[Flightgear-devel] FGRUN compile error with current Simgear (main.cxx, lines 109 and 114)

2011-11-18 Thread TDO Brandano
I have encountered a little compilation error when trying to build FGRUN from SVN with the current Simgear from GIT The problem is that when detecting a locale path some arguments can be passed to SGPath without being first properly cast. I have attached a little fix that seems to work for me

Re: [Flightgear-devel] FGRUN compile error with current Simgear (main.cxx, lines 109 and 114)

2011-11-18 Thread TDO Brandano
Oh, I forgot, credit to TB for this one. From: tdo_brand...@hotmail.com To: flightgear-devel@lists.sourceforge.net Date: Sat, 19 Nov 2011 01:00:43 + Subject: [Flightgear-devel] FGRUN compile error with current Simgear (main.cxx, lines 109 and 114) I have encountered a little

Re: [Flightgear-devel] apt.dat update (lowercase names etc.)

2011-12-08 Thread TDO Brandano
Btw, if anyone feels intrigued about Mario's flying pizza airport, here it is: http://maps.google.com/maps/place?ftid=0x86415b90e61a4049:0xab0e9da4a50a2a4q=mario%27s+pizza+sealyhl=enved=0CA0Q-gswAAsa=Xei=YxfhTpzhJdXVOKDNuAwsig2=M8avv0_jhvFgnD-ytx5bBQ Can't see planes on the ground, I suspect

Re: [Flightgear-devel] Stereo sound files and affected aircraft

2011-12-09 Thread TDO Brandano
I think the most compatible solution would be to either downmix them to mono, or convert them to two mono samples to be played concurrently but offset from their original position by an amount directly proportional to the distance from the cockpit. A hack, of course, but would preserve a good

Re: [Flightgear-devel] Stereo sound files and affected aircraft

2011-12-09 Thread TDO Brandano
rain_canopy.wav seems, by its name, to be one example of a sound sample that won't benefit from the 3D sound engine as much as just being played back as a static, stereo sample. From: e...@ehofman.com To: flightgear-devel@lists.sourceforge.net Date: Fri, 9 Dec 2011 18:40:18 +0100 Subject:

Re: [Flightgear-devel] Windturbines facing in wrong wind direction

2012-02-29 Thread TDO Brandano
I also suspect that the speed of wind turbines is not just directly proportional to wind speed. As far as I know, the speed is generally regulated either by increasing the turbine load or by changing the blade pitch, to avoid them getting damaged in high wind. In extreme gusty gales they are

Re: [Flightgear-devel] a small set of minor aircraft model question...

2012-03-06 Thread TDO Brandano
I also concur, there should be no reflection or almost no reflection on the instruments themselves, since these are generally dealt with with careful instrument placement and sunshades even in cars. There might be some reflection of cabin interior details on the windshield, but only light

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread TDO Brandano
If you plan to do any formation flight, then you need all the resolution you can get from engine controls. Anyway, I would try to dimension the resolution on the minimum amount of play that can be obtained on the controls. Just build one sensor and edit the input file so that you can map it

Re: [Flightgear-devel] Willfully violating Google Terms of Use

2012-03-12 Thread TDO Brandano
I think that the licence status notice on Wikipedia's Atomium photograph page pretty much explains it all: http://en.wikipedia.org/wiki/File:Atomium_20-08-07.jpg Date: Mon, 12 Mar 2012 16:17:55 +0100 From: stone...@stoneynet.nl To: flightgear-devel@lists.sourceforge.net Subject: Re:

Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread TDO Brandano
Actually, what I wonder is, do we need the scenery cast shadows to be calculated on each frame? Is there a way that they can be stored and just updated every few minutes for static objects? Date: Tue, 3 Apr 2012 13:53:08 +0100 From: aeitsch...@yahoo.de To:

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread TDO Brandano
Well, if you introduce skeletal animation, I'd add: things flex (wings on a glider, but also the arms of a pilot) things scale and morph (drag chutes. Morph targets might work better?) and perhaps in the future, things link two objects with a flexible chain, like the aerotow. but that is

Re: [Flightgear-devel] scenery licence for 2.8 and later

2012-07-06 Thread TDO Brandano
The only one issue I can see with the GPL being used for artwork is that it precludes us from using a large body of data that is licensed on terms not compatible with the GPL. Some maps and textures are only available on other kinds of permissive licenses, that however require other

Re: [Flightgear-devel] CAVOK METAR interpretation

2012-07-31 Thread TDO Brandano
There's several situations where the same random seed is needed in multicomputer setups, this being one such case. Perhaps there should be a central session seed value shared across same session machines, perhaps with the option to specifically indicate one of the machines as master? For stuff

Re: [Flightgear-devel] FSWeekend 2012...

2012-11-06 Thread TDO Brandano
Ok, silly idea, but it might just work. You could try to install the drivers in a wineprefix and reroute the traffic to the usb device on the linux side so that the stream of data gets logged somewhere? Regards, Alessandro From: zakal...@mac.com Date: Tue, 6 Nov 2012 22:44:51 + To:

Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-12-03 Thread TDO Brandano
The Blender coders organize a weekly IRC meeting ( #blendercoders on freenet), on Sundays at 16:00 CET, in order to discuss outstanding issues, project direction, and to generally work things out. Naturally, Blender is a different kind of project. It is backed by a foundation, which employs

Re: [Flightgear-devel] Flightgear-devel Digest, Vol 80, Issue 8

2012-12-22 Thread TDO Brandano
You mean you speak Dutch? :) Date: Sat, 22 Dec 2012 11:47:19 -0800 From: ge...@deltasoft.com To: flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] Flightgear-devel Digest, Vol 80, Issue 8 On Sat, 22 Dec 2012, Gijs de Rooy wrote: Better take the drame to your own

Re: [Flightgear-devel] fgdata git problem with Socata-ST10 Switch.ac

2013-01-07 Thread TDO Brandano
The problem is that the next one to commit with a misaligned case will create a new duplicate, i suspect. I imagine one has to be elected as the right one, and then all contributors should align themselves to that. Personally I'd delete both and replace them with a new filename. From:

Re: [Flightgear-devel] 3D vision

2013-01-11 Thread TDO Brandano
I have used horizontally interlaced 3D with passive polarized glasses, and works fairly well. I only had to slightly adjust the eye spacing slider definition in the UI to allow me to input negative values, since the two left and right views resulted swapped on my setup. However, interlaced 3D

Re: [Flightgear-devel] interface flightgaer with vb

2013-02-25 Thread TDO Brandano
There might be good reasons to interface FGFS with a Visual Basic program (beats me why someone should hate themselves so much, but it takes all sorts), so do it in C++ is not really a nice answer. That said, there are several ways to control FlightGear through several network protocols and

Re: [Flightgear-devel] Kinect for pc for head tracking?

2013-03-15 Thread TDO Brandano
Flightgear does already support head tracking, of sorts, via the linux-track project ( http://code.google.com/p/linux-track/ ) However, linux-track makes use of the X-Plane SDK, which might not be entirely compatible with the GPL, because it was originally only meant to add TrackIR support

Re: [Flightgear-devel] Translations

2013-04-04 Thread TDO Brandano
Actually, the BSD licence is less restrictive than the GPL and can be included in GPL projects. Essentially BSD does allow to relicence under GPL and doesn't pose additional restrictions that would not be compatible with the GPL. What is not possible, and what might be a problem here, is

Re: [Flightgear-devel] Translations

2013-04-04 Thread TDO Brandano
(the XML tags in this case) were taken from the file and used in the translation files? But then it would probably still be under the GPL license. On 4/4/13, TDO Brandano tdo_brand...@hotmail.com wrote: Actually, the BSD licence is less restrictive than the GPL and can be included in GPL

Re: [Flightgear-devel] static friction patch

2013-04-15 Thread TDO Brandano
As far as keyboard brake input, i believe this calls for some sort of ramping up input, starting with a small value that increases exponentially as the button is kept pressed, decreasing linearly when it is released, so that brakes can be pulsed to a reasonably constant value. I believe that

Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-22 Thread TDO Brandano
I think that a better approach would be to allow multiple UV layers and textures (and texture modes, like decals) on the model format. I understand that right now FGFS only relies on the native AC3D loader, though AC3D is not the only 3D format supported by OSG by any means. But there's no

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-05-02 Thread TDO Brandano
I strongly suspect we need a French interpreter. Google translate is obviously failing to properly traduce the more nuanced meanings and contexts. Arnt said: just pressing F3, as you said you did, will produce a picture of the Cessna C172 on the KSFO runway. There are other settings used to

Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread TDO Brandano
If It's an FGRun problem maybe it's caused by the 3D preview code parsing the planes From: gijsr...@hotmail.com To: flightgear-devel@lists.sourceforge.net Date: Wed, 8 May 2013 20:57:33 +0200 Subject: Re: [Flightgear-devel] 2.10.1 Hi Stuart, Failed to set alias to

Re: [Flightgear-devel] FG 2.12 RC Broken ?

2013-07-02 Thread TDO Brandano
An option could be that of adding a wizard to the script, a bit like the install wizard you can sometimes find for os'es or some custom drivers. It could allow the user to choose wheter to build the stable version, use the one found on the system or build the current trunk for the various

Re: [Flightgear-devel] FGCOM

2013-08-17 Thread TDO Brandano
I'd leave to the client the task of distorting the received signal based on the distance and other environmental parameters. The server should just re-broadcast the clear signal, maybe culling over a simple range bubble. From: clem...@hotmail.fr To: flightgear-devel@lists.sourceforge.net Date:

Re: [Flightgear-devel] Static B737 at SFO (Was: Mipmapping of liveries)

2013-09-26 Thread TDO Brandano
I always thought it was a 737 hulk used for fire crew training. I think there's no reason why mipmaps could not be pre-generated for formats other than DDS, nothing stops FGFS from defining a texture as a combination of a series of images and a snippet of XML code describing the way these are

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread TDO Brandano
Another approach could be the use of multiple UV layers, like other game engines, err, scenegraphs use. One base texture, and one or more uv layers for decals, with the possibility to define in the material properties if a texture repeats or not. the limit here is posed by the use of a model