[Flightgear-devel] Multiplayer update
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: P-51D 3d Model and help request
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 -- Martin Dressler e-mail: [EMAIL PROTECTED] http://www.musicabona.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer update
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: P-51D 3d Model and help request
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer update
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Accelerometer question
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Landing Spotlight in Flightgear (I made it!!)
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!!)
* 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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Trouble compiling: undefined reference to ssgCullAndDraw(ssgRoot*) ???
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 __ Do you Yahoo!? Yahoo! Platinum - Watch CBS' NCAA March Madness, live on your desktop! http://platinum.yahoo.com ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Landing Spotlight in Flightgear (I made it!!)
* [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. / ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] MSVC6.0 Update
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
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? 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 -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Solution: nose-heavy YASim aircraft
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 -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Solution: nose-heavy YASim aircraft
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 -- Andrew J. RossBeyond the OrdinaryPlausibility Productions Sole Proprietor Beneath the Infinite Hillsboro, OR Experience... the Plausible? ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Solution: nose-heavy YASim aircraft
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 -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Solution: nose-heavy YASim aircraft
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? ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] MSFS Aircrafts
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Solution: nose-heavy YASim aircraft
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 -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] re: [Jsbsim-devel] MSFS Aircrafts
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 -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] P-51D 3D model progress
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts
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 -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts
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] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts
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! ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] FGControls
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Landing Spotlight in Flightgear (I made it!!)
- 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 -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts
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/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] R/C transmitter support added to base package
* [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? ] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Re: Short Field Landings
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] P-51D 3D model progress
* [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. ] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] P-51D 3D model progress
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/ === ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] where in the world is glut.h
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! ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] where in the world is glut.h
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! ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Future MacOS X Support
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] where in the world is glut.h
* [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 ] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] R/C transmitter support added to base package
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) ** ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel