[Flightgear-devel] Multiplayer update

2003-03-26 Thread Duncan McCreanor
Hi,

I have placed a copy of the diff file for the latest multiplayer update at:

http://members.optusnet.com.au/d.mcc/


I think the diff that I last posted to the devel mail list may have been 
generated incorrectly.


Duncan McCreanor

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Re: [Flightgear-devel] Re: P-51D 3d Model and help request

2003-03-26 Thread Martin Dressler
On Tue 25. March 2003 19:20, you wrote:
 On Tuesday 25 March 2003 6:41 am, Richard Bytheway wrote:
  As a pay-by-the-minute modem user, I would prefer not to have 200MB of
  data dumped into the base package CVS if possible. The cheapest my
  connection gets is £0.48 per hour. 200MB is about 20 hours of download
  time, thus costs about £10 (US$16 or so), and my phone line is busy for a
  day.

 Uh, actually 200MB is a the entire Repository. A full checkout is 132MB
 and you only have to do it once. You  can download a  30-40MB nightly
 snapshot and start your repository that way. If you're only interested in
 certain nodes of the tree, you don't have to checkout from the head.


Yes, this texture sources and other sources doesn't belong to base package.
I said 200MB to show you how much it can grow in near future (although it is 
du -k . of my directory where I store files of C172S instruments project).
But will be fine to store this files somewhere with public access, I'm really 
interested in blender files of J3-cub.

Regards,
Madr

-- 
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Re: [Flightgear-devel] Multiplayer update

2003-03-26 Thread Erik Hofman
Duncan McCreanor wrote:
Hi,

I have placed a copy of the diff file for the latest multiplayer update at:

http://members.optusnet.com.au/d.mcc/

I think the diff that I last posted to the devel mail list may have been 
generated incorrectly.
Okay I'll take a look at it.

Erik

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Re: [Flightgear-devel] Re: P-51D 3d Model and help request

2003-03-26 Thread Jim Wilson
Martin Dressler [EMAIL PROTECTED] said:

 No, The most of layers are textures or gradients. One final layer in in 
 instrument is composed of 3 to 20 and more source layers. The xcf also 
 include source photos transformed and shifted for use. And I have 3 xcf per 
 one instrument in different degree of layer merging so there is a lot of 
 duplication.

Just this morning I've been looking pretty closely at them (pretty sure I can
guess which ones approach 20 layers :-)).  The detail is incredible.  With the
textures for the 3D instruments, I haven't been saving layers.  They aren't as
detailed and don't need to be at this point.  With the exception of a couple
bits of text and color, the faces are generated with Andy's pearl scripts. 
Maybe the scripts should be distributed somewhere.

It is likely that someone would want access to your xcf files, but it probably
 wouldn't be a good idea to add them to the base package cvs.  Not sure what
the best way to distribute would be.

Best,

Jim


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Re: [Flightgear-devel] Multiplayer update

2003-03-26 Thread Erik Hofman
Duncan McCreanor wrote:
Hi,

I have placed a copy of the diff file for the latest multiplayer update at:

http://members.optusnet.com.au/d.mcc/

I think the diff that I last posted to the devel mail list may have been 
generated incorrectly.
Excellent. They are in CVS now.
Thanks!
Erik

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[Flightgear-devel] Accelerometer question

2003-03-26 Thread Jim Wilson
The P-51D accelerometer has what appears to be E UNITS printed on the face
in several not quite detailed enough photos I have.  I thought perhaps it was
G UNITS, but it doesn't really look like a G in any of the photos.

Does anyone have a take on this?

Thanks,

Jim

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[Flightgear-devel] Landing Spotlight in Flightgear (I made it!!)

2003-03-26 Thread Roman Grigoriev



Hi 
guys!Finally I made landing light support in flightgear!It uses coolest 
per-pixel attenuated spotlightBut it cost additionally 2 textures one of 
them is 3d texture and othercubemapand it uses register combiners and 
vertex programsI test it on geforce3 and it works well on linux.Here is 
screenshotshttp://fgfs.narod.ru/fgfs-screen-001.jpghttp://fgfs.narod.ru/fgfs-screen-002.jpghttp://fgfs.narod.ru/fgfs-screen-003.jpghttp://fgfs.narod.ru/fgfs-screen-004.jpgIf someone intrested in it I can give my modified 
main.cxx, globals.cxx andobj.cxx files.So I have other 
questions:could you please give me specs on cessna landing lights?angle 
of spot cone, light power (distance in meters), spotlight direction?also I 
have some troubles with transformation matrixes.so if someone really help me 
with it I will very appreciate itThanx in 
advanceBye


[Flightgear-devel] Re: Landing Spotlight in Flightgear (I made it!!)

2003-03-26 Thread Melchior FRANZ
* Roman Grigoriev -- Wednesday 26 March 2003 17:05:
 I test it on geforce3 and it works well on linux.

Does is work with other cards than nVidia, too?

m.

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[Flightgear-devel] Trouble compiling: undefined reference to ssgCullAndDraw(ssgRoot*) ???

2003-03-26 Thread John A. Gallas
Hello all,

I downloaded the cvs source tree for the first time
yesterday and all the compiling went okay, but it
won't link.  Here is the output:

[EMAIL PROTECTED] Main]$ make
g++ -DPKGLIBDIR=\/usr/local/lib/FlightGear\ -g -O2 
-L/usr/X11R6/lib -o fgfs  
main.o fg_commands.o fg_init.o fg_io.o fg_props.o
fgfs.o globals.o logger.o opti
ons.o splash.o util.o viewer.o viewmgr.o location.o
../../src/Aircraft/libAircra
ft.a ../../src/ATC/libATC.a
../../src/Autopilot/libAutopilot.a ../../src/Cockpit
/libCockpit.a ../../src/Cockpit/built_in/libBuilt_in.a
../../src/Controls/libCon
trols.a ../../src/FDM/libFlight.a
../../src/FDM/Balloon/libBalloon.a ../../src/F
DM/ExternalNet/libExternalNet.a
../../src/FDM/ExternalPipe/libExternalPipe.a ../
../src/FDM/JSBSim/libJSBSim.a
../../src/FDM/YASim/libYASim.a ../../src/FDM/JSBSi
m/filtersjb/libfiltersjb.a
../../src/FDM/LaRCsim/libLaRCsim.a ../../src/FDM/UIUC
Model/libUIUCModel.a ../../src/GUI/libGUI.a
../../src/Input/libInput.a ../../src
/Instrumentation/libInstrumentation.a
../../src/Model/libModel.a ../../src/Netwo
rk/libNetwork.a ../../src/Navaids/libNavaids.a
../../src/Scenery/libScenery.a ..
/../src/Scripting/libScripting.a
../../src/Sound/libSound.a ../../src/Airports/l
ibAirports.a ../../src/MultiPlayer/libMultiPlayer.a 
../../src/Objects/libObject
s.a ../../src/Systems/libSystems.a
../../src/Time/libTime.a ../../src/Environmen
t/libEnvironment.a -lsgroute -lsgsky -lsgephem
-lsgtiming -lsgio -lsgscreen -lsg
math -lsgbucket -lsgdebug -lsgmagvar -lsgmisc -lsgxml
-lsgserial  -lplibpu -lpli
bfnt -lplibjs -lplibnet -lplibssg -lplibsg -lplibul
-lplibpsl -lmk4 -lz -lglut -
lGLU -lGL -lXmu -lXt -lSM -lICE -lXi -lXext -lX11
-lpthread -lm  -lplibsl -lplib
sm -lm 
main.o: In function `trRenderFrame()':
/home/john/myfiles/FlightGear/src/Main/../../src/Scenery/scenery.hxx:323:
undefined reference to `ssgCullAndDraw(ssgRoot*)'
/home/john/myfiles/FlightGear/src/Main/../../src/Scenery/scenery.hxx:323:
undefined reference to `ssgCullAndDraw(ssgRoot*)'
/home/john/myfiles/FlightGear/src/Main/../../src/Scenery/scenery.hxx:323:
undefined reference to `ssgCullAndDraw(ssgRoot*)'
main.o: In function `fgRenderFrame()':
/home/john/myfiles/FlightGear/src/Main/../../src/Scenery/scenery.hxx:323:
undefined reference to `ssgCullAndDraw(ssgRoot*)'
/home/john/myfiles/FlightGear/src/Main/../../src/Scenery/scenery.hxx:323:
undefined reference to `ssgCullAndDraw(ssgRoot*)'
main.o:/home/john/myfiles/FlightGear/src/Main/../../src/Scenery/scenery.hxx:323:
more undefined references to
`ssgCullAndDraw(ssgRoot*)' follow
collect2: ld returned 1 exit status
make: *** [fgfs] Error 1
[EMAIL PROTECTED] Main]$ 


Im using the current cvs versions of plib and
SimGear, which compiled and installed without a
problem.  Do I need to update something else?

Thanks very much,

John Gallas

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Re: [Flightgear-devel] Landing Spotlight in Flightgear (I made it!!)

2003-03-26 Thread Cameron Moore
* [EMAIL PROTECTED] (Roman Grigoriev) [2003.03.26 10:09]:
Finally I made landing light support in flightgear!

Awesome!

Here is screenshots
http://fgfs.narod.ru/fgfs-screen-001.jpg
http://fgfs.narod.ru/fgfs-screen-002.jpg
http://fgfs.narod.ru/fgfs-screen-003.jpg
http://fgfs.narod.ru/fgfs-screen-004.jpg

I'm in the process of mirroring these images since your link is pretty
slow for me here in the US.  Mirror is here:

  http://unbeatenpath.net/software/fgfs/Roman/

Thanks
-- 
Cameron Moore
/ Now, it's quite simple to defend yourself \
\against a man armed with a banana. /

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Re: [Flightgear-devel] MSVC6.0 Update

2003-03-26 Thread Geoff McLane
I too maintain my own, and if you read a little way
back in the achives I mentioned you have to also
update FG/src/include/config.h, which arrives as
config.h-msvc6, with something like -

#ifndef  GLUT_H   // per MSVS install directory
#define  GLUT_H   GL\glut.h
#endif   // #ifndef  GLUT_H

Switching to .NET is not an option for all of us.

.NET will NOT install on a non-NT-based win-os,
thus, even though I have several home machines, Windows
XP refused to install in 2 of them, siting video in one,
and memory in the other, so i put it on the 'shelf',
which suspends .NET install :-/\.

Speak to my wife about the budget for the new
machine, but that still seems a ways off, like getting
a broadband connection too ... :-))

We can still enjoy 'playing' with FlightGear code,
even with our limited resources, and older tools.

Scanning through the makefile.am's that arrived in
the cvs update gives you a heads up on new/deleted files,
without subscribing ... but then i use 2 directories, like -
D:\FG091CVS, and
D:\FG091
and after the cvs update, i do my own src dst directory
compares, and only update if 'newer', and only then
if it has been a while since you 'touched' your work
copy, or viewed the actual difference.

Hope this helps.

rgds,

Geoff.

 From: Gopal Mor [EMAIL PROTECTED]
  ... to build latest FlightGear using MSVC6.0
 From: Fred
 I am not using the provided project anymore because
 Anyway, I switched to .NET months ago


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re: [Flightgear-devel] Landing Spotlight in Flightgear (I made it!!)

2003-03-26 Thread David Megginson
Roman Grigoriev writes:

 Finally I made landing light support in flightgear!  It uses coolest
 per-pixel attenuated spotlight But it cost additionally 2 textures
 one of them is 3d texture and other cubemap and it uses register
 combiners and vertex programs I test it on geforce3 and it works
 well on linux.

That looks great -- excellent work.  Can it be enabled and disabled at
runtime?

 So I have other questions: could you please give me specs on cessna
 landing lights?  angle of spot cone, light power (distance in
 meters), spotlight = direction?

I don't have a Cessna 172 service manual, but you should note that
there's quite a variety of landing lights out there -- some 172s have
wing-mounted landing lights, while others have nose-mounted landing
lights, and pilots often use different kinds of bulbs.

That said, you'll find that it's a lot fainter than you think.  In a
light Cessna or Piper (at least the ones I've flown), the landing
light is really designed to help with the flare, not the approach;
you'll see nothing at 100 ft AGL, perhaps a little at 50 ft AGL, and a
dimly-lit circle ahead of the plane (probably not full runway width)
down at 10-20 ft AGL.  If you aimed the light down 30 deg from the
horizontal, gave it a narrow width and maybe a 100 ft range, and made
it fairly dim, you wouldn't be too far off.


All the best,


David

-- 
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[Flightgear-devel] Solution: nose-heavy YASim aircraft

2003-03-26 Thread David Megginson
I noticed that all of the YASim models tended to nose down with
neutral elevator.  I assumed that it was a WB problem and tried
shifting weight all over the place in the J3 cub (and even moved the
wings around), but nothing fixed the problem.

In the end, I figured out that the YASim solver simply did not know
where to put the elevator for cruise.  We know that the elevator is
normally near to a neutral position (or slightly forward) for light
aircraft, but YASim doesn't.

Originally, the YASim J3 Cub config file had this:

  cruise speed=64 alt=0
control-setting axis=/controls/throttle[0] value=0.75/
control-setting axis=/controls/mixture[0] value=0.75/
  /cruise

I simply added the elevator axis (with a slight nose-down bias for
cruise), and it now glides just fine with neutral elevator:

  cruise speed=64 alt=0
control-setting axis=/controls/throttle[0] value=0.75/
control-setting axis=/controls/mixture[0] value=0.75/
control-setting axis=/controls/elevator value=0.1/
  /cruise

I recommend that other people designing YASim flight models try
something similar.


All the best,


David

-- 
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Re: [Flightgear-devel] Solution: nose-heavy YASim aircraft

2003-03-26 Thread Andy Ross
David Megginson wrote:
 I noticed that all of the YASim models tended to nose down with
 neutral elevator.  I assumed that it was a WB problem and tried
 shifting weight all over the place in the J3 cub (and even moved the
 wings around), but nothing fixed the problem.

Right.  The solver just compensated for the changes with extra tail
incidence. :)

 In the end, I figured out that the YASim solver simply did not know
 where to put the elevator for cruise.  We know that the elevator is
 normally near to a neutral position (or slightly forward) for light
 aircraft, but YASim doesn't.

This came up a while back.  Apparently I didn't put it in the docs.  A
slightly terser explanation is this:

 YASim trims the aircraft (with tail incidence, not control input) so
 that the elevator value is exactly zero in the specified cruise
 configuration.  It assumes zero trim input by default.  Use a control
 setting for the proper value of elevator-trim in the cruise
 parameters.

You set the elevator property instead, which of course has the same
effect.  I'd argue that setting trim is easier to understand, and
closer to what is really happening in the cockpit.  If a pilot knows
that the aircraft cruises with 30% nose-down trim, they can just plug
that value in.  Pilots are probably less likely to know the elevator
deflection required when the trim is at the zero point.

Andy

-- 
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Sole Proprietor   Beneath the Infinite   Hillsboro, OR
  Experience... the Plausible?



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Re: [Flightgear-devel] Solution: nose-heavy YASim aircraft

2003-03-26 Thread David Megginson
Andy Ross writes:

  This came up a while back.  Apparently I didn't put it in the docs.  A
  slightly terser explanation is this:
  
   YASim trims the aircraft (with tail incidence, not control input) so
   that the elevator value is exactly zero in the specified cruise
   configuration.  It assumes zero trim input by default.  Use a control
   setting for the proper value of elevator-trim in the cruise
   parameters.

That was not happening, however; instead, with 0 elevator and 0
elevator trim, all aircraft would continue pitching downwards and
accelerating past Vne.  Setting the elevator property solved the
problem.  I don't know why it wasn't trimming for 0 elevator/elevator
trim.


All the best,


David

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Re: [Flightgear-devel] Solution: nose-heavy YASim aircraft

2003-03-26 Thread Andy Ross
David Megginson wrote:
 That was not happening, however; instead, with 0 elevator and 0
 elevator trim, all aircraft would continue pitching downwards and
 accelerating past Vne.  Setting the elevator property solved the
 problem.  I don't know why it wasn't trimming for 0
 elevator/elevator trim.

You misunderstand what I wrote.  Your solution is correct, but you
should be using /controls/elevator-trim instead of /controls/elevator.

And it *was* trimming for zero /controls/elevator{-trim}.  That's the
whole point: It's not a bug in the solver.  The pitching moment* at
the specified cruise conditions is very near zero; that's what the
solver does.  The problem is that a real aircraft under those
conditions *doesn't* have its trim wheel set to zero.  So the feel
to someone comparing the aircraft's trim behavior to a real one is as
if the trim is more nose down than it should be.

* That doesn't mean you can't get the aircraft past the speed with
  hands off by inducing a phygoid oscillation.  But the trim speed
  is guaranteed to be correct.  The aircraft won't nose down and
  diverge.

Take off in an aircraft, set the elevator trim to zero (or to whatever
value appears in the configuration file) and duplicate the cruise
conditions.  The required elevator will be zero.  It may feel nose
heavy, but it's not.  You're just expecting a different initial trim
condition than you're getting.

Your Cherokee, for example, probably wants to fly at something like 80
knots with the trim wheel centered (I'm guessing).  An equivalent
YASim model would likely have a cruise configuration of 110 knots,
would set the trim to that speed, and would therefore feel nose
heavy despite the aerodynamic behavior being identical.  The fix is to
examine the trim wheel in cruise and set that value as a control input
to the cruise configuration.

Andy

-- 
Andrew J. RossBeyond the OrdinaryPlausibility Productions
Sole Proprietor   Beneath the Infinite   Hillsboro, OR
  Experience... the Plausible?



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[Flightgear-devel] MSFS Aircrafts

2003-03-26 Thread Erik Hofman


Hi,

How come whenever I release an aircraft for JSBSim, a few weeks later I 
see an anouncement on avsim.org that this type of aircraft will be 
available to MSFS with a realistic flight model?

It happened with the F-16, it happened with the F-104 and it will happen 
with the F-15 also!

Oh well, maybe I'm just paranoid.

Erik

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Re: [Flightgear-devel] Solution: nose-heavy YASim aircraft

2003-03-26 Thread David Megginson
Andy Ross writes:

  And it *was* trimming for zero /controls/elevator{-trim}.  That's the
  whole point: It's not a bug in the solver.  The pitching moment* at
  the specified cruise conditions is very near zero; that's what the
  solver does.  The problem is that a real aircraft under those
  conditions *doesn't* have its trim wheel set to zero.  So the feel
  to someone comparing the aircraft's trim behavior to a real one is as
  if the trim is more nose down than it should be.

j3cub.xml originally had the following entry for cruise:

  cruise speed=64 alt=0
control-setting axis=/controls/throttle[0] value=0.75/
control-setting axis=/controls/mixture[0] value=0.75/
  /cruise

From what I understand, with elevator trim and elevator set to zero,
the plane should be trimmed for 64 kcas (74 mph).  However, if I zero
the elevator and elevator trim, the nose drops and eventually settles
around 110-120 mph.  What accounts for the difference?

You can test this by commenting out my elevator axis line in
the cruise element in the latest j3cub.xml, then starting

  fgfs --altitude=3000 --vc=64 --aircraft=j3cub

  Your Cherokee, for example, probably wants to fly at something like
  80 knots with the trim wheel centered (I'm guessing).  An
  equivalent YASim model would likely have a cruise configuration of
  110 knots, would set the trim to that speed, and would therefore
  feel nose heavy despite the aerodynamic behavior being identical.
  The fix is to examine the trim wheel in cruise and set that value
  as a control input to the cruise configuration.

That's very helpful -- thanks.  Note that the small planes I've flown
tend to use a bit of forward (nose-down) trim in cruise, not nose-up.


All the best,


David

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[Flightgear-devel] re: [Jsbsim-devel] MSFS Aircrafts

2003-03-26 Thread David Megginson
Erik Hofman writes:

  How come whenever I release an aircraft for JSBSim, a few weeks later I 
  see an anouncement on avsim.org that this type of aircraft will be 
  available to MSFS with a realistic flight model?
  
  It happened with the F-16, it happened with the F-104 and it will happen 
  with the F-15 also!
  
  Oh well, maybe I'm just paranoid.

At least one MSFS designer reads these lists and has been in touch
with me about the 310 model (which I designed).  I don't consider that
a problem -- the person I corresponded with, at least, wanted to share
ideas and feed fixes back into our data.  In any case, it's worth
remembering that we take many of our stability numbers from other
people's work (like Roskam's).

I think that an application-independent public database of stability
coefficients would be a worthwhile project in itself.  It would be
useful for FlightGear, XPlane, and MSFS, and we'd end up with a much
bigger pool of contributors.

Hmm.  Maybe I'll start on that.


All the best,


David

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[Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-26 Thread Erik Hofman
David Megginson wrote:
Erik Hofman writes:

  How come whenever I release an aircraft for JSBSim, a few weeks later I 
  see an anouncement on avsim.org that this type of aircraft will be 
  available to MSFS with a realistic flight model?
  
  It happened with the F-16, it happened with the F-104 and it will happen 
  with the F-15 also!
  
  Oh well, maybe I'm just paranoid.

At least one MSFS designer reads these lists and has been in touch
with me about the 310 model (which I designed).  I don't consider that
a problem -- the person I corresponded with, at least, wanted to share
ideas and feed fixes back into our data.  In any case, it's worth
remembering that we take many of our stability numbers from other
people's work (like Roskam's).
I wouldn't have a problem with that either if they respect the GPL, 
which in most cases they don't. Further more it take a considerable 
amount of time gathering all the data, and just taking the data for your 
own good is, so to say, not nice.

On the other hand, if they let us use their 3d models, I wouldn't think 
of it as a problem either ...

I think that an application-independent public database of stability
coefficients would be a worthwhile project in itself.  It would be
useful for FlightGear, XPlane, and MSFS, and we'd end up with a much
bigger pool of contributors.
Hmm.  Maybe I'll start on that.
I expect it to be harder then you might think in advance.
I know there have been a few weak attempts in doing so, but none have 
ever gone any further.

Erik

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[Flightgear-devel] P-51D 3D model progress

2003-03-26 Thread Jim Wilson
Here are some screen shots of the last couple of night's progress:

http://www.spiderbark.com/fgfs/p51dshot9.png
http://www.spiderbark.com/fgfs/p51dshot10.png

Does anyone know anything about how the radio compass (ADF),  upper left 
instrument should work?  I'm not sure yet where the radio controls are (the
radio actually sits behind the pilot seat).  

My biggest problem is not knowing what the second arrow is (the one with two
white lines running lenghtwise) and whether or not the dial turns.  There is
only one knob so I suspect the dial is fixed.

Best,

Jim

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[Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-26 Thread David Megginson
Erik Hofman writes:

  I wouldn't have a problem with that either if they respect the GPL,
  which in most cases they don't. Further more it take a considerable
  amount of time gathering all the data, and just taking the data for
  your own good is, so to say, not nice.

Is our data GPL'd, or just the specific representation of it in the
config files?  I know that Microsoft (for example) has not been able
to enforce IP rights over their file formats.  Besides, if our data
were GPL'd, we'd have to prove that we had the right to do that in the
first place.


All the best,


David

-- 
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[Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-26 Thread Tony Peden
On Wed, 2003-03-26 at 15:16, David Megginson wrote:
 Erik Hofman writes:
 
   I wouldn't have a problem with that either if they respect the GPL,
   which in most cases they don't. Further more it take a considerable
   amount of time gathering all the data, and just taking the data for
   your own good is, so to say, not nice.
 
 Is our data GPL'd, or just the specific representation of it in the
 config files?  I know that Microsoft (for example) has not been able
 to enforce IP rights over their file formats.  Besides, if our data
 were GPL'd, we'd have to prove that we had the right to do that in the
 first place.

Probably true, but credit (if it's due) is not terribly much to ask for.

 
 
 All the best,
 
 
 David
-- 
Tony Peden [EMAIL PROTECTED]


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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-26 Thread Bert Driehuis
On 26 Mar 2003, Tony Peden wrote:

 Probably true, but credit (if it's due) is not terribly much to ask for.

This is a recurring theme in the Windows world. Almost noone who
develops train models for MSTS and Trainz wants to part with their 3d
models, because of the abundance of unscrupulous folks who then market
the stuff they got for free. One developer I know even went as far as
changing locomotive shapes slightly to make rip-off models look really
bad.

I don't care that badly (but then again, I usually use the BSD license
when I have the chance, so I'm a bit biased towards allowing the freedom
of flattery-by-shameless copying; if you look at the number of devices
that embed UCD-SNMP without credit you might be surprised, but I'm just
flattered when I think that there are a couple of lines of my code in
the commercial firewall where I first noticed it -- UCD-SNMP required
credit as the only condition for use at the time).

I haven't looked into it for lack of time, but a bunch of MSFS
enthusiasts made landscapes for the Netherlands that might be converted
into FlightGear format, and I hope that such positive sharing will
really take off.

With the formidable tasks that are behind simulator work, all the
content that can be opened and shared is a win. Getting the credit is
absolutely essential to keep folks motivated.

Cheers,

-- Bert

-- 
Bert Driehuis -- [EMAIL PROTECTED] -- +31-20-3116119
If the only tool you've got is an axe, every problem looks like fun!


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[Flightgear-devel] FGControls

2003-03-26 Thread David Culp
Here are expanded versions of  controls.hxx and controls.cxx

http://home.attbi.com/~davidculp2/controls.hxx
http://home.attbi.com/~davidculp2/controls.cxx

I've integrated it into FlightGear/JSBSim, but haven't tested it yet with 
other FDM's or with the autopilot.  If anyone's interested I'll submit them 
along with the diffs for integration.

Are there enough controls?  Too many?  Not organized right?
Let me know.


Dave Culp

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Re: [Flightgear-devel] Landing Spotlight in Flightgear (I made it!!)

2003-03-26 Thread Roman Grigoriev

- Original Message -
From: David Megginson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, March 26, 2003 8:50 PM
Subject: re: [Flightgear-devel] Landing Spotlight in Flightgear (I made
it!!)


 Roman Grigoriev writes:

  Finally I made landing light support in flightgear!  It uses coolest
  per-pixel attenuated spotlight But it cost additionally 2 textures
  one of them is 3d texture and other cubemap and it uses register
  combiners and vertex programs I test it on geforce3 and it works
  well on linux.

 That looks great -- excellent work.  Can it be enabled and disabled at
 runtime?

Not now. Lighting is constantly on. but it made by using ssgEntity callbacks
so It can be easily switch off.
Now it works only on Geforce3-4 and draws terrain geometry in one pass,
because it use GL_VERTEX_PROGRAM_NV. you can easily replace it with
GL_VERTEX_PROGRAM_ARB, but also it use GL_REGISTER_COMBINERS_NV and this can
be converted to pixel shaders. but you also need to have Radeon8500. I can
try to make it if someone intrested in. Also I use 3 texture units and 1 is
free. I can make bump mapping with normal maps. Wadda you say? Does bump
maping is the feature we need to have?


  So I have other questions: could you please give me specs on cessna
  landing lights?  angle of spot cone, light power (distance in
  meters), spotlight = direction?

 I don't have a Cessna 172 service manual, but you should note that
 there's quite a variety of landing lights out there -- some 172s have
 wing-mounted landing lights, while others have nose-mounted landing
 lights, and pilots often use different kinds of bulbs.

 That said, you'll find that it's a lot fainter than you think.  In a
 light Cessna or Piper (at least the ones I've flown), the landing
 light is really designed to help with the flare, not the approach;
 you'll see nothing at 100 ft AGL, perhaps a little at 50 ft AGL, and a
 dimly-lit circle ahead of the plane (probably not full runway width)
 down at 10-20 ft AGL.  If you aimed the light down 30 deg from the
 horizontal, gave it a narrow width and maybe a 100 ft range, and made
 it fairly dim, you wouldn't be too far off.

Ok and what about B-747 and A300?
Is there any screenshots to see landing lights in action?
Thanx in advance
Roman



 All the best,


 David

 --
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Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-26 Thread David Megginson
Bert Driehuis writes:

  This is a recurring theme in the Windows world. Almost noone who
  develops train models for MSTS and Trainz wants to part with their 3d
  models, because of the abundance of unscrupulous folks who then market
  the stuff they got for free. One developer I know even went as far as
  changing locomotive shapes slightly to make rip-off models look really
  bad.

That's why I prefer public domain even to open source -- people spend
way too long worrying about that kind of thing.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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Re: [Flightgear-devel] R/C transmitter support added to base package

2003-03-26 Thread Cameron Moore
* [EMAIL PROTECTED] (Michael Selig) [2003.03.25 16:53]:
 I have just added R/C transmitter support to the FlightGear base 
 package.  To make it all work, one must have a supported radio and purchase 
 an RCJOY USB box ($90) as well as a cable (~$12) from 
 http://www.leweng.com.  This USB box works with all major R/C brands: 
 Futaba, Airtronics, JR, Hitec, Tower Hobbies, and Multiplex.  A list of the 
 specific radios is on the Lew Engineering web site (see the Support 
 link).  The cable depends on the brand.

Have you got this working under Linux?  I have one of these:

  http://www.rc-electronics.co.uk/usb.htm

I've had it working under Windows before, but I've yet to have my 2.4
kernel bind it to a js[0-9] device.
-- 
Cameron Moore
[ What happens if you get scared half to death twice? ]

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[Flightgear-devel] Re: Short Field Landings

2003-03-26 Thread Dave Perry
This morning, before leaving for work, I tried the normal short field 
technique in the c172p-3d (full flaps,  just above stall, behind the 
power curve decent, with the touch down immediately after pulling the 
power.)  This was my first attempt in fgfs.  I think I can easilly beat 
this with a few more approaches.  Fun challenge!!

Touchdown report for NOSE
  Sink rate at contact:  2.5546 fps,0.8706 mps
  Contact ground speed:  40.5460 knots,  23.3216 mps
  Maximum contact force: 1557.5754 lbs,6928.0956 Newtons
  Maximum strut travel:  7.5963 inches, 19.2947 cm
  Distance traveled: 199.2917 ft, 67.9186 meters
Touchdown report for LEFT_MAIN
  Sink rate at contact:  2.5694 fps,0.8757 mps
  Contact ground speed:  46.0093 knots,  26.4641 mps
  Maximum contact force: 4151.1706 lbs,18464.4067 Newtons
  Maximum strut travel:  1.1665 inches, 2.9629 cm
  Distance traveled: 340.9009 ft, 116.1790 meters
Touchdown report for RIGHT_MAIN
  Sink rate at contact:  3.0297 fps,1.0325 mps
  Contact ground speed:  46.1650 knots,  26.5536 mps
  Maximum contact force: 4960.4708 lbs,22064.1739 Newtons
  Maximum strut travel:  1.1351 inches, 2.8833 cm
  Distance traveled: 348.6756 ft, 118.8286 meters
Touchdown report for TAIL_SKID
  Sink rate at contact:  0. fps,0. mps
  Contact ground speed:  0. knots,  0. mps
  Maximum contact force: 0. lbs,0. Newtons
  Maximum strut travel:  0. inches, 0. cm
  Distance traveled: 0. ft, 0. meters

With a moderate headwind, I see no reason that he couldn't stop a C150
in 200 feet or so, though it doesn't sound like a particularly wise
landing over all.  The nose-high approach is tricky in a small plane
-- you don't want even a small gust of wind -- but it has the
advantage that the wheels drop the second you cut the throttle.
When I was instructing in a Cessna 150 at Anoka CO noth of the Twin Cities, 
I used this technique to turn off at the first departure taxiway after 
landing on the approach apron.  They have since closed this part of the
South end of that runway.

- Dave P.





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Re: [Flightgear-devel] P-51D 3D model progress

2003-03-26 Thread Cameron Moore
* [EMAIL PROTECTED] (Jim Wilson) [2003.03.26 17:05]:
 Does anyone know anything about how the radio compass (ADF),  upper left 
 instrument should work?  I'm not sure yet where the radio controls are (the
 radio actually sits behind the pilot seat).  
 
 My biggest problem is not knowing what the second arrow is (the one with two
 white lines running lenghtwise) and whether or not the dial turns.  There is
 only one knob so I suspect the dial is fixed.

I'm not sure one way or the other, but I can show you some pictures that
may help.  See http://unbeatenpath.net/software/fgfs/P-51D/ADF/

Hope this helps.
-- 
Cameron Moore
[ The sooner you fall behind, the more time you'll have to catch up. ]

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Re: [Flightgear-devel] P-51D 3D model progress

2003-03-26 Thread Major A

  Does anyone know anything about how the radio compass (ADF),  upper left 
  instrument should work?  I'm not sure yet where the radio controls are (the
  radio actually sits behind the pilot seat).  
  
  My biggest problem is not knowing what the second arrow is (the one with two
  white lines running lenghtwise) and whether or not the dial turns.  There is
  only one knob so I suspect the dial is fixed.
 
 I'm not sure one way or the other, but I can show you some pictures that
 may help.  See http://unbeatenpath.net/software/fgfs/P-51D/ADF/

Isn't this simply two ADF indicators in one gauge? I remember a
document on the internet mention such, I've forgotten where it was. I
guess the knob just rotates the rose for easy bearing calculations.

  Andras

===
Major Andras
e-mail: [EMAIL PROTECTED]
www:http://andras.webhop.org/
===

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[Flightgear-devel] where in the world is glut.h

2003-03-26 Thread Howell Caton
Hi!  I'm having a few teething problems installing Flightgear.  Right 
now I'm puzzled because I don't have glut.h on my system.  Shouldn't it 
come with glut3.7-8.  thanks!

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Re: [Flightgear-devel] where in the world is glut.h

2003-03-26 Thread Jonathan Polley
What is your system?  If you have Windows then you will need to build 
GLUT on your own.  GLUT should come with MESA (or the OpenGL drivers of 
your video card) under Linux (at least that's how I get it).

Jonathan Polley

On Wednesday, March 26, 2003, at 11:02  PM, Howell Caton wrote:

Hi!  I'm having a few teething problems installing Flightgear.  Right 
now I'm puzzled because I don't have glut.h on my system.  Shouldn't 
it come with glut3.7-8.  thanks!

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[Flightgear-devel] Future MacOS X Support

2003-03-26 Thread Jonathan Polley
I don't mean to scare anybody, but this has to do with the upcoming 
Panther release (10.3).  With the release of Panther, I will be dumping 
my 10.1 partition and won't be building FlightGear for MacOS X 10.1, 
although I don't keep it current right now, in favor of maintaining 
10.2 and 10.3 partitions.  Will we be dropping official support for 
10.1 at that time (or any time soon)?

Just curious,

Jonathan Polley

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Re: [Flightgear-devel] where in the world is glut.h

2003-03-26 Thread Cameron Moore
* [EMAIL PROTECTED] (Howell Caton) [2003.03.26 23:14]:
 Hi!  I'm having a few teething problems installing Flightgear.  Right 
 now I'm puzzled because I don't have glut.h on my system.  Shouldn't it 
 come with glut3.7-8.  thanks!

You didn't mention what OS/Distro you are using, but make sure you have
the development package installed (usualy *-dev or *-devel).
-- 
Cameron Moore
[ There's no place like $HOME ]

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Re: [Flightgear-devel] R/C transmitter support added to base package

2003-03-26 Thread Michael Selig
At 3/26/03, Cameron Moore wrote:
* [EMAIL PROTECTED] (Michael Selig) [2003.03.25 16:53]:
 I have just added R/C transmitter support to the FlightGear base
 package.  To make it all work, one must have a supported radio and 
purchase
 an RCJOY USB box ($90) as well as a cable (~$12) from
 http://www.leweng.com.  This USB box works with all major R/C brands:
 Futaba, Airtronics, JR, Hitec, Tower Hobbies, and Multiplex.  A list of 
the
 specific radios is on the Lew Engineering web site (see the Support
 link).  The cable depends on the brand.

Have you got this working under Linux?  I have one of these:

  http://www.rc-electronics.co.uk/usb.htm

I've had it working under Windows before, but I've yet to have my 2.4
kernel bind it to a js[0-9] device.
Yes, it is running under Linux (Redhat 8).  I've been using it w/ Linux 
since last June (i.e. it is reliable).

Have you heard of any R/C USB gadgets doing all 8 channels in proportional 
mode, rather than running channels 5-8 as buttons?

FWIW, I just checked and RCJOY also works w/ fgfs in Windows.

Regards,
Michael
**
 Prof. Michael S. Selig
 Dept. of Aero/Astro Engineering
 University of Illinois at Urbana-Champaign
 306 Talbot Laboratory
 104 South Wright Street
 Urbana, IL 61801-2935
 (217) 244-5757 (o), (509) 691-1373 (fax)
 mailto:[EMAIL PROTECTED]
 http://www.uiuc.edu/ph/www/m-selig
 http://www.uiuc.edu/ph/www/m-selig/faq.html (FAQ)
**
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