahoogroups list have been down too. Aparently some virus is 
doing widepsread listserv message flooding or something.


On Wed, 10 May 2006 6:30 pm, Chris Metzler wrote:

On Wed, 10 May 2006 20:06:27 -0500
Jon S. Berndt wrote:


 I think the list has been down.


I've been getting list messages, but in fits and starts.

The archive at sourceforge, however, stopped archiving messages five 
days

ago.  *Again*.

It's hard to justify complaining because it's free, after all.  But 
SF's

mailing list service is a bit of a joke.

-c

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Re: [Flightgear-devel] OT: Saturday night movie review

2006-01-29 Thread GWMobile
Interesting to hear that about you Curtis! And now I will see that 
movie!


I wonder how many others of us got interested in flying and flight 
simulation because of a lot of moving around ( probably by flying) in 
our youth? Probably pretty much why I got into it now that I think about 
it.


You know its been a long time since I have posted here (the first months 
actually on compuserve probably discussing feature sets and programming 
methodolgy!) but I have to say even though I always promoted the idea of 
a volunteer cooperatively written flight sim so heavily in all the 
flight sim magazines I was starting in the USA I none the less have been 
very impressed with flightgears development over the past year 
especially.


Kudos to the coders! You rock!
Geopilot

Live data resources
For solar wind and earthquakes
www.electricquakes.com
For hurricanes and globalwarming
www.globalboiling.com

Typed from my mobile phone. Please excuse the typos!


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