Re: [Flightgear-devel] OT: First Flight

2003-04-04 Thread David Luff
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



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re: [Flightgear-devel] possible bug in model code or plib

2003-04-04 Thread Jim Wilson
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

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[Flightgear-devel] (no subject)

2003-04-04 Thread Dan D
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)



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Re: [Flightgear-devel] (no subject)

2003-04-04 Thread Frederic BOUVIER
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


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re: [Flightgear-devel] possible bug in model code or plib

2003-04-04 Thread Jim Wilson
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


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re: [Flightgear-devel] possible bug in model code or plib

2003-04-04 Thread David Megginson
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

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re: [Flightgear-devel] possible bug in model code or plib

2003-04-04 Thread Jim Wilson
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

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re: [Flightgear-devel] possible bug in model code or plib

2003-04-04 Thread Curtis L. Olson
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

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re: [Flightgear-devel] possible bug in model code or plib

2003-04-04 Thread Jim Wilson
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

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[Flightgear-devel] Fwd: [Flightgear-cvslogs] Base CVS update:FlightGear/FlightGear/Aircraft

2003-04-04 Thread Jim Wilson
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.
 



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[Flightgear-devel] yf23 model canopy

2003-04-04 Thread Jim Wilson
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.
 



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[Flightgear-devel] yf23 model canopy

2003-04-04 Thread Jim Wilson
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.
 



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[Flightgear-devel] Microsoft Joystick * the plain one with 8 buttons and throttle

2003-04-04 Thread WillyB
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

2003-04-04 Thread David Megginson
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/

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[Flightgear-devel] It's not a bug: tumbling AI in the C172

2003-04-04 Thread David Megginson
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/

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