On Saturday 13 December 2003 22:34, Paul Surgeon wrote: > On Saturday, 13 December 2003 23:53, Jonathan Richards wrote: > > Here's the deep link :�) hope O'Reilly don't mind... > > http://linux.oreillynet.com/pub/a/linux/2003/12/11/flightgear.html > > > > Jonathan > > Quote : > "CO: From my perspective, a big area in need of attention is to have people > build aircraft models including the flight dynamics, the 3D model of the > aircraft, the instrument panel, the sounds, animations, etc. The > infrastructure is all there to do this, but what we need is to crank up the > assembly line and start producing some end-to-end complete aircraft models of > fine quality." > > Question : > How well does FlightGear handle aircraft sounds at the moment? > Can I mix any number of sounds together based on the value of a property? > Like mixing sounds based on engine RPM, prop pitch, etc > > How about extra instrument panels? > How does FG handle overhead and side panels? > I've never seen one in FG yet but I liked the way Fly did the scrolling. > > How about hydraulic, pneumatic and electrical systems? > > If I wanted to add an aircraft to FG would I be able to model everything > properly without having to do tamper with the FG source code? > I'm not a very competent programmer and the thought of messing around with > other people's pet project makes me feel a bit uncomfortable. :) > > Paul
I've not done anything with sounds, apart from pinch existing ones to use in the models I've done, so I can't help you there very much. I think extra panels can be created without needing to change the underlying code, but once again, it's not an area I've looked too closely into. However, if you're working towards a virtual cockpit, you can just include all the panels, in their appropriate places in the cockpit, as part of the model. Adding additional views is quite easy and I've done this to add a rear cockpit view to the TSR-2. I've not modelled proper VCs for it, with instruments etc, but to do so wouildn't require any code changes. There is some stuff already in FG to handle hydralic, pneumatic and electrical systems, but it's not really my area so I couldn't say to what degree these things are modelled. You don't need to tamper with the underlying source code to model and add an aircraft to FG, although there are currently some restrictions to some aspects of some of the fdm solvers that need to be bourn in mind when making an a/c for FG. You need to have a look at the different fdm solvers and work within their capabilities, as far as developing an fdm for an a/c is concerned. While the a/c developers tend to work on their own a/c, they are open-source and improvements can be submitted by anyone. It should be remembered though that a developer may already be aware of problems with an fdm and has picked one particular compromise over another depending on what aspect of the a/c performance they think is most important. They've probably spent a lot of time test flying the fdm, making incremental changes to it as they try to refine it's performance, so it would be a good idea to discuss with the developer any changes you might want to suggest to make sure it's not incompatible with the programme of development already mapped out by the original developer. LeeE _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
