Re: [Flightgear-devel] tutorial news
* AJ MacLeod -- Tuesday 20 March 2007: > I'm looking forward in particular to the lookat thingy, that should > be a very nice touch... Yeah, it is. :-) That's now implemented and already added to the Lightning's startup tutorial. It's animated such that the pilot's view is directed at the respective controls. m. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tutorial news
* Stuart Buchanan -- Tuesday 20 March 2007: > 1) A "distance-to" function, that would evaluate to true when the user was > within a given distance to a point (expressed in lat/long). This would be > more useful than the current work-around that forces the tutorial writer > to define a box with given long/lat sides. Implemented. One can define one or more targets: -122.37931 37.626 -123.456 34.567 ... and the tutorial logic will offer distance and direction of the aircraft to each of them as /sim/tutorial/targets/target[0]/direction-deg /sim/tutorial/targets/target[0]/distance-m /sim/tutorial/targets/target[1]/direction-deg /sim/tutorial/targets/target[1]/distance-m A direction of 0 means that the target is straight ahead, 90 means it's on the right, -90 on the left, -180 or -179. in the back. This can then be used in s. Another improvement is, that one can now define more than one or , in which case one is chosen at random. See the cvs log message for an example. :-) m. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tutorial news
* Melchior FRANZ -- Tuesday 20 March 2007: > * Stuart Buchanan -- Tuesday 20 March 2007: > > 2) The ability to define objects in the scenery within a tutorial, e.g. > > adding a downed aircraft/missing walker Implemented. One can now let a tutorial add static scenery objects like air-racing pylons etc. > > 3)The ability to trigger "select" animations on objects. This is possible > > indirectly by writing to a property, but isn't ideal. > > Well, properties are really the only way to communicate with animations, > and that's not a bad thing. You can now embed Nasal in tutorials, so > there's nothing stopping you from launching an "interpolate()" etc. Hmm ... but this would currently only work if an object has fixed property paths, which doesn't really work if one should be able to place more instances of the same object. :-/ m. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tutorial news
I just committed some changes. Among other things, one can now also open the tutorial marker adjustment dialog by typing tutorial.dialog() in the Help->Nasal-Console, so people don't have to bother defining key bindings. It's not such an often used feature. * Stuart Buchanan -- Tuesday 20 March 2007: > One scenario I thought might be quite fun to put together would be a > helicopter Search and Rescue. Yes, I thought of that, too. Missions where the copilot directs one to the car accident etc. ("Follow the street ... Ten miles ... Ohh ... that doesn't look good ..." :-) > 1) A "distance-to" function, [...] Should be easy. The Nasal code for that is already in ufo.nas. Just need to factor that out in a separate library. > 2) The ability to define objects in the scenery within a tutorial, e.g. > adding a downed aircraft/missing walker That's already possible. I implemented that for the ufo scenery object editor. And the bo105 placed "Memorial Cows" at crash locations, but this service wasn't well received ... ;-) Just need to add a small function. > 3)The ability to trigger "select" animations on objects. This is possible > indirectly by writing to a property, but isn't ideal. Well, properties are really the only way to communicate with animations, and that's not a bad thing. You can now embed Nasal in tutorials, so there's nothing stopping you from launching an "interpolate()" etc. > before I got as far as recompiling FG with the latest CVS :) There were no changes in C++. You just need to update data/cvs (which works for both branches -- with the sad exception of some traffic stuff, which we should really migrate. There's really no point in having two branches with this being the only difference. m. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tutorial news
--- AJ MacLeod wrote: > On Tuesday 20 March 2007 00:35, Melchior FRANZ wrote: > > I've started to overhaul Stuart's (excellent!) tutorial system. > > See the Lightning's "startup tutorial" for a marker example. > > It draws a nice blinking, magenta colored marker circle around > > the switch that the user is supposed to press. :-) > These tutorials can be a big help to people just starting out with FG, > and are > so much better than a dry description of processes. I'm also certain > that > with a little imagination our (amazingly flexible) "tutorial" system can > be > abused a bit to add all sorts of other interesting functions and > scenarios > into FG ;-) One scenario I thought might be quite fun to put together would be a helicopter Search and Rescue. This led me to think of new features that would make writing such a tutorial easier. 1) A "distance-to" function, that would evaluate to true when the user was within a given distance to a point (expressed in lat/long). This would be more useful than the current work-around that forces the tutorial writer to define a box with given long/lat sides. 2) The ability to define objects in the scenery within a tutorial, e.g. adding a downed aircraft/missing walker 3)The ability to trigger "select" animations on objects. This is possible indirectly by writing to a property, but isn't ideal. Of course, this is all stuff I should be adding myself, but I'm sure Melchior could put together a much more elegant solution before I got as far as recompiling FG with the latest CVS :) -Stuart ___ What kind of emailer are you? Find out today - get a free analysis of your email personality. Take the quiz at the Yahoo! Mail Championship. http://uk.rd.yahoo.com/evt=44106/*http://mail.yahoo.net/uk - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tutorial news
On Tuesday 20 March 2007 00:35, Melchior FRANZ wrote: > I've started to overhaul Stuart's (excellent!) tutorial system. > See the Lightning's "startup tutorial" for a marker example. > It draws a nice blinking, magenta colored marker circle around > the switch that the user is supposed to press. :-) Thanks for working on this - I don't know how many people have found and/or used the existing Lightning engine start tutorial (or indeed any of the existing tutorials), but the marker in particular is a huge improvement (particularly for those who have poor English.) > More tutorial changes to expect ... I'm looking forward in particular to the lookat thingy, that should be a very nice touch... For other aircraft authors (or even those who aren't, but would like to contribute their knowledge of various flight procedures etc), I'd encourage people to have a look at adding more tutorials. The process is really not very difficult (reading the existing examples should be quite sufficient documentation) and as usual help can be had from here or the IRC channel. These tutorials can be a big help to people just starting out with FG, and are so much better than a dry description of processes. I'm also certain that with a little imagination our (amazingly flexible) "tutorial" system can be abused a bit to add all sorts of other interesting functions and scenarios into FG ;-) Cheers, AJ - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] tutorial news
I've started to overhaul Stuart's (excellent!) tutorial system. The main changes are: - "regular" s (as described in $FG_ROOT/Docs/README.condition) instead of a limited tutorial-only condition system - make setting actually work - no abortion on exit with JSBSim aircraft :-) - total Nasalification with separate namespace (optional; no examples yet) - marker to point to panel switches etc. Usage: * add marker model to the aircraft animation file: Models/Aircraft/marker.xml * optionally add temporary marker-adjustment dialog key: Backtick Open marker adjust dialog dialog-show marker-adjust or just type this into the Help->Nasal Console, or put it elsewhere in Nasal context: fgcommand("dialog-show", props.Node.new({"dialog-name": "marker-adjust"})) * open dialog, adjust marker cross, then press the "dump" button. Copy ... block to tutorial file See the Lightning's "startup tutorial" for a marker example. It draws a nice blinking, magenta colored marker circle around the switch that the user is supposed to press. :-) More tutorial changes to expect ... m. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel