Re: [Flightgear-devel] OT: First Flight
On 4/3/03 at 5:01 PM David Megginson wrote: Matthew Law writes: I'll make just one more post after lesson 2... Post as often as you'd like -- we'll all be interested in hearing as it goes. Ditto, I've thoroughly enjoyed the posted desciptions of both David's and now your flying training. If you feel like writing more, don't hesitate to post it! Thanks guys. Cheers - Dave ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] possible bug in model code or plib
David Megginson [EMAIL PROTECTED] said: Jim Wilson writes: The model code is returning a not found error (can't find a named object) if the object is a simple triangle or rectangle surface. Yes, we've discussed this problem before on the list. Plib optimizes out parent branches with only one child, so the name of an object with a single surface is lost. Unfortunately, Steve is not willing to accept a patch to change this behaviour. Well, I guess I can live with that. Does this happen during loading the model data or further down the pipe? Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
hi I'm a new user (or wannabe user so far :)). I am attempting to compile FlightGear through MSVC++. I have managed to compile plib,zlib, Metakit and SimGear but have run into the following errors compiling FlightGear itself. The readme said to post to this group. Any help greatly appreciated as I am trying to use FG as a component in my final year degree project and time is beginning to run out for me. Thanks Compiling... tower.cxx C:\New\FlightGear-0.9.1\src\ATC\ground.hxx(141) : warning C4091: 'typedef ' : ignored on left of 'struct Rwy' when no variable is declared C:\New\FlightGear-0.9.1\src\ATC\tower.hxx(72) : error C2653: 'listclass TowerPlaneRec *,class std::allocatorclass TowerPlaneRec * ' : is not a class or namespace name C:\New\FlightGear-0.9.1\src\ATC\tower.hxx(72) : error C2146: syntax error : missing ';' before identifier 'tower_plane_rec_list_iterator' C:\New\FlightGear-0.9.1\src\ATC\tower.hxx(72) : fatal error C1004: unexpected end of file found towerlist.cxx C:\New\FlightGear-0.9.1\src\ATC\ground.hxx(141) : warning C4091: 'typedef ' : ignored on left of 'struct Rwy' when no variable is declared C:\New\FlightGear-0.9.1\src\ATC\tower.hxx(72) : error C2653: 'listclass TowerPlaneRec *,class std::allocatorclass TowerPlaneRec * ' : is not a class or namespace name C:\New\FlightGear-0.9.1\src\ATC\tower.hxx(72) : error C2146: syntax error : missing ';' before identifier 'tower_plane_rec_list_iterator' C:\New\FlightGear-0.9.1\src\ATC\tower.hxx(72) : fatal error C1004: unexpected end of file found ATCVoice.cxx C:\New\FlightGear-0.9.1\src\ATC\ATCVoice.cxx(154) : error C2653: 'listclass std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar ,class std::allocatorclass std::basic_stringchar,struct std::char_traitschar,class std: :allocatorchar ' : is not a class or namespace name C:\New\FlightGear-0.9.1\src\ATC\ATCVoice.cxx(154) : error C2065: 'iterator' : undeclared identifier C:\New\FlightGear-0.9.1\src\ATC\ATCVoice.cxx(154) : error C2146: syntax error : missing ';' before identifier 'tokenListItr' C:\New\FlightGear-0.9.1\src\ATC\ATCVoice.cxx(154) : error C2065: 'tokenListItr' : undeclared identifier C:\New\FlightGear-0.9.1\src\ATC\ATCVoice.cxx(175) : error C2679: binary '=' : no operator defined which takes a right-hand operand of type 'class std::listclass std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar ,class std::allocatorclass std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar ::iterator' (or there is no acceptable conversion) C:\New\FlightGear-0.9.1\src\ATC\ATCVoice.cxx(176) : error C2677: binary '!=' : no global operator defined which takes type 'class std::listclass std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar ,class std::allocator class std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar ::iterator' (or there is no acceptable conversion) C:\New\FlightGear-0.9.1\src\ATC\ATCVoice.cxx(176) : fatal error C1903: unable to recover from previous error(s); stopping compilation AIMgr.cxx C:\New\FlightGear-0.9.1\src\ATC\ground.hxx(141) : warning C4091: 'typedef ' : ignored on left of 'struct Rwy' when no variable is declared C:\New\FlightGear-0.9.1\src\ATC\tower.hxx(72) : error C2653: 'listclass TowerPlaneRec *,class std::allocatorclass TowerPlaneRec * ' : is not a class or namespace name C:\New\FlightGear-0.9.1\src\ATC\tower.hxx(72) : error C2146: syntax error : missing ';' before identifier 'tower_plane_rec_list_iterator' C:\New\FlightGear-0.9.1\src\ATC\tower.hxx(72) : fatal error C1004: unexpected end of file found Generating Code... Error executing cl.exe. FlightGear.exe - 16 error(s), 3 warning(s) _ It's fast, it's easy and it's free. Get MSN Messenger today! http://www.msn.co.uk/messenger ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Dan D wrote : hi I'm a new user (or wannabe user so far :)). I am attempting to compile FlightGear through MSVC++. I have managed to compile plib,zlib, Metakit and SimGear but have run into the following errors compiling FlightGear itself. The readme said to post to this group. Any help greatly appreciated as I am trying to use FG as a component in my final year degree project and time is beginning to run out for me. Thanks Compiling... tower.cxx C:\New\FlightGear-0.9.1\src\ATC\ground.hxx(141) : warning C4091: 'typedef ' : ignored on left of 'struct Rwy' when no variable is declared This is fixed in CVS C:\New\FlightGear-0.9.1\src\ATC\tower.hxx(72) : error C2653: 'listclass TowerPlaneRec *,class std::allocatorclass TowerPlaneRec * ' : is not a class or namespace name I think that too. C:\New\FlightGear-0.9.1\src\ATC\tower.hxx(72) : error C2146: syntax error : missing ';' before identifier 'tower_plane_rec_list_iterator' C:\New\FlightGear-0.9.1\src\ATC\tower.hxx(72) : fatal error C1004: unexpected end of file found towerlist.cxx ... Try to get the latest development branch from CVS with WinCVS. I posted a bunch of patches last week. You certainly would have to tweak the project file yourself because the .dsp file is not updated regularly. It certainly miss some files. Cheers, -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] possible bug in model code or plib
David Megginson [EMAIL PROTECTED] said: Jim Wilson writes: Well, I guess I can live with that. Does this happen during loading the model data or further down the pipe? It happens in the optimization steps just after loading. Can we bypass this by doing our own ac loader in simgear? I guess I need to understand better what the optimization gives us. My feeling is it is causing some other problems that have cropped up in the past (specfically disappearing polygons and inexplicable normal calculations). It seems as though we should be turning as much control as possible over to the modeler as far as producing an optimimum data structure. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] possible bug in model code or plib
Jim Wilson writes: Can we bypass this by doing our own ac loader in simgear? I guess I need to understand better what the optimization gives us. Essentially nothing. 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] possible bug in model code or plib
David Megginson [EMAIL PROTECTED] said: Jim Wilson writes: Can we bypass this by doing our own ac loader in simgear? I guess I need to understand better what the optimization gives us. Essentially nothing. Looks like the normals generation is being done there though. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] possible bug in model code or plib
Jim Wilson writes: David Megginson [EMAIL PROTECTED] said: Jim Wilson writes: Can we bypass this by doing our own ac loader in simgear? I guess I need to understand better what the optimization gives us. Essentially nothing. Looks like the normals generation is being done there though. The normal generation for ac3d models can be really poor and cause ugly distracting artifacts. I see this on many aircraft and also the buildings. :-( Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] possible bug in model code or plib
Curtis L. Olson [EMAIL PROTECTED] said: The normal generation for ac3d models can be really poor and cause ugly distracting artifacts. I see this on many aircraft and also the buildings. :-( That's partly because it isn't being done right. And I suspect part of the reason for that is the optimization. It is possible to manipulate around these problems, which is why the shading around some of my more recent models is working a little better. The fact that we can't specify flat shading on individual branches is a major drawback, and that is a plib issue. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Fwd: [Flightgear-cvslogs] Base CVS update:FlightGear/FlightGear/Aircraft
Hi Lee, Try just sorting your objects differently. Put the fuselage (the object right behind the glass) first, then the wings, and then the tail. Of course the glass does need to be rendered first so put that down the bottom (the rendering order is inversed). This will undoubtedly cause problems in certain directions but if you basically work out from your glass you should be able to minimize the visual problems. Obviously there is some sort of problem with plib that causes this to happen. And it appears to be related to how texturing is done. Objects that are untextured don't have these issues. Best, Jim Forwarded From: [EMAIL PROTECTED] Date: Fri Apr 4 10:58:39 EST 2003 Author: cvsroot Update of /home/cvsroot/FlightGear/FlightGear/Aircraft In directory dot:/tmp/cvs-serv23465 Added Files: yf23-yasim-set.xml Log Message: Lee Elliott: Here's a 'beta' version of a YF23. The model is virtually finished - I think I just need to split the wheel well and cockpit linings to clear up the smoothing artifacts, and add a couple of other little details. The texturing is rudimentary, all I've done is to map simple colour blocks to everything. There's a definite problem with the rear cockpit canopy transparency - anything viewed through it, except for the pilot stuff and the rear canopy surround is invisible. The weird thing is that everything is ok if you angle the view to look through the front canopy - this is easier to do with the rear canopy open (parking brake). The front and rear canopy glasses, and hud glass are the only transparent objects, and they're all at the bottom of the hierarchy. I'd found that if I placed objects below any transparent objects in the hierarchy, they'd become invisible when viewed through the transparent object - any objects above the transparent objects would be visible. This seems to have worked for the front canopy and hud (the pilot and seat is visible from the front view through both the front canopy and the hud glass) but not the rear canopy. Time for a bit more experimentation, methinks. That, or find TFM to R:) I've finally got the u/c door/gear timing working, and I'm also pleased with the suspension animation. I couldn't resist linking the pilot's head to the rudder - it's not as though it does anything, except on the ground (where it also operates the nose wheel steering. It all still needs some tuning and finishing - I've modelled the front wing flaps/slats/what-ever-they-ares and I've put some slats in the fdm, but I haven't 'used' them yet. The suspension is still too spongey and it heels over quite badly on take-off in cross-winds (shows off the independent main suspension nicely though), and more work on the fdm is needed too. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] yf23 model canopy
NOTE: sorry for the duplicate, I should've entered a subject. Also forgot to mention how NICE this model looks! Hi Lee, Try just sorting your objects differently. Put the fuselage (the object right behind the glass) first, then the wings, and then the tail. Of course the glass does need to be rendered first so put that down the bottom (the rendering order is inversed). This will undoubtedly cause problems in certain directions but if you basically work out from your glass you should be able to minimize the visual problems. Obviously there is some sort of problem with plib that causes this to happen. And it appears to be related to how texturing is done. Objects that are untextured don't have these issues. Best, Jim Forwarded From: [EMAIL PROTECTED] Date: Fri Apr 4 10:58:39 EST 2003 Author: cvsroot Update of /home/cvsroot/FlightGear/FlightGear/Aircraft In directory dot:/tmp/cvs-serv23465 Added Files: yf23-yasim-set.xml Log Message: Lee Elliott: Here's a 'beta' version of a YF23. The model is virtually finished - I think I just need to split the wheel well and cockpit linings to clear up the smoothing artifacts, and add a couple of other little details. The texturing is rudimentary, all I've done is to map simple colour blocks to everything. There's a definite problem with the rear cockpit canopy transparency - anything viewed through it, except for the pilot stuff and the rear canopy surround is invisible. The weird thing is that everything is ok if you angle the view to look through the front canopy - this is easier to do with the rear canopy open (parking brake). The front and rear canopy glasses, and hud glass are the only transparent objects, and they're all at the bottom of the hierarchy. I'd found that if I placed objects below any transparent objects in the hierarchy, they'd become invisible when viewed through the transparent object - any objects above the transparent objects would be visible. This seems to have worked for the front canopy and hud (the pilot and seat is visible from the front view through both the front canopy and the hud glass) but not the rear canopy. Time for a bit more experimentation, methinks. That, or find TFM to R:) I've finally got the u/c door/gear timing working, and I'm also pleased with the suspension animation. I couldn't resist linking the pilot's head to the rudder - it's not as though it does anything, except on the ground (where it also operates the nose wheel steering. It all still needs some tuning and finishing - I've modelled the front wing flaps/slats/what-ever-they-ares and I've put some slats in the fdm, but I haven't 'used' them yet. The suspension is still too spongey and it heels over quite badly on take-off in cross-winds (shows off the independent main suspension nicely though), and more work on the fdm is needed too. ___ 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] yf23 model canopy
NOTE: sorry for the duplicate, I should've entered a subject. Also forgot to mention how NICE this model looks! Hi Lee, Try just sorting your objects differently. Put the fuselage (the object right behind the glass) first, then the wings, and then the tail. Of course the glass does need to be rendered first so put that down the bottom (the rendering order is inversed). This will undoubtedly cause problems in certain directions but if you basically work out from your glass you should be able to minimize the visual problems. Obviously there is some sort of problem with plib that causes this to happen. And it appears to be related to how texturing is done. Objects that are untextured don't have these issues. Best, Jim Forwarded From: [EMAIL PROTECTED] Date: Fri Apr 4 10:58:39 EST 2003 Author: cvsroot Update of /home/cvsroot/FlightGear/FlightGear/Aircraft In directory dot:/tmp/cvs-serv23465 Added Files: yf23-yasim-set.xml Log Message: Lee Elliott: Here's a 'beta' version of a YF23. The model is virtually finished - I think I just need to split the wheel well and cockpit linings to clear up the smoothing artifacts, and add a couple of other little details. The texturing is rudimentary, all I've done is to map simple colour blocks to everything. There's a definite problem with the rear cockpit canopy transparency - anything viewed through it, except for the pilot stuff and the rear canopy surround is invisible. The weird thing is that everything is ok if you angle the view to look through the front canopy - this is easier to do with the rear canopy open (parking brake). The front and rear canopy glasses, and hud glass are the only transparent objects, and they're all at the bottom of the hierarchy. I'd found that if I placed objects below any transparent objects in the hierarchy, they'd become invisible when viewed through the transparent object - any objects above the transparent objects would be visible. This seems to have worked for the front canopy and hud (the pilot and seat is visible from the front view through both the front canopy and the hud glass) but not the rear canopy. Time for a bit more experimentation, methinks. That, or find TFM to R:) I've finally got the u/c door/gear timing working, and I'm also pleased with the suspension animation. I couldn't resist linking the pilot's head to the rudder - it's not as though it does anything, except on the ground (where it also operates the nose wheel steering. It all still needs some tuning and finishing - I've modelled the front wing flaps/slats/what-ever-they-ares and I've put some slats in the fdm, but I haven't 'used' them yet. The suspension is still too spongey and it heels over quite badly on take-off in cross-winds (shows off the independent main suspension nicely though), and more work on the fdm is needed too. ___ 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] Microsoft Joystick * the plain one with 8 buttons and throttle
Hello.. I thought you all might want to add this to the /Input/Joysticks/Microsoft directory. It's for Microsoft Joystick, the plain one with 8 buttons and a throttle only. It's what I use and I made the new xml file for it from editing another file already there. Also will need to add this to the joysticks.xml in Base dir. js-named include=Input/Joysticks/Microsoft/sidewinder-joystick.xml/ (as if ya didn't know that already ;) ) Hope it helps someone in the future re's WillyB ?xml version=1.0? !-- * Bindings for Microsoft SideWinder Joystick. * * * Axis 0: ailerons * Axis 1: elevator * Axis 2: throttle * * Button 1: all brakes * Button 2: left brake only * Button 3: right brake only * Button 4: elevator trim down .. can switch 4 and 5 to reverse * Button 5: elevator trim up.. to your own preferences. * Button 6: flap up ... Same with * Button 7: flap down ... the flaps. -- PropertyList nameMicrosoft SideWinder Joystick/name axis n=0 descAileron/desc binding commandproperty-scale/command property/controls/aileron/property squared type=booltrue/squared /binding /axis axis n=1 descElevator/desc binding commandproperty-scale/command property/controls/elevator/property factor type=double-1.0/factor squared type=booltrue/squared /binding /axis axis n=2 descThrottle/desc binding commandproperty-scale/command property/controls/throttle[0]/property offset type=double-1.0/offset factor type=double-0.5/factor /binding binding commandproperty-scale/command property/controls/throttle[1]/property offset type=double-1.0/offset factor type=double-0.5/factor /binding /axis button n=1 descBrakes/desc binding commandproperty-assign/command property/controls/brakes[0]/property value type=double1.0/value /binding binding commandproperty-assign/command property/controls/brakes[1]/property value type=double1.0/value /binding binding commandproperty-assign/command property/controls/brakes[2]/property value type=double1.0/value /binding mod-up binding commandproperty-assign/command property/controls/brakes[0]/property value type=double0.0/value /binding binding commandproperty-assign/command property/controls/brakes[1]/property value type=double0.0/value /binding binding commandproperty-assign/command property/controls/brakes[2]/property value type=double0.0/value /binding /mod-up /button button n=2 descLeft brake/desc binding commandproperty-assign/command property/controls/brakes[0]/property value type=double1.0/value /binding mod-up binding commandproperty-assign/command property/controls/brakes[0]/property value type=double0.0/value /binding /mod-up /button button n=3 descRight brake/desc binding commandproperty-assign/command property/controls/brakes[1]/property value type=double1.0/value /binding mod-up binding commandproperty-assign/command property/controls/brakes[1]/property value type=double0.0/value /binding /mod-up /button button n=4 descElevator trim down/desc repeatable type=booltrue/repeatable binding commandproperty-adjust/command property/controls/elevator-trim/property step type=double-0.002/step /binding /button button n=5 descElevator trim up/desc repeatable type=booltrue/repeatable binding commandproperty-adjust/command property/controls/elevator-trim/property step type=double0.002/step /binding /button button n=6 descFlaps up/desc repeatablefalse/repeatable binding commandproperty-adjust/command property/controls/flaps/property step type=double0.34/step /binding /button button n=7 descFlaps down/desc repeatablefalse/repeatable binding commandproperty-adjust/command property/controls/flaps/property step type=double-0.34/step /binding /button /PropertyList
[Flightgear-devel] Random Fun
I've added a new command, property-randomize. It sets a random value within a range specified by the user, like this: binding commandproperty-randomize/command property/environment/pressure-sea-level-inhg/property min27.92/min max31.92/max /binding Just for fun, I've added a couple of entries to the menu to demonstrate the new command (well, the first one has real training applications). 1. Location/Random Attitude --- The three most dreaded words for any flying student are cover your eyes -- they mean that the instructor is about the put the airplane into an unusual attitude (often a spiral or a stall), and you'll have a couple of seconds to open your eyes, figure out what's wrong, and fix it as soon as she or he shouts RECOVER! It's fun in VMC, but it's a blast under the hood. Now FlightGear has its own Virtual Sadistic Instructor to do this for you. Just select the Location/Random Attitude menu entry, and FlightGear will instantly put the plane into a ridiculous attitude, no eye-covering required. For extra fun, try it in IMC 500 feet above the ground: fgfs --altitude=500 --vc=110 --visibility=50 Then, as soon as the program starts, select the Random Attitude entry and try to recover. Once you can see the ground, it's probably too late. 2. Weather/Random Weather - Until now, in FlightGear every day has been a good flying day. Not any more -- select Weather/Random Weather and you can get good or crappy weather any day, just like in real life. Some day we'll do a good job of this; for now, it just sets some random and not always consistent values -- for example, you might get heavy fog with a 40 degC dewpoint spread, or -40 degC at the equator. We'll work on it (or perhaps climate change will catch up with us first). 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] It's not a bug: tumbling AI in the C172
Just to head off any bug reports, THERE IS NOT A BUG IN THE ATTITUDE INDICATOR FOR THE 172. The Cessna 172 is not an aerobatic plane and (except possibly for the very newest models) does not have an attitude indicator that's tolerant of extreme attitudes. If you start doing 60 degree banks, loops, etc. the C172 attitude indicator *will* tumble severly, and can take up to 5 minutes to re-erect itself; even a 45-degree bank might cause a slight tumble. I'll add properties to do the same for other non-aerobatic and non-combat planes later. This is especially nasty when you end up in an unusual attitude in IMC (say, using the Position/Random Attitude) menu entry. Just at the moment you need the AI most, it tumbles and is no longer reliable -- you have to recover using the turn coordinator and the airspeed indicator (good luck). This, I think, is part of what kills so many pilots in VFR-into-IMC accidents -- they get into a spiral or spin before they realize the plane's out of control, the AI tumbles, and the rest is an NTSB report. Our tumble isn't all that realistic, but it should still be useful for training. If you really, really don't want this behaviour, you can disable it by setting the /instrumentation/attitude-indicator/config/tumble-flag property to false in your $HOME/.fgfsrc. 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