Re: [Flightgear-devel] San Mateo Bridge

2003-07-11 Thread Jorge Van Hemelryck
On Fri, 27 Jun 2003 17:04:44 -0500
Curtis L. Olson [EMAIL PROTECTED] wrote:

 
 A neat effect I saw once in one of those big full motion sims was to
 model a mirror image of the night lighting below the bridge so it
 showed up looking like the bridge lights reflected off the water.
 Given that our water is a hard surface, that might be hard for us to
 do currently, but it would be interesting to try to think of a way to
 make this work ... maybe draw the water surface first with depth
 buffering off
 

Actually, what they use where I work is a mirror image of the whole
scenery (quite a few objects), at least the part that is situated near
water (rivers, lakes, sea), so that everything is reflected. The water
texture is drawn with some transparency. I don't have any details about
how that can de done, though.

-- 
Jorge Van Hemelryck

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread Frederic Bouvier
WillyB wrote:
 I have a 3 view of the AC ..  is it best to start from the front view and
get
 a general circlesh  outline of the fusilage and extrude back?

 From other postings I know to make the wings seperate as well as the
flight
 surfaces.. but it's getting the first general shapes that Im wondering
 about.

 Basically what I'm asking for are a few Tips from the Experienced ;)

Do you know that you can put an image in the background of a 3D view that
zoom with the rest of the model ?

What I do is to split the main view in 4 (2x2), convert my 3 view into
3 jpeg images cropped at the exact with of the model and add one of them
in each view in the '=' menu, with the exact width entered in blender.
Look here to see what I am trying to mean :

http://perso.wanadoo.fr/frbouvi/flightsim/a320-blender.png

You have to tweak the height of the images and the position of the plane
in it in order that the 3 views match with each order, because blender
always center the image at (0,0) in the view.

-Fred



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread WillyB
On Thursday 10 July 2003 23:43, Frederic Bouvier wrote:
 WillyB wrote:
  I have a 3 view of the AC ..  is it best to start from the front view and

 get

  a general circlesh  outline of the fusilage and extrude back?
 
  From other postings I know to make the wings seperate as well as the

 flight

  surfaces.. but it's getting the first general shapes that Im wondering
  about.
 
  Basically what I'm asking for are a few Tips from the Experienced ;)

 Do you know that you can put an image in the background of a 3D view that
 zoom with the rest of the model ?

 What I do is to split the main view in 4 (2x2), convert my 3 view into
 3 jpeg images cropped at the exact with of the model and add one of them
 in each view in the '=' menu, with the exact width entered in blender.
 Look here to see what I am trying to mean :

 http://perso.wanadoo.fr/frbouvi/flightsim/a320-blender.png

 You have to tweak the height of the images and the position of the plane
 in it in order that the 3 views match with each order, because blender
 always center the image at (0,0) in the view.

 -Fred


I found that out from the blender chatroom actually :)

I have not tried cropping the images though, but I do copy each view into 
seperate images... 

I use gimp and just move it around and then see what it looks like, then move 
it a little more You can see the black edges around the sides.

Here's what it looks like at the moment, I still need to adjust the front view 
a little as it is not lined up correctly yet. I'll have to do that before I 
go any further now.

http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png
You can probably spot some other things I've started to do wrong.

The 3 view is not quite architect quality either :)
The going is slow, but I'm still plugging along.

Thanks for the reply!

WillyB

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread Frederic BOUVIER
WillyB wrote:
 
 http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png 
 You can probably spot some other things I've started to do wrong. 

Ok, you already got the idea, but I would rotate the images in gimp ( top
and front ) to have horizontals and verticals.

If you crop the top view to the wings extremities and you already know
the wingspan, it is easy to calibrate the image because the size you enter
in blender is just wingspan / 2. Same for the other views.

-Fred


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Re: [Simgear-cvslogs]

2003-07-11 Thread Martin Spott
Erik Hofman [EMAIL PROTECTED] wrote:
 Update of /var/cvs/SimGear-0.3/SimGear/simgear/screen
 In directory baron:/tmp/cvs-serv16338/simgear/screen

 Modified Files:
   texture.cxx texture.hxx 
 Log Message:
 Allow removing of the texture data after it is sent to OpenGL

make[3]: Entering directory `/usr/local/src/SimGear/simgear/screen'
if g++ -march=pentiumpro -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../..  
-I/opt/gnu/include -I/usr/local/include -I/usr/local/FlightGear/include 
-I/usr/X11R6/include  -O3 -g -D_REENTRANT -MT texture.o -MD -MP -MF 
.deps/texture.Tpo \
  -c -o texture.o `test -f 'texture.cxx' || echo './'`texture.cxx; \
then mv .deps/texture.Tpo .deps/texture.Po; \
else rm -f .deps/texture.Tpo; exit 1; \
fi
texture.cxx: In member function `void SGTexture::set_pixel(unsigned int, 
   unsigned int, float ()[3])':
texture.cxx:343: warning: assignment to `unsigned char' from `float'
texture.cxx:343: warning: argument to `unsigned char' from `float'
texture.cxx:344: warning: assignment to `unsigned char' from `float'
texture.cxx:344: warning: argument to `unsigned char' from `float'
texture.cxx:345: warning: assignment to `unsigned char' from `float'
texture.cxx:345: warning: argument to `unsigned char' from `float'
texture.cxx: In member function `float (* SGTexture::get_pixel(unsigned int, 
   unsigned int))[3]':
texture.cxx:356: error: return-statement with no value, in function declared 
   with a non-void return type
make[3]: *** [texture.o] Fehler 1
make[3]: Leaving directory `/usr/local/src/SimGear/simgear/screen'
make[2]: *** [all-recursive] Fehler 1
make[2]: Leaving directory `/usr/local/src/SimGear/simgear'
make[1]: *** [all] Fehler 2
make[1]: Leaving directory `/usr/local/src/SimGear/simgear'
make: *** [all-recursive] Fehler 1


Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] No KSFO Terminal

2003-07-11 Thread Innis Cunningham
Hi All
A couple of weeks ago I reported that KSFO terminal did not show on my 
build.
I have done some investigation and when the sim loads I get this message.
WARNING ssgLoaD ac: failed to open './DATA/./DATA/Scenery/path to KSFO.Then 
failed to load 3D model.
It would appear that I have one to many /DATA in the path but I do not know 
were to look to fix the problem.
Has anyone got any ideas.
I would presume that ssgLoaD opens more things than just this model during 
the startup(like aircraft).

Any and all help greatly appreciated.

Cheers
Innis
_
Hot chart ringtones and polyphonics. Go to  
http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=174referral=Hotmail_taglines_plainURL=http://ninemsn.com.au/mobilemania/default.asp

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Re: [Simgear-cvslogs] CVS: SimGear/simgear/screentexture.cxx,1.7,1.8

2003-07-11 Thread Martin Spott
Erik Hofman [EMAIL PROTECTED] wrote:
 Update of /var/cvs/SimGear-0.3/SimGear/simgear/screen
 In directory baron:/tmp/cvs-serv16734

 Modified Files:
   texture.cxx 
 Log Message:
 Don't use floats where ints are more appropriate

Unfortunately this still does not fix it. The output almost looks the same
as the previous one:

make[3]: Entering directory `/usr/local/src/SimGear/simgear/screen'
if g++ -mcpu=hypersparc -mtune=hypersparc -DHAVE_CONFIG_H -I. -I. -I../../simgear 
-I../..  -I/opt/gnu/include -I/usr/local/include -I/usr/local/FlightGear/include  -O1 
-D_REENTRANT -MT texture.o -MD -MP -MF .deps/texture.Tpo \
  -c -o texture.o `test -f 'texture.cxx' || echo './'`texture.cxx; \
then mv -f .deps/texture.Tpo .deps/texture.Po; \
else rm -f .deps/texture.Tpo; exit 1; \
fi
texture.cxx: In member function `void SGTexture::set_pixel(unsigned int, 
   unsigned int, float ()[3])':
texture.cxx:343: warning: assignment to `unsigned char' from `float'
texture.cxx:343: warning: argument to `unsigned char' from `float'
texture.cxx:344: warning: assignment to `unsigned char' from `float'
texture.cxx:344: warning: argument to `unsigned char' from `float'
texture.cxx:345: warning: assignment to `unsigned char' from `float'
texture.cxx:345: warning: argument to `unsigned char' from `float'
texture.cxx: In member function `float (* SGTexture::get_pixel(unsigned int, 
   unsigned int))[3]':
texture.cxx:356: error: return-statement with no value, in function declared 
   with a non-void return type
make[3]: *** [texture.o] Error 1
make[3]: Leaving directory `/usr/local/src/SimGear/simgear/screen'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory `/usr/local/src/SimGear/simgear'
make[1]: *** [all] Error 2
make[1]: Leaving directory `/usr/local/src/SimGear/simgear'
make: *** [all-recursive] Error 1


Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Re: [Simgear-cvslogs] CVS: SimGear/simgear/screentexture.cxx,1.7,1.8

2003-07-11 Thread Melchior FRANZ
* Martin Spott -- Friday 11 July 2003 13:42:
 Unfortunately this still does not fix it. [...]

 texture.cxx: In member function `void SGTexture::set_pixel(unsigned int, 
unsigned int, float ()[3])':
 texture.cxx: In member function `float (* SGTexture::get_pixel(unsigned int, 
unsigned int))[3]':
 texture.cxx:356: error: return-statement with no value, in function declared 
with a non-void return type
 make[3]: *** [texture.o] Error 1

Of course not. Erik's crappy compiler doesn't seem to find it
strange that a function doesn't return anything.  :-

m.



diff -u -p -U0 -r1.8 texture.cxx
--- texture.cxx 11 Jul 2003 10:55:17 -  1.8
+++ texture.cxx 11 Jul 2003 12:11:45 -
@@ -356 +356 @@ SGTexture::get_pixel(GLuint x, GLuint y)
-return;
+return c;

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] newer stuff

2003-07-11 Thread David Culp
 There is a very complete paper on the Schweizer here:

 www.dfrc.nasa.gov/DTRS/1990/PDF/H-1563.pdf

Thanks Jon,  I see that UIUC has made good use of this for their 1-36 model.  
The 1-36 looks to be a scaled-up 1-26, so the stability derivatives should be 
about the same for both.

Dave



-- 

David Culp
[EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] newer stuff

2003-07-11 Thread Jim Wilson
David Culp [EMAIL PROTECTED] said:

 First a FW-190: http://home.comcast.net/~davidculp2/fw190.jpg
 This was just to test Aero-Matic, but it's turned out to be a nice flying 
 machine.

Only three projects at once? ;-) Wow.  Nice stuff!

The FW-190 is quite the aircraft.  That engine...14 cylinder radial...phew. 
It has about 2/3 the prop blade of the P-51,  but apparently it was a little
faster.  Maybe the range wasn't as large.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread Christopher S Horler
I get a three view drawing, make the fuselage and 1 wing.  Then I
convert to mesh and optimise the mesh if necessary.  Then I remove half
of my extruded profile for the fuselage and duplicate and mirror the
remaining half to make sure I've a symmetrical object (assuming the a/c
is symmetrical).

To make the wing I produce cut sections of the wing and then skin them
as I think is mentioned in one of Bart's tutorials for blender (I think
it's a cave one) a great source for these is model a/c plans.

I think the boolean tools could be very useful (but these weren't
available when I started using blender).  They could be used to get a
good cutout quicker than editing the vertices to put in the u/c bay.

I made realistic looking wheels by making a high poly-count model of a
wheel and adjusting material properties etc to give an almost
photorealistic wheel... I then used this by making a texture from it and
putting it on a low polycount wheel (no one looks that much closely at
the wheels anyway).


On Fri, 2003-07-11 at 10:23, Frederic BOUVIER wrote:
 WillyB wrote:
  
  http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png
  You can probably spot some other things I've started to do wrong. 
 
 Ok, you already got the idea, but I would rotate the images in gimp ( top
 and front ) to have horizontals and verticals.
 
 If you crop the top view to the wings extremities and you already know
 the wingspan, it is easy to calibrate the image because the size you enter
 in blender is just wingspan / 2. Same for the other views.
 
 -Fred
 
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
-- 
Christopher S Horler [EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread Jim Wilson
WillyB [EMAIL PROTECTED] said:

 I found that out from the blender chatroom actually :)
 
 I have not tried cropping the images though, but I do copy each view into 
 seperate images... 
 
 I use gimp and just move it around and then see what it looks like, then move 
 it a little more You can see the black edges around the sides.
 
 Here's what it looks like at the moment, I still need to adjust the front view 
 a little as it is not lined up correctly yet. I'll have to do that before I 
 go any further now.
 
 http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png
 You can probably spot some other things I've started to do wrong.
 
 The 3 view is not quite architect quality either :)
 The going is slow, but I'm still plugging along.
 

I've finally figured out that it really pays to fuss with those 3-Views a lot.
 Make sure they are cropped and scaled right.  Fix angular problems.  Using
gimp, ad reference points to make lining things up easier.  Make use of the
layers feature in gimp for checking sizes and alignment.  Fill in or enhance
missing or faded lines.  It really made a difference and saved a lot of time
doing the p-51d.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] New SF buildings

2003-07-11 Thread Frederic BOUVIER
This morning, Erik commited 4 new buildings of the San Francisco skyline
that form the Embarcadero Center.

The screenshots are there :
http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-01.png
http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-02.png

He tweaked the ( too huge ) textures so it now might be different.

I will try later to use repeating texture cell of less size.

-Fred


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel]

2003-07-11 Thread Martin Spott
Melchior FRANZ [EMAIL PROTECTED] wrote:

 Of course not. Erik's crappy compiler doesn't seem to find it
 strange that a function doesn't return anything.  :-

:-))

There is no alternative on IRIX,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


re: [Flightgear-devel] New SF buildings

2003-07-11 Thread David Megginson
Frederic BOUVIER writes:

  The screenshots are there :
  http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-01.png
  http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-02.png
  
  He tweaked the ( too huge ) textures so it now might be different.
  
  I will try later to use repeating texture cell of less size.

Looks good.  We should probably try to limit ourselves to a total
32x32 texture for random (generic/repeatable) buildings, and a total
64x64 texture for most specialized buildings.  A few very prominent
landmarks might justify 128x128 or even 256x256, but that will catch
up with us quickly if we do it too much.


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] AC Modeling

2003-07-11 Thread WillyB
On Friday 11 July 2003 05:53, Jim Wilson wrote:
 WillyB [EMAIL PROTECTED] said:
  I found that out from the blender chatroom actually :)
 
  I have not tried cropping the images though, but I do copy each view into
  seperate images...
 
  I use gimp and just move it around and then see what it looks like, then
  move it a little more You can see the black edges around the sides.
 
  Here's what it looks like at the moment, I still need to adjust the front
  view a little as it is not lined up correctly yet. I'll have to do that
  before I go any further now.
 
  http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png
  You can probably spot some other things I've started to do wrong.
 
  The 3 view is not quite architect quality either :)
  The going is slow, but I'm still plugging along.

 I've finally figured out that it really pays to fuss with those 3-Views a
 lot. Make sure they are cropped and scaled right.  Fix angular problems. 
 Using gimp, ad reference points to make lining things up easier.  Make use
 of the layers feature in gimp for checking sizes and alignment.  Fill in or
 enhance missing or faded lines.  It really made a difference and saved a
 lot of time doing the p-51d.

 Best,

 Jim


Ok...  I'll do that.

Thanks :)

Re's
WillyB


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] New SF buildings

2003-07-11 Thread Frederic BOUVIER
David Megginson writes
 Looks good. We should probably try to limit ourselves to a total 
 32x32 texture for random (generic/repeatable) buildings, and a total 
 64x64 texture for most specialized buildings. A few very prominent 
 landmarks might justify 128x128 or even 256x256, but that will catch 
 up with us quickly if we do it too much. 

with 64x64, you don't have a pixel for every window. That's why I will
try to design 1 window in 32x32 and then repeat in for the adjacent one.
And the result will be better than with my original 1024x1024 texture.

-Fred


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] newer stuff

2003-07-11 Thread WillyB
On Thursday 10 July 2003 19:03, David Culp wrote:
 I've been incomunicado for a while, so to catch up here's some stuff I've
 been working on.

 First a FW-190: http://home.comcast.net/~davidculp2/fw190.jpg
 This was just to test Aero-Matic, but it's turned out to be a nice flying
 machine.

Very nice looking :)


 Then there's the paraglider:
 http://home.comcast.net/~davidculp2/paraglider.jpg
 An archive with all the paraglider files is here:
 http://home.comcast.net/~davidculp2/paraglider.tar.gz

 Also a Schweizer 1-26:
 http://home.comcast.net/~davidculp2/schweizer_1-26.jpg


 Dave


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread WillyB
On Friday 11 July 2003 02:23, Frederic BOUVIER wrote:
 WillyB wrote:
  http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png
  You can probably spot some other things I've started to do wrong.

 Ok, you already got the idea, but I would rotate the images in gimp ( top
 and front ) to have horizontals and verticals.

Ok.

Yeah, plus when I used the middle mouse button in the front view I saw that 
the model is 180 degrees off.. :/  I have the rear of the plane forward but 
the 3 view has the front of it forward.


 If you crop the top view to the wings extremities and you already know
 the wingspan, it is easy to calibrate the image because the size you enter
 in blender is just wingspan / 2. Same for the other views.

ah.. I see..  the wingspan of this RAC (real aircraft) is 15 feet, so I'd want 
to change the number for size in the = window to be 7.5 ( I have it at 15 at 
the moment ).
That would turn out a model twice the size, if I'm following what you said.

WillyB



 -Fred



WillyB



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] New SF buildings

2003-07-11 Thread David Megginson
Frederic BOUVIER writes:

  with 64x64, you don't have a pixel for every window. That's why I will
  try to design 1 window in 32x32 and then repeat in for the adjacent one.
  And the result will be better than with my original 1024x1024
  texture.

That's a great idea for anything with a repeating surface.


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] AC Modeling

2003-07-11 Thread WillyB
On Thursday 10 July 2003 21:27, Lee Elliott wrote:
 On Thursday 10 July 2003 23:50, David Megginson wrote:
  WillyB writes:
What is the Best way to approach starting a brand new model?
   
I have a 3 view of the AC ..  is it best to start from the front
view and get a general circlesh outline of the fusilage and extrude
back?
 
  More or less.  I usually start with the widest part of the fuselage,
  then extrude in both directions, using the side and top views for
  guidance.
 
  You'll want to make the wings the same way -- start with the side view
  to get their outline at the wing root (the thickest part), then
  extrude outwards.
 
 
  All the best,
 
 
  David
 
  --
  David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

 That's pretty much the way I do it too.  If the fuselage has a more complex
 shape (front to back - not x-section) and I have some profiles I might make
 the fuse in several sections, and then worry about matching them up, or I
 might start at the most complex x-section part of the fuselage so I know
 I've got enough points.

 LeeE


There are the air intakes (not sure exactly what to call them) that come off 
the front of the engine to the sides.. I'll have do those seperately.

Thanks :)

WillyB



 ___
 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] AC Modeling

2003-07-11 Thread Frederic BOUVIER
WillyB writes:
 Yeah, plus when I used the middle mouse button in the front view I saw that 
 the model is 180 degrees off.. :/ I have the rear of the plane forward but 
 the 3 view has the front of it forward. 

At the bottom left of each 3d view, when you see the grid, there is an
indication of the coordinate system. Something like ( ascii art )
  ^ Z
  |
  +-- X

Ctrl+NUM 3 give you the inverted view than NUM 3. Same for the other.

 ah.. I see.. the wingspan of this RAC (real aircraft) is 15 feet, so I'd want 
 to change the number for size in the = window to be 7.5 ( I have it at 15 at 
 the moment ). 

Beware, units are in meter ! 1 blender unit is one meter otherwise, you will have
a giant plane, but you have the idea. To be sure, count the square of the grid,
or select a vertex in edit mode and hit 'n' to have the coordinates

 That would turn out a model twice the size, if I'm following what you said. 

Exactly, if the units were feet, but they are meter if fg

-Fred


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread WillyB
On Friday 11 July 2003 05:58, Christopher S Horler wrote:
 I get a three view drawing, make the fuselage and 1 wing.  Then I
 convert to mesh and optimise the mesh if necessary.  Then I remove half
 of my extruded profile for the fuselage and duplicate and mirror the
 remaining half to make sure I've a symmetrical object (assuming the a/c
 is symmetrical).

That's the way I did my 'Experimental UFO model'
which I'm using to experiment and develope my texturing skills.

 To make the wing I produce cut sections of the wing and then skin them
 as I think is mentioned in one of Bart's tutorials for blender (I think
 it's a cave one) a great source for these is model a/c plans.

I have links in bookmarks for about 50 or so Blender tutorials. I think I've 
seen the cave one, I'll go and check them out again.

 I think the boolean tools could be very useful (but these weren't
 available when I started using blender).  They could be used to get a
 good cutout quicker than editing the vertices to put in the u/c bay.

I have not delved into the world of booleans yet, at least not in Blender.

 I made realistic looking wheels by making a high poly-count model of a
 wheel and adjusting material properties etc to give an almost
 photorealistic wheel... I then used this by making a texture from it and
 putting it on a low polycount wheel (no one looks that much closely at
 the wheels anyway).

Yeah.. the wheels are one of those details that no one notices when they are 
right, but if they are off somehow it sticks out like a sore thumb.

Thanks for the input :)

I think when this thread is all said and done with I'll cull it out and put it 
in the Wiki. 

Re's WillyB



 On Fri, 2003-07-11 at 10:23, Frederic BOUVIER wrote:
  WillyB wrote:
   http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png
   You can probably spot some other things I've started to do wrong.
 
  Ok, you already got the idea, but I would rotate the images in gimp ( top
  and front ) to have horizontals and verticals.
 
  If you crop the top view to the wings extremities and you already know
  the wingspan, it is easy to calibrate the image because the size you
  enter in blender is just wingspan / 2. Same for the other views.
 
  -Fred
 
 
  ___
  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]

2003-07-11 Thread Arnt Karlsen
On 11 Jul 2003 12:47:47 GMT, 
Martin Spott [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Melchior FRANZ [EMAIL PROTECTED] wrote:
 
  Of course not. Erik's crappy compiler doesn't seem to find it
  strange that a function doesn't return anything.  :-
 
 :-))
 
 There is no alternative on IRIX,
 
 Martin.

..no?  Try Google(IRIX alternate c++ compiler), 
Google(IRIX GNU c++ compiler) etc.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread WillyB
On Friday 11 July 2003 08:04, Frederic BOUVIER wrote:
 WillyB writes:
  Yeah, plus when I used the middle mouse button in the front view I saw
  that the model is 180 degrees off.. :/ I have the rear of the plane
  forward but the 3 view has the front of it forward.

 At the bottom left of each 3d view, when you see the grid, there is an
 indication of the coordinate system. Something like ( ascii art )
   ^ Z

   +-- X

 Ctrl+NUM 3 give you the inverted view than NUM 3. Same for the other.


I didn't know about the ctrl+num3 .. Cool!


  ah.. I see.. the wingspan of this RAC (real aircraft) is 15 feet, so I'd
  want to change the number for size in the = window to be 7.5 ( I have it
  at 15 at the moment ).

 Beware, units are in meter ! 1 blender unit is one meter otherwise, you
 will have a giant plane, but you have the idea. To be sure, count the
 square of the grid, or select a vertex in edit mode and hit 'n' to have the
 coordinates

  That would turn out a model twice the size, if I'm following what you
  said.

 Exactly, if the units were feet, but they are meter if fg

Ok, that helps a lot! :)
thanks 

WillyB


 -Fred


 ___
 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] New SF buildings

2003-07-11 Thread WillyB
On Friday 11 July 2003 06:05, Frederic BOUVIER wrote:
 This morning, Erik commited 4 new buildings of the San Francisco skyline
 that form the Embarcadero Center.

 The screenshots are there :
 http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-01.png
 http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-02.png

 He tweaked the ( too huge ) textures so it now might be different.

 I will try later to use repeating texture cell of less size.

 -Fred


Looking really Sharp! 

WillyB



 ___
 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]

2003-07-11 Thread Curtis L. Olson
Arnt Karlsen writes:
 On 11 Jul 2003 12:47:47 GMT, 
 Martin Spott [EMAIL PROTECTED] wrote in message 
 [EMAIL PROTECTED]:
 
  Melchior FRANZ [EMAIL PROTECTED] wrote:
  
   Of course not. Erik's crappy compiler doesn't seem to find it
   strange that a function doesn't return anything.  :-
  
  :-))
  
  There is no alternative on IRIX,
  
  Martin.
 
 ..no?  Try Google(IRIX alternate c++ compiler), 
 Google(IRIX GNU c++ compiler) etc.  ;-)

You can get gcc to run on Irix, but it's Irix support is horrible and
it is unable to build a working version FlightGear because it
generates old style object files which can't be linked against Irix's
new style system libraries.

(Don't ask, you don't want to know.  Irix can generate about a dozen
different object file format varients, none of which are compatible
with each other.  You think mixing up debug and release libs in MSVC
is a major pain, wait until you hit irix and start trying to mix n32,
o32, n64, etc. etc.  At least don't try this with any sort of gun near
by, you might find the temptation to put a hole in your own head too
overwhelming to resist ...) :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
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] AC Modeling

2003-07-11 Thread Frederic BOUVIER
WillyB writes:
   That would turn out a model twice the size, if I'm following what you 
   said. 
  
  Exactly, if the units were feet, but they are meter if fg 
 
 Ok, that helps a lot! :) 

One more thing: from your blender screenshot, I see you don't choose the
right axis for your model and it will not line up with the fdm if you don't rotate
it. The convention for JSBSim is :

X : 0 at the nose tip, positive toward the tail
Z: Up
Y: 0 at the center, positive toward the left

-Fred


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread Frederic BOUVIER
I wrote :
 WillyB writes: 
That would turn out a model twice the size, if I'm following what you 
said. 
   
   Exactly, if the units were feet, but they are meter if fg 
  
  Ok, that helps a lot! :) 

 One more thing: from your blender screenshot, I see you don't choose the 
 right axis for your model and it will not line up with the fdm if you don't rotate 
 it. The convention for JSBSim is : 

 X : 0 at the nose tip, positive toward the tail 
 Z: Up 
 Y: 0 at the center, positive toward the left 

Ooops. Y to the right. Look here :
http://perso.wanadoo.fr/frbouvi/flightsim/a320-blender.png

-Fred


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread WillyB
On Friday 11 July 2003 09:00, Frederic BOUVIER wrote:
 I wrote :
  WillyB writes:
 That would turn out a model twice the size, if I'm following what
 you said.
   
Exactly, if the units were feet, but they are meter if fg
  
   Ok, that helps a lot! :)
 
  One more thing: from your blender screenshot, I see you don't choose the
  right axis for your model and it will not line up with the fdm if you
  don't rotate it. The convention for JSBSim is :
 
  X : 0 at the nose tip, positive toward the tail
  Z: Up
  Y: 0 at the center, positive toward the left

 Ooops. Y to the right. Look here :
 http://perso.wanadoo.fr/frbouvi/flightsim/a320-blender.png

 -Fred

I noticed you had set up your windows and views differently than I had, now I 
understand why.

I'm starting over again after getting all the great tips from everyone.

Thanks :)

WillyB



 ___
 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]

2003-07-11 Thread Martin Spott
Arnt Karlsen [EMAIL PROTECTED] wrote:
 On 11 Jul 2003 12:47:47 GMT, 
 Martin Spott [EMAIL PROTECTED] wrote in message 
 [EMAIL PROTECTED]:

 There is no alternative on IRIX,

 ..no?  Try Google(IRIX alternate c++ compiler), 
 Google(IRIX GNU c++ compiler) etc.  ;-)

Did you already try GCC on IRIX ? No, you did not - otherwise you would not
have written this posting. But I _did_. I even tried to build GCC on IRIX.
If you have some time, it's fun. If you aim at getting half way performant
binaries, it is not.

_But_ GCC is improving with every release,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel]

2003-07-11 Thread Martin Spott
Melchior FRANZ [EMAIL PROTECTED] wrote:

 diff -u -p -U0 -r1.8 texture.cxx
 --- texture.cxx 11 Jul 2003 10:55:17 -  1.8
 +++ texture.cxx 11 Jul 2003 12:11:45 -
 @@ -356 +356 @@ SGTexture::get_pixel(GLuint x, GLuint y)
 -return;
 +return c;


Would anyone mind applying this patch to CVS ? I still get warnings, but
no Error,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel]

2003-07-11 Thread Arnt Karlsen
On Fri, 11 Jul 2003 17:55:19 +0200, 
Erik Hofman [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Curtis L. Olson wrote:
  Arnt Karlsen writes:
  
 On 11 Jul 2003 12:47:47 GMT, 
 Martin Spott [EMAIL PROTECTED] wrote in message 
 [EMAIL PROTECTED]:
 
 
 Melchior FRANZ [EMAIL PROTECTED] wrote:
 
 
 Of course not. Erik's crappy compiler doesn't seem to find it
 strange that a function doesn't return anything.  :-
 
 :-))
 
 There is no alternative on IRIX,
 
 Martin.
 
 ..no?  Try Google(IRIX alternate c++ compiler), 
 Google(IRIX GNU c++ compiler) etc.  ;-)
  
  
  You can get gcc to run on Irix, but it's Irix support is horrible
  and it is unable to build a working version FlightGear because it
  generates old style object files which can't be linked against
  Irix's new style system libraries.
  
  (Don't ask, you don't want to know.  Irix can generate about a dozen
  different object file format varients, none of which are compatible
  with each other.  You think mixing up debug and release libs in MSVC
  is a major pain, wait until you hit irix and start trying to mix
  n32, o32, n64, etc. etc.  At least don't try this with any sort of
  gun near by, you might find the temptation to put a hole in your own
  head too overwhelming to resist ...) :-)
 
 It's not like a.out and elf format are compatible to the new IA64
 binary format on linux ...
 
 Actually, It's probably not the compiler but it's me who is crappy 
 today. Almost everything which could go wrong did go wrong today. So 
 don't expect any more CVS updates from me today.
 
 Lucky I don't have a gun.

..guns are _never_ needed around civilized people.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel]

2003-07-11 Thread Curtis L. Olson
Arnt Karlsen writes:
 ..guns are _never_ needed around civilized people.  ;-)

Agreed 100%, that's why we need to have them in case of un-civilized
people, and for video games, movies, tv shows, and the occasional
olympic sporting event. :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
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] newer stuff

2003-07-11 Thread Lee Elliott
On Friday 11 July 2003 13:39, Jim Wilson wrote:
 David Culp [EMAIL PROTECTED] said:
 
  First a FW-190: http://home.comcast.net/~davidculp2/fw190.jpg
  This was just to test Aero-Matic, but it's turned out to be a nice flying 
  machine.
 
 Only three projects at once? ;-) Wow.  Nice stuff!
 
 The FW-190 is quite the aircraft.  That engine...14 cylinder radial...phew. 
 It has about 2/3 the prop blade of the P-51,  but apparently it was a little
 faster.  Maybe the range wasn't as large.
 
 Best,
 
 Jim

I thought one of the major features of the p51 was it's range.  I think it was 
one of the few, if not the only fighter that had the range and endurance for 
bomber escort duties from the UK into Germany.

I believe that the German a/c were generally of lower range and were more 
likely to be flown from captured airfields nearer the battle front for the 
attack  role.  Fighters based in Germany would be there primarily for defence 
against attacks and so didn't need great range.

LeeE


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel]

2003-07-11 Thread Arnt Karlsen
On 11 Jul 2003 16:47:25 GMT, 
Martin Spott [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen [EMAIL PROTECTED] wrote:
  On 11 Jul 2003 12:47:47 GMT, 
  Martin Spott [EMAIL PROTECTED] wrote in message 
  [EMAIL PROTECTED]:
 
  There is no alternative on IRIX,
 
  ..no?  Try Google(IRIX alternate c++ compiler), 
  Google(IRIX GNU c++ compiler) etc.  ;-)
 
 Did you already try GCC on IRIX ? No, you did not - otherwise you
 would not have written this posting. But I _did_. I even tried to
 build GCC on IRIX. If you have some time, it's fun. If you aim at
 getting half way performant binaries, it is not.

.. ;-)

..shot _deep_ in the dark:  You know Clix?  Intergraph's unix OS 
from around 1991, I've got a 6040 box, 2 nice 20'ers (why I bought 
it all) and boot diskettes and _no_ compiler or any other SW.

 _But_ GCC is improving with every release,

..is GCC the best alternate/non-native IRIX compiler???

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel]

2003-07-11 Thread Arnt Karlsen
On Fri, 11 Jul 2003 12:35:09 -0500, 
Curtis L. Olson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen writes:
  ..guns are _never_ needed around civilized people.  ;-)
 
 Agreed 100%, that's why we need to have them in case of un-civilized
 people, and for video games, movies, tv shows, and the occasional
 olympic sporting event. :-)

..all great tools to help build civilization, as discussed 
in my message [EMAIL PROTECTED].  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] looking for a job

2003-07-11 Thread iljamod
Jim Wilson [EMAIL PROTECTED]
 Do you have use of modeling software?  Let us know what skills you have or
 what skills you'd like to acquire.  There is quite a list.  Cockpits
 definately need attention.
 
 Best,
 
 Jim

I´ve already made maps for Half-Life with Worldcraft-editor, I´ve got PPE and AC3D and 
they same to be similar tools. Now I´m working on a b-747 panel - 
http://free.ciserver.de/iljamod/747-panel.jpg

CU
Ilja



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel]

2003-07-11 Thread Martin Spott
Arnt Karlsen [EMAIL PROTECTED] wrote:
 On 11 Jul 2003 16:47:25 GMT, 
 Martin Spott [EMAIL PROTECTED] wrote in message 
 [EMAIL PROTECTED]:

 _But_ GCC is improving with every release,

 ..is GCC the best alternate/non-native IRIX compiler???

I think it's the only one. There are other commercial tools that you can use
to build a compiler package, but you'd have to buy them. As far as I know
SGI didn't write their own preprocessors, they bought them from someone else
(a poular name, but I forgot it). I assume the backend of MIPSpro is
native SGI/MIPS development,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel]

2003-07-11 Thread Arnt Karlsen
On Fri, 11 Jul 2003 16:03:47 -0400, 
David Megginson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Curtis L. Olson writes:
 
..guns are _never_ needed around civilized people.  ;-)
   
   Agreed 100%, that's why we need to have them in case of
   un-civilized people, and for video games, movies, tv shows, and the
   occasional olympic sporting event. :-)
 
 I personally would be concerned about uncivilized polar bears, and
 would not want to spend a lot of time flying in the Canadian Arctic
 without learning to handle a rifle safely and keeping it (unloaded) in
 the back of the plane.  Rifles or shotguns are also important tools
 for farmers to protect their livestock and manage vermin, and they're
 critical for cultures who still maintain a real hunting tradition,
 like many indigenous North American peoples.

..polar bears are part of civilization too, which is why the great 
old civilizations treat game respectfully, when hunting.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel]

2003-07-11 Thread Arnt Karlsen
On 11 Jul 2003 21:23:14 GMT, 
Martin Spott [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen [EMAIL PROTECTED] wrote:
  On 11 Jul 2003 16:47:25 GMT, 
  Martin Spott [EMAIL PROTECTED] wrote in message 
  [EMAIL PROTECTED]:
 
  _But_ GCC is improving with every release,
 
  ..is GCC the best alternate/non-native IRIX compiler???
 
 I think it's the only one. There are other commercial tools that you
 can use to build a compiler package, but you'd have to buy them. As
 far as I know SGI didn't write their own preprocessors, they bought
 them from someone else(a poular name, but I forgot it). I assume the
 backend of MIPSpro is native SGI/MIPS development,
 
 Martin.

..looks like its gonna be GCC for my 6040 too, then.  Rob Landley 
is working on a wee single-purpose linux distro, he adviced me he is 
waiting for tcc to be able to compile the linux kernel, all the other 
bits are non-FSF code and ready for him to ask RMS whether it is 
still GNU/Linux.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel]

2003-07-11 Thread David Megginson
Arnt Karlsen writes:

  ..polar bears are part of civilization too, which is why the great 
  old civilizations treat game respectfully, when hunting.  ;-)

A civilization is a culture that builds cities.  Many great cultures
never opted for civilization.


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]

2003-07-11 Thread Arnt Karlsen
On Fri, 11 Jul 2003 21:51:50 -0400, 
David Megginson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen writes:
 
   ..polar bears are part of civilization too, which is why the great 
   old civilizations treat game respectfully, when hunting.  ;-)
 
 A civilization is a culture that builds cities.  Many great cultures
 never opted for civilization.

..to make it _all_ the way OT, define 'city'.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel