Re: [Flightgear-devel] Re : Publicity

2002-03-30 Thread Simon Fowler

On Sat, Mar 30, 2002 at 11:18:10PM +0100, Arnt Karlsen wrote:
> On Sun, 31 Mar 2002 02:00:55 +1100, 
> [EMAIL PROTECTED] (Simon Fowler) wrote in message 
> <[EMAIL PROTECTED]>:
> 
> > On Fri, Mar 29, 2002 at 07:56:10PM +0100, Arnt Karlsen wrote:
> > > On Fri, 29 Mar 2002 09:36:47 -0800 (PST), 
> > > Alex Perry <[EMAIL PROTECTED]> wrote in message 
> > > <[EMAIL PROTECTED]>:
> > > 
> > > > I'm only familiar with the performance of old cards.  The Matrox
> > > > G400 is 'ok'.
> 
> ..Simon, you have the same card, with 16 MB?
> 
> > > ...as in V fps at X x Y x Z bpp?
> > > 
> > With the DRI drivers on my Athlon 550 I could get 20+ fps at
> > 800x600, 16bpp. This was with low poly-count scenery, though.
> 
> ..ok.  How far can you push it on 8bpp, 15bpp and on 24bpp?
>  
I never tried on anything other than 16bpp, I'm afraid - I was
mostly interested in getting playable framerates from Q3A when I set
it up, and keeping a reasonable look for my 2d applications.

Going to 24/32 bpp /will/ slow it down significantly, but I'm not
sure how badly. I have no idea about 15 or 8 . . . 

In any case, running FlightGear at 16bpp isn't too bad.

Simon 

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Re: [Flightgear-devel] "Enhanced" Magic Carpet

2002-03-30 Thread Arnt Karlsen

On Sat, 30 Mar 2002 17:27:43 -0600, 
Jonathan Polley <[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:

> Since I spend most of my FlightGear time using the Magic Carpet FDM, I
> decided to make some minor tweaks.  I have added the ability of the
> FDM to change its pitch and roll.  This way the carpet behaves like
> Disney intended ;)
> 
> Instead of the elevator causing a direct change in altitude, it now
> causes a pitch rate.  The altitude change is now
> sin(pitch)*forward_velocity and the speed is now
> cos(pitch)*forward_velocity (this way a climb of 90 degrees will
> remove the forward component).  Pitch is capped at 90 degrees because
> I am lazy and didn't want to worry about adjusting the numbers for
> when you try a loop.  The aileron determines the roll rate, which
> feeds into the new heading.  As with pitch, roll is capped at 90
> degrees (barrel rolls are fun, but do require some math).  Turn_rate
> is now sin(roll)*pi/4 radians per second.
> 
> 
> The updated file can be found at:
> 
> http://homepage.mac.com/eq_fidget/FileSharing1.html
> 
> A screen shot can be found at:
> 
> http://homepage.mac.com/eq_fidget/MagicCarpet.png
> 
> 
> Give it a try and let me know what you think.
> 
> Jonathan Polley
> 
> p.s.  I just use the keyboard, so I haven't a clue how well the rates
> work for a joystick.

..could we do _both_ your New Enhanced Magic Carpet, and
the Old Style Basic Magic Carpet too?  I suspect the
old one may be a bit easier to do with _low_ framerates?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)

  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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[Flightgear-devel] "Enhanced" Magic Carpet

2002-03-30 Thread Jonathan Polley

Since I spend most of my FlightGear time using the Magic Carpet FDM, I 
decided to make some minor tweaks.  I have added the ability of the FDM to 
change its pitch and roll.  This way the carpet behaves like Disney 
intended ;)

Instead of the elevator causing a direct change in altitude, it now causes 
a pitch rate.  The altitude change is now sin(pitch)*forward_velocity and 
the speed is now cos(pitch)*forward_velocity (this way a climb of 90 
degrees will remove the forward component).  Pitch is capped at 90 degrees 
because I am lazy and didn't want to worry about adjusting the numbers for 
when you try a loop.  The aileron determines the roll rate, which feeds 
into the new heading.  As with pitch, roll is capped at 90 degrees (barrel 
rolls are fun, but do require some math).  Turn_rate is now sin(roll)*pi/4 
radians per second.


The updated file can be found at:

http://homepage.mac.com/eq_fidget/FileSharing1.html

A screen shot can be found at:

http://homepage.mac.com/eq_fidget/MagicCarpet.png


Give it a try and let me know what you think.

Jonathan Polley

p.s.  I just use the keyboard, so I haven't a clue how well the rates work 
for a joystick.


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[Flightgear-devel] [OT] OpenGL Billiards

2002-03-30 Thread Jon Berndt

I saw this on OpenGL.org:

http://www.billardgl.de/index-en.html

It is an astoundingly real looking billiards game. Lots of fun.

Jon


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Re: [Flightgear-devel] Re : Publicity

2002-03-30 Thread Arnt Karlsen

On Sun, 31 Mar 2002 02:00:55 +1100, 
[EMAIL PROTECTED] (Simon Fowler) wrote in message 
<[EMAIL PROTECTED]>:

> On Fri, Mar 29, 2002 at 07:56:10PM +0100, Arnt Karlsen wrote:
> > On Fri, 29 Mar 2002 09:36:47 -0800 (PST), 
> > Alex Perry <[EMAIL PROTECTED]> wrote in message 
> > <[EMAIL PROTECTED]>:
> > 
> > > I'm only familiar with the performance of old cards.  The Matrox
> > > G400 is 'ok'.

..Simon, you have the same card, with 16 MB?

> > ...as in V fps at X x Y x Z bpp?
> > 
> With the DRI drivers on my Athlon 550 I could get 20+ fps at
> 800x600, 16bpp. This was with low poly-count scenery, though.

..ok.  How far can you push it on 8bpp, 15bpp and on 24bpp?
 
> Visual quality was /excellent/ - better than my current Radeon, and
> the DRI drivers were excellent, too.
> 
> Simon



-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)

  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Re: Configurable mouse ready to go

2002-03-30 Thread Arnt Karlsen

On Sat, 30 Mar 2002 17:30:49 +, 
Alasdair Campbell <[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:

> On Friday 29 March 2002 09:24, you wrote:
> > Andy Ross wrote:
> > > Norman Vine wrote:
> > >  > I have always thought that FGFS development has been primarily
> > >  > aimed at a RAW OPENGL SURFACE which is considerably different
> > >  > then any Window !
> > >
> > > This isn't the case, even in windows.  OpenGL rendering (or
> > > DirectX, for that matter), is always directed at a window. 
> > > There's simply no such thing as a "raw surface", even in windows.
> >
> > I don;t know. Maybe.
> > I have been thinking of placing fgfs in the ~/.xinitrc to start
> > FlightGear as a window manager. Has anybody tried it already, and if
> > so, did it work?
> >
> > Erik
> 
> This works fine for me...
> ... in .bash_profile
> alias fly='xinit   .fly"
> 
> the file .fly contains:
> exec /usr/local/bin/fgfs --fg-root=/usr/local/FlightGear
> --airport-id=KSFO --aircraft=c172-3d
> 
> type "fly" and remove the vagarities of the WM.
> 
> -- 
> Kind Regards,
> 
> Alasdair Campbell

..this is from a text console?  Neat!

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)

  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Throttle movement squared

2002-03-30 Thread Arnt Karlsen

On Sat, 30 Mar 2002 12:01:01 -0800, 
Andy Ross <[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:
> 
> As for the Right Thing analysis, though, we're basically SOL on that
> already.  Real controls have forces that depend on things other than
> control position, and PC joysticks don't (well, there's force
> feedback, but even that is really limited).  For reference, I
> introduced the squaring into YASim originally to deal with nosewheel

..is used in RL in Real rc models.  ;-)  
Leave it in.  ;-)

> steering.  Real wheels caster about a point that is not the center of
> the wheel.  This causes a centering force that increases the faster
> the aircraft is moving, and thus "reduces" the authority of the
> steering.  Without the squaring, there would be too much authority in
> the center of travel and the aircraft would be very "grabby" at high
> speeds.  The only other solution would have been to reduce the range
> of travel of the wheel, but that would have reduced turning radius
> unacceptably during taxi.


.._lock_ that darn tail wheel.  For landings and take-offs.  
Done in RL too.  AT-6, P-51, P-47, and many more.
Usually unlocked by pushing the stick/yoke fully forward.
For locking, there are far more variants, pull handle, 
flick switch etc etc.

..unlocked, they either pivot 360 dregrees, or are steered.
Some pivot less than 360 degrees, against a (steered) spring.

..P-38, Long-Ezes, RV-6A and many more has pivoting nosewheels.
Steered thru assymmetric brakeing.  Locked on landing and T/O.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)

  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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RE: [Flightgear-devel] Throttle movement squared

2002-03-30 Thread Norman Vine

Andy Ross writes:
>David Megginson wrote:
> > Julian Foad writes:
> > > However, I think it would be a good idea to change the default to
> > > "false" because this "squared" feature is not "the Right Thing" for
> > > a general input axis.  It is, like a "dead band", an arbitrary
> > > work-around for normally-centred, low-resolution joystick axes,
> > > that some people want and others don't.  It is a useful feature to
> > > have available, but only when the user asks for it.
> >
> > The thing is that the default bindings have to be for something.  If
> > you're rebinding anyway, then changing the 'squared' feature isn't a
> > lot of extra work.  I find that the squared feature makes an enormous
> > difference in usability for regular joysticks on the aileron,
> > elevator, and rudder axes, enough that it justifies violating the rule
> > of least surprise.  What does everyone else
>
>I think it makes more sense to leave the more intuitive linear mapping
>as default and flag the squared axes as "special" than the reverse.

FWIW
Everytime the subject has come up before the linear mapping was
deemed the most appropriate.

To bad there isn't a way to search the historical archives as there 
was a fair amount of 'good' discussion each time

Cheers

Norman



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[Flightgear-devel] More animation

2002-03-30 Thread David Megginson

The C172 now has animated yokes, rudder pedals (including toe brakes),
throttle knob, mixture knob, and nosewheel, in addition to the
previous animations.  I already know that panel instruments show
through the 3D stuff, so please don't remind me.

Enjoy.


All the best,


David

-- 
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[EMAIL PROTECTED]


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Re: [Flightgear-devel] Throttle movement squared

2002-03-30 Thread David Megginson

Andy Ross writes:

 > There's no pleasing everyone.  I'm actually of a mind with Julian here
 > -- the squaring makes sense for auto-centering controls, where it
 > provides "fine" control in the center of travel while preserving the
 > full range of control authority.  This is a good fit for ailerons,
 > rudder, elevator, and nosewheel controls.  But others, like throttle,
 > mixture, prop advance, or nozzle direction (harrier, heh) really don't
 > make much sense with this feature.

The default bindings in joystick.xml use squared only for ailerons and
elevator.  If it seems to be applied anywhere else, then there's
something wrong.


All the best,


David

-- 
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[EMAIL PROTECTED]


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Re: [Flightgear-devel] MSVC6 Build Progress

2002-03-30 Thread Bernie Bright

Bernie Bright wrote:
> 
> You can keep the enum private if you add the following declarations
> immediately afterwards:
> 
>   struct mouse;
>   friend struct mouse;
> 
> It seems that MSVC doesn't grant the nested mouse decl. any special
> access privileges to its surrounding class.

Following up my own reply, I believe that MSVC is correct and that gcc
is wrong.  According to Stroustrup and the Standard, members of a nested
class have no special access to members of the enclosing class, ie a
nested class can only access public members of its enclosing class.

Cheers,
Bernie

PS I notice this change has been commited.  Thanks.

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Re: [Flightgear-devel] Throttle movement squared

2002-03-30 Thread Andy Ross

David Megginson wrote:
 > Julian Foad writes:
 > > However, I think it would be a good idea to change the default to
 > > "false" because this "squared" feature is not "the Right Thing" for
 > > a general input axis.  It is, like a "dead band", an arbitrary
 > > work-around for normally-centred, low-resolution joystick axes,
 > > that some people want and others don't.  It is a useful feature to
 > > have available, but only when the user asks for it.
 >
 > The thing is that the default bindings have to be for something.  If
 > you're rebinding anyway, then changing the 'squared' feature isn't a
 > lot of extra work.  I find that the squared feature makes an enormous
 > difference in usability for regular joysticks on the aileron,
 > elevator, and rudder axes, enough that it justifies violating the rule
 > of least surprise.  What does everyone else

There's no pleasing everyone.  I'm actually of a mind with Julian here
-- the squaring makes sense for auto-centering controls, where it
provides "fine" control in the center of travel while preserving the
full range of control authority.  This is a good fit for ailerons,
rudder, elevator, and nosewheel controls.  But others, like throttle,
mixture, prop advance, or nozzle direction (harrier, heh) really don't
make much sense with this feature.

I think it makes more sense to leave the more intuitive linear mapping
as default and flag the squared axes as "special" than the reverse.

As for the Right Thing analysis, though, we're basically SOL on that
already.  Real controls have forces that depend on things other than
control position, and PC joysticks don't (well, there's force
feedback, but even that is really limited).  For reference, I
introduced the squaring into YASim originally to deal with nosewheel
steering.  Real wheels caster about a point that is not the center of
the wheel.  This causes a centering force that increases the faster
the aircraft is moving, and thus "reduces" the authority of the
steering.  Without the squaring, there would be too much authority in
the center of travel and the aircraft would be very "grabby" at high
speeds.  The only other solution would have been to reduce the range
of travel of the wheel, but that would have reduced turning radius
unacceptably during taxi.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
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Re: [Flightgear-devel] Re: Configurable mouse ready to go

2002-03-30 Thread Alasdair Campbell

On Friday 29 March 2002 09:24, you wrote:
> Andy Ross wrote:
> > Norman Vine wrote:
> >  > I have always thought that FGFS development has been primarily aimed
> >  > at a RAW OPENGL SURFACE which is considerably different then any
> >  > Window !
> >
> > This isn't the case, even in windows.  OpenGL rendering (or DirectX,
> > for that matter), is always directed at a window.  There's simply no
> > such thing as a "raw surface", even in windows.
>
> I don;t know. Maybe.
> I have been thinking of placing fgfs in the ~/.xinitrc to start
> FlightGear as a window manager. Has anybody tried it already, and if so,
> did it work?
>
> Erik
>
>
>
>
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This works fine for me...
... in .bash_profile
alias fly='xinit   .fly"

the file .fly contains:
exec /usr/local/bin/fgfs --fg-root=/usr/local/FlightGear --airport-id=KSFO 
--aircraft=c172-3d

type "fly" and remove the vagarities of the WM.

-- 
Kind Regards,

Alasdair Campbell


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re: [Flightgear-devel] Throttle movement squared

2002-03-30 Thread Jim Wilson

Jim Wilson <[EMAIL PROTECTED]> said:

> David Megginson <[EMAIL PROTECTED]> said:
> 
> > 
> > The thing is that the default bindings have to be for something.  If
> > you're rebinding anyway, then changing the 'squared' feature isn't a
> > lot of extra work.  I find that the squared feature makes an enormous
> > difference in usability for regular joysticks on the aileron,
> > elevator, and rudder axes, enough that it justifies violating the rule
> > of least surprise.  What does everyone else think?
> > 
> 
> You know with my sidewinder pp it might be a little nicer without the squared.

Hmmm...after trying a landing, I'm not so sure now.  Have to do more testing.

Best,

Jim

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re: [Flightgear-devel] Throttle movement squared

2002-03-30 Thread Jim Wilson

David Megginson <[EMAIL PROTECTED]> said:

> 
> The thing is that the default bindings have to be for something.  If
> you're rebinding anyway, then changing the 'squared' feature isn't a
> lot of extra work.  I find that the squared feature makes an enormous
> difference in usability for regular joysticks on the aileron,
> elevator, and rudder axes, enough that it justifies violating the rule
> of least surprise.  What does everyone else think?
> 

You know with my sidewinder pp it might be a little nicer without the squared.
 It's been a long time since I've even touched the joystick bindings, but
don't remember ever trying it without the "squared" on.

What do people think about sharing joystick bindings?  Might be a good idea to
have a dozen or so joystick.xml files for the most popular sticks and custom
binding ideas in the base package.

Best,

Jim

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Re: [Flightgear-devel] Re : Publicity

2002-03-30 Thread Simon Fowler

On Fri, Mar 29, 2002 at 07:56:10PM +0100, Arnt Karlsen wrote:
> On Fri, 29 Mar 2002 09:36:47 -0800 (PST), 
> Alex Perry <[EMAIL PROTECTED]> wrote in message 
> <[EMAIL PROTECTED]>:
> 
> > I'm only familiar with the performance of old cards.  The Matrox G400
> > is 'ok'.
> 
> ...as in V fps at X x Y x Z bpp?
> 
With the DRI drivers on my Athlon 550 I could get 20+ fps at
800x600, 16bpp. This was with low poly-count scenery, though.

Visual quality was /excellent/ - better than my current Radeon, and
the DRI drivers were excellent, too.

Simon

-- 
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re: [Flightgear-devel] Throttle movement squared

2002-03-30 Thread David Megginson

Julian Foad writes:

 > However, I think it would be a good idea to change the default to
 > "false" because this "squared" feature is not "the Right Thing" for
 > a general input axis.  It is, like a "dead band", an arbitrary
 > work-around for normally-centred, low-resolution joystick axes,
 > that some people want and others don't.  It is a useful feature to
 > have available, but only when the user asks for it.

The thing is that the default bindings have to be for something.  If
you're rebinding anyway, then changing the 'squared' feature isn't a
lot of extra work.  I find that the squared feature makes an enormous
difference in usability for regular joysticks on the aileron,
elevator, and rudder axes, enough that it justifies violating the rule
of least surprise.  What does everyone else think?


All the best,


David

-- 
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