Re: [Flightgear-devel] Fokker 50 turboprop commuter

2003-07-29 Thread Innis Cunningham


Frederic Bouvier  
Innis Cunningham wrote:
 Thanks Fred
Full credits should go to Erik for the Fokker family !
Sorry.In that case thank you Erik

I am only responsible for the Airbus A320.

 Nice aircraft also the 100 to.Noticed that it (f50) seemed a little
 touchey on pitch but nothing bad.
 Also on a different subject.The maintance hangar at KSFO does not seem
 to be in the stg file yet.If not what are its co ordinates.Is it the
 United airlines hangar.If so which one.
This is not the United Airlines hangar. Just the one in from of the central
terminal. It is in 942058.stg, as well as the Candlestick Park Stadium.
Well I guess that  is my mistake I thought it would be in 942050.stg same as 
the terminal.As I dont use CVS to up date I guess I will fall into these 
traps from time to time.Thanks anyway
Here is a long url that shows it :
http://www.airliners.net/open.file?id=277445WxsIERv=TWNEb25uZWxsIERvdWdsYXMgTUQtODcgKERDLTktODcpWdsYXMg=UHJpdmF0ZQ%3D%3DQtODMg=U2FuIEZyYW5jaXNjbyAtIEludGVybmF0aW9uYWwgKFNGTyAvIEtTRk8pERDLTkt=VVNBIC0gQ2FsaWZvcm5pYQ%3D%3DktODMp=QXByaWwgMTk5OA%3D%3DWNEb25u=TWFyayBEdXJiaW4%3DxsIERvdWdsY=TjNIBP=0MgTUQtODMgKE=YXMgTUQtODMgKERD=MjA5NEb25uZWxs=MjAwMi0wOS0yNg%3D%3Dstatic=yessize=M
I was under the impression that this is also a UAL hangar.But seeing how I 
live half a world away(literally) from KSFO I could be wrong.Maybe someone 
how lives closer could clarify.
 You must have Blender just about worn out LOL.

Blender is a very productive tool. Worth the time it takes to learn the
basics.
-Fred
No doubt but I am using AC3D which seems easier to use.Even if it is not as 
powerfull.

Cheers
Innis
_
Hotmail is now available on Australian mobile phones. Go to  
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RE: [Flightgear-devel] Instrument help

2003-07-29 Thread Richard Bytheway
It looks like the switch is marked CHT Select in the top part of the image. Does 
this aircraft have a 4 cylinder engine by any chance?

Richard

 -Original Message-
 From: WillyB [mailto:[EMAIL PROTECTED]
 Sent: 28 July 2003 8:10 pm
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Instrument help
 
 
 H
 
 Ok, I'm probably confusing the switch then.
 
 I resized and enhanced the photos and have attached the new 
 one I made from 
 it.
 
 Is that 4 position switch for the C HT or am I totally wrong on that?
 
 Re's
 WillyB
 
 
 
 On Monday 28 July 2003 11:42, Alex Perry wrote:
  From: Matthew Law [EMAIL PROTECTED]
 
If ther eis a switch for CHT .. would this be so you 
 can manually
adjust the
temp if needed?
  
   No. Cylinder Head Temp is usually used to help you assess 
 the health of
   your engine.
 
  CHT itself doesn't have a switch, it is purely a 
 measurement. _However_ ...
  * Some people put EGT and CHT on the same dial and need a switch to
select which output is being shown at any given time.
  * Like EGT, it is often useful to have a peak hold feature,
in which case you need a switch to disable the peak hold.
  * You normally have one CHT sensor per cylinder (sometimes two),
so you either need to have lots of dials, or a switch to select
among them, or an electronic display to cycle through them, etc.
  * On a racing aircraft, I might be tempted to connect an 
 autothrottle
to the CHT (with a switch to disable it), just like a lot of acft
have an autolean that operates the mixture on carburated engines.
 

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Re: [Flightgear-devel] CVS: main.cxx error: no matching functionfor call to `SGSky::build

2003-07-29 Thread Erik Hofman
Lukasz Szift Hejnak wrote:
Mon, 28 Jul 2003 19:19:32 +0200
Erik Hofman [EMAIL PROTECTED] napisal:
Lukasz Szift Hejnak wrote:

so just today I downloaded the  FlightGear
all CVS,it stopped at compile..
cut

Try removing all simgear related files from your system and install it
again to see if that solves this problem.
I tried that, and it didn't help, but I took a look into those files
(main.cxx and sky.hxx) and found out, what might be the error..
flightgear/src/Main/main.cxx
lines: 1767-1771 looked like this
thesky-build( 550.0, 550.0,
   globals-get_ephem()-getNumPlanets(),
   globals-get_ephem()-getPlanets(), 6.0,
   globals-get_ephem()-getNumStars(),
   globals-get_ephem()-getStars(), 6.0);
and in the sky.hxx the function took a bit different order of
those arguments:
/usr/local/include/simgear/scene/sky/sky.hxx
This directory layout suggest you are using SimGear CVS version.
Then you *must* use FlightGear CVS version which contains:
// The sun and moon diameters are scaled down numbers of the
// actual diameters. This was needed to fit bot the sun and the
// moon within the distance to the far clip plane.
// Moon diameter:3,476 kilometers
// Sun diameter: 1,390,000 kilometers
thesky-build( 8.0, 8.0,
   463.3, 361.8,
   globals-get_ephem()-getNumPlanets(),
   globals-get_ephem()-getPlanets(),
   globals-get_ephem()-getNumStars(),
   globals-get_ephem()-getStars() );

line: 237
void build( double h_radius_m, double v_radius_m,
double sun_size, double moon_size,
int nplanets, sgdVec3 *planet_data,
int nstars, sgdVec3 *star_data );
Erik

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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread Erik Hofman
Matevz Jekovec wrote:

But we can use a combination of both, right? If you will look at an 
aircraft at range of 15 feets, you see nothing. At 100k feets, you 
see a dot. At 7, you would see a triangle. At 5, you would see a 
rough shape. At 25000, the next one and at 1 a complete model 
without inner instruments. At 10 feet, you would see the inner 
instruments as well. I think LOD selector is very usable because 
instruments like radar, weapon control, radio controls etc. can really 
eat up lots of CPU for calculating and GPU for rendering it. So, when we 
implement all this some day, this might save lots of FPS then. We can 
assign a simple texture for e.g. radar behind the real calculated radar 
display to fill the whole between 100 and 1 feet.
Don't have too high expectations about this. LOD calculations are 
already the limiting factor for FlightGear and this wil only help if 
there are dozens of aircraft flying around.

Erik

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Re: [Flightgear-devel] Fokker 50 turboprop commuter

2003-07-29 Thread Erik Hofman
Innis Cunningham wrote:

Frederic Bouvier  

Innis Cunningham wrote:
 Thanks Fred
Full credits should go to Erik for the Fokker family !
Sorry.In that case thank you Erik
Thanks. I've been heads down too long while working on these aircraft.

Thanks everyone who mentioned the dusk/down colors. It took me a while 
the get that right and I still have some ideas to improve it, but I am 
quite satisfied at the moment.

David, congratulations on your IFR approval!
Now, be careful out there (that's what the exam is all about anyhow) but 
  I hate to loose you as a developer.


I am only responsible for the Airbus A320.

 Nice aircraft also the 100 to.Noticed that it (f50) seemed a little
 touchey on pitch but nothing bad.
The f100 and f50 are still completely based on David Culp's aeromatic. I 
don't think it can cover *all* input equally well. I'll update them to 
reflect the behavior of the aircraft if I have the chance (accurate 
locations and CG, accurate take-off and landing distances, accurate 
climb and cruise speed, etc.).

Erik

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Re: [Flightgear-devel] CVS: main.cxx error: no matching function forcall to `SGSky::build

2003-07-29 Thread Lukasz Szift Hejnak
 0, Jim Wilson [EMAIL PROTECTED] napisal:
 Lukasz Szift Hejnak [EMAIL PROTECTED] said:
  so I changed the order of the args in main.cxx and ended up with:
  flightgear/src/Main/main.cxx
  lines: 1767-1771
  thesky-build( 550.0, 550.0, 6.0, 6.0,
 globals-get_ephem()-getNumPlanets(), 
 globals-get_ephem()-getPlanets(), 
 globals-get_ephem()-getNumStars(),
 globals-get_ephem()-getStars() );
  it solved the compile problem..
 That really does look like it is an out of date SimGear function you are
 building against.  If you are using cvs is there any chance you've got a file
 or  two tagged so they won't update (e.g. specific version from a past rollback)?

nah...
I said I'm just beggining with FGFS and I downloaded all the CVS
with the 'co' option to new fresh dirs with nothing in them

 0, Erik Hofman [EMAIL PROTECTED] napisa:
 This directory layout suggest you are using SimGear CVS version.
 Then you *must* use FlightGear CVS version which contains:
cut
hmm... you're right.. so I have no idea how that happened..
I downloaded all into empty dir via CVS as written above...

btw I took a look at the file timestamps
sky.hxx is from 11th June (6 weeks)
while the main.cxx is from 26th July (2 days)
and this data is same as the timestamps on my hdd,
maybe except the main.cxx currently, as I made the changes to make it compile

and I looked on the files trough the web cvs system
and in fact, the code in the main.cxx is different than in my local main.cxx

so how can it be, if I downloaded the file yesterday?

--
with regards
Lukasz Hejnak
[EMAIL PROTECTED]

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Re: [Flightgear-devel] CVS: main.cxx error: no matching functionfor call to `SGSky::build

2003-07-29 Thread Erik Hofman
Lukasz Szift Hejnak wrote:

and I looked on the files trough the web cvs system
and in fact, the code in the main.cxx is different than in my local main.cxx
so how can it be, if I downloaded the file yesterday?
What is the exact command you use to get FlightGear CVS?

Erik

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Re: [Flightgear-devel] CVS: main.cxx error: no matching functionfor call to `SGSky::build

2003-07-29 Thread Lukasz Szift Hejnak
 0, Erik Hofman [EMAIL PROTECTED] napisa:
 Lukasz Szift Hejnak wrote:
 
 and I looked on the files trough the web cvs system
 and in fact, the code in the main.cxx is different than in my local 
 main.cxx
 
 so how can it be, if I downloaded the file yesterday?
 
 What is the exact command you use to get FlightGear CVS?
cd ~/CVS
cvs -d :pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9 login
mkdir flightgear
cd flightgear
cvs -d :pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9 co source

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Re: [Flightgear-devel] CVS: main.cxx error: no matching functionfor call to `SGSky::build

2003-07-29 Thread Erik Hofman
Lukasz Szift Hejnak wrote:

What is the exact command you use to get FlightGear CVS?
cd ~/CVS
cvs -d :pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9 login
mkdir flightgear
cd flightgear
cvs -d :pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9 co source


I don't think 'co source' is the right way.
Try using this time:
export CVSROOT=:pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9
cd flightgear
cvs -z3 up -Pd
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Re: [Flightgear-devel] CVS: main.cxx error: no matching function forcall to `SGSky::build

2003-07-29 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 Lukasz Szift Hejnak wrote:
 
 What is the exact command you use to get FlightGear CVS?
  
  cd ~/CVS
  cvs -d :pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9 login
  mkdir flightgear
  cd flightgear
  cvs -d :pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9 co source
 
 
 I don't think 'co source' is the right way.

Looks right to me.  Apparently curt has source simlinked to the FlightGear
directory.

Lukasz, try checking out into another directory (the FlightGear source) and
see if you get the same main.cxx file.  As you can imagine, this doesn't make
a lot of sense right now.

Best,

Jim

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[Flightgear-devel] Re: CVS: main.cxx error: no matching functionfor call to `SGSky::build

2003-07-29 Thread Melchior FRANZ
* Jim Wilson -- Tuesday 29 July 2003 12:17:
 Lukasz, try checking out into another directory (the FlightGear source) and
 see if you get the same main.cxx file.

What does ident say? That's what it =should= say:

  $ ident main.cxx
  main.cxx:
   $Id: main.cxx,v 1.115 2003/07/27 07:49:33 ehofman Exp $




Or what about this?

  $ cvs status main.cxx
  ===
  File: main.cxx  Status: Up-to-date

 Working revision:1.115
 Repository revision: 1.115   
/var/cvs/FlightGear-0.9/FlightGear/src/Main/main.cxx,v
 Sticky Tag:  (none)
 Sticky Date: (none)
 Sticky Options:  (none)


m.   :-)

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Re: [Flightgear-devel] CVS: main.cxx error: no matching function forcall to `SGSky::build

2003-07-29 Thread Lukasz Szift Hejnak
hmm.. funny but it seems that the error just solved itself
I moved the main.cxx file to somwhere else
and entered the cvs -dp update
and the new downloaded main.cxx is the correct up-to-date one
so whatever caused this weird behaviour yesterday, has somehow got solved today ;)

anyway thx for your help

--
with regards
Lukasz Hejnak
[EMAIL PROTECTED]

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[Flightgear-devel] Boeing 3D drawings

2003-07-29 Thread Manuel Bessler
Hi

Just found this site with dxf/dwg (Autocad) 3D Drawings from Boeing:
http://www.boeing.com/assocproducts/aircompat/3d_view.html
CAD 3 View Drawings for Airport Planning Purposes

Just thought that this might come in handy for the modellers.

Regards,
Manuel

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Re: [Flightgear-devel] Boeing 3D drawings

2003-07-29 Thread Frederic Bouvier
Manuel Bessler wrote:
 Hi
 
 Just found this site with dxf/dwg (Autocad) 3D Drawings from Boeing:
 http://www.boeing.com/assocproducts/aircompat/3d_view.html
 CAD 3 View Drawings for Airport Planning Purposes
 
 Just thought that this might come in handy for the modellers.

Thanks,

there are the same kind of drawings for Airbus here :
http://www.airbus.com/media/drawings.asp

-Fred



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Re: [Flightgear-devel] Boeing 3D drawings

2003-07-29 Thread Jim Wilson
Manuel Bessler [EMAIL PROTECTED] said:

 Hi
 
 Just found this site with dxf/dwg (Autocad) 3D Drawings from Boeing:
 http://www.boeing.com/assocproducts/aircompat/3d_view.html
 CAD 3 View Drawings for Airport Planning Purposes
 
 Just thought that this might come in handy for the modellers.
 

Nice find.  They look good in qcad.

Best,

Jim

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Re: [Flightgear-devel] CVS: main.cxx error: no matching function forcall to `SGSky::build

2003-07-29 Thread WillyB
On Tuesday 29 July 2003 03:51, Lukasz Szift Hejnak wrote:
 hmm.. funny but it seems that the error just solved itself
 I moved the main.cxx file to somwhere else
 and entered the cvs -dp update
 and the new downloaded main.cxx is the correct up-to-date one
 so whatever caused this weird behaviour yesterday, has somehow got solved
 today ;)

 anyway thx for your help

Doesn't CVS keep a file you have modified intact?
Just telling you there is a different version and not overwriting your 
changes?

WillyB


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Re: [Flightgear-devel] Instrument help

2003-07-29 Thread WillyB
On Tuesday 29 July 2003 00:42, Richard Bytheway wrote:
 It looks like the switch is marked CHT Select in the top part of the
 image. Does this aircraft have a 4 cylinder engine by any chance?

Yes, it uses the Continental 0-200  (100 HP) which is 4 cylinder.
From what I understand now the switch will switch between the 4 cylinders and 
the selected cylinder's temp will be displayed in the cht instrument.

Thanks for taking a look at it :)

Re's

WillyB




 Richard

  -Original Message-
  From: WillyB [mailto:[EMAIL PROTECTED]
  Sent: 28 July 2003 8:10 pm
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Instrument help
 
 
  H
 
  Ok, I'm probably confusing the switch then.
 
  I resized and enhanced the photos and have attached the new
  one I made from
  it.
 
  Is that 4 position switch for the C HT or am I totally wrong on that?
 
  Re's
  WillyB
 
  On Monday 28 July 2003 11:42, Alex Perry wrote:
   From: Matthew Law [EMAIL PROTECTED]
  
 If ther eis a switch for CHT .. would this be so you
 
  can manually
 
 adjust the
 temp if needed?
   
No. Cylinder Head Temp is usually used to help you assess
 
  the health of
 
your engine.
  
   CHT itself doesn't have a switch, it is purely a
 
  measurement. _However_ ...
 
   * Some people put EGT and CHT on the same dial and need a switch to
 select which output is being shown at any given time.
   * Like EGT, it is often useful to have a peak hold feature,
 in which case you need a switch to disable the peak hold.
   * You normally have one CHT sensor per cylinder (sometimes two),
 so you either need to have lots of dials, or a switch to select
 among them, or an electronic display to cycle through them, etc.
   * On a racing aircraft, I might be tempted to connect an
 
  autothrottle
 
 to the CHT (with a switch to disable it), just like a lot of acft
 have an autolean that operates the mixture on carburated engines.

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Re: [Flightgear-devel] CVS: main.cxx error: no matching function forcall to `SGSky::build

2003-07-29 Thread Lukasz Szift Hejnak
 0, WillyB [EMAIL PROTECTED] napisa:
 Doesn't CVS keep a file you have modified intact?
 Just telling you there is a different version and not overwriting your 
 changes?

according to the doc's I read it should..
apparently mine (v 1.11.2) doesn't

--
with regards
Lukasz Hejnak
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread David Megginson
Matevz Jekovec writes:

  My suspicions were not correct. I benchmarked the framerate again 
  yesterday and had 7 FPS in 24bpp mode and 9 FPS in 16bpp mode. I'm 
  pretty sure the 16bpp mode worked faster in all views and positions in 
  comparison to 24 bpp.

Yes, that has been my experience as well.


All the best,


David

-- 
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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread David Megginson
Matevz Jekovec writes:

  In 3d cockpit view. That leads me to another question. Is there any way 
  we can optimize the graphic engine, not to be so slow in 3d cockpit 
  view? I know we had similar problems with the engine in Falcon, but were 
  never solved due to untouchable source code later (license issues). Why 
  does it work so slow, when viewing a 3D object from close distance
  anyway?

The problem with any cockpit view (vs. external view) is the amount of
texture management going on for all the gauges and displays.  With the
2D panel, we were (at least originally) drawing a smaller screen area
only above the panel, so that probably helped a bit.

The San Francisco area is also slow because of all the complex
terrain.  Reducing the default visibility can help an awful lot (try
--visibility=5000, for example).

  What about the outer views: Does FlightGear use seperated 3D
  cockpit files for inner view or does it use aircraft's model
  cockpit? In Falcon, we had completely different files for 3D
  cockpit and aircaft model ...

We use the same 3D model for both, but most models add an LOD node so
that the interior is drawn only when the view is very, very close to
the plane.


All the best,


David

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Re: [Flightgear-devel] Instrument help

2003-07-29 Thread David Megginson
Matthew Law writes:

  IIRC, running lean at high power settings increases CHT.  Running
  rich decreases it since there is more fuel to help dissipate heat.

That's an OIT (Old Instructor's Tale) as far as I can tell, though I'm
sure that a little heat gets carried off that way.  What actually
seems to control the CHT is the efficiency of combustion.

The hottest CHT's come at about 50 degF rich of peak EGT (ROP), and
the greatest power comes at 100 degF ROP.  At peak EGT, CHT's will be
already be getting cooler, and they start to drop significantly as you
go lean of peak EGT (LOP).  By 50 degF LOP, CHTs will have dropped
nearly 20 degC -- you need to run almost 250 degF ROP to get the same
result.

In other worlds, 50 degF ROP is the hottest the engine will run --
either leaning or enriching the mixture from that point will make the
engine run much cooler, but you have to lean only a little, while you
have to enrich quite a bit to get the same effect (bringing on the joy
of fouled plugs, stuck values, high fuel consumption, and lots of
carbon monoxide in your exhaust).

You can find a little chart in any Lycoming (or, presumably,
Continental) engine manual showing how all this works -- I bought my
O-320 manual on eBay for almost nothing.


All the best,


David

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Re: [Flightgear-devel] Instrument help

2003-07-29 Thread David Megginson
Arnt Karlsen writes:

  ...except when running lean-of-peak, where leaning further, lowers
  CHT further.

Anything lean of 50 degF rich of peak EGT will result in lower CHT.
Running right at peak is already slightly cooler, though only by a few
degrees.


All the best,


David

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Re: [Flightgear-devel] Instrument help

2003-07-29 Thread David Megginson
Alex Perry writes:

  Individual cylinders have slightly more or less airflow cooling (due to
  the pattern of baffles in front of the firewall) and receive slightly 
  different richness in the mixture (due to fuel injection differences,
  or uneven atomization after the carbureter as appropriate).  For each
  engine (and baffle layout), the pattern of differences is generally
  well known and the behavior is pretty consistent across most of the fleet.
  After enough experience in an aircraft, many owners know which cylinder
  is going to be hottest for a given phase of flight and therefore can leave
  the switch in a single position, just changing it (eg) after climb ends.
  Periodically, the pilot will cycle through all the cylinders to make sure
  they all read as expected, as a way of detecting some imminent
  failures.

Nowadays, a lot of people are installing inexpensive engine monitors
like the EDM 700:

  http://www.jpinstruments.com/edm_700.html

It cycles through all the information and will display whatever you
want (i.e. hottest cylinder) automatically.  It also keeps track of
all its incoming data and allows you to download it to your computer
and make charts in your spreadsheet, etc., so it's a bit like a
poor-man's flight data recorder.  It's also considerably cheaper than
other toys like an IFR GPS or a Stormscope.


All the best,


David

-- 
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Re: [Flightgear-devel] Fokker 50 turboprop commuter

2003-07-29 Thread David Megginson
Erik Hofman writes:

  David, congratulations on your IFR approval!  Now, be careful out
  there (that's what the exam is all about anyhow) but I hate to
  loose you as a developer.

Thanks.

Fortunately, since I did my whole flight test in hard-core IMC, the
examiner was actually able to see how I handle the plane in real IFR
conditions, including an ILS to a 400-ft ceiling and a wet runway,
rather than just watching me fly around on a sunny day with a
Sneak-a-Peek hood on.

I flew my family on a medium-length trip yesterday and today, and we
hit quite a fair bit of actual IMC with some moderate turbulence
(moderate means quite a lot on the turbulence scale -- what most
airliner passengers would call heavy turbulence is usually only
light); still, I didn't have any trouble holding altitude and
heading to flight-test standards even while chatting with my family.

My challenge now is to stay current -- from everything I've heard,
these skills atrophy at an alarming rate, and now that I'm not flying
two IFR lessons every week, the burden is on me to make time to get up
there on overcast days and practice.  When we broke out at 4000 ft on
our initial climb out from Ottawa, and the windows were suddenly
filled with sunlight and glorious white cloudtops, everyone in the
plane gasped -- it kind-of makes all the work for the rating
worthwhile.


All the best,


David

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Re: [Flightgear-devel] Fokker 50 turboprop commuter

2003-07-29 Thread Erik Hofman
David Megginson wrote:
When we broke out at 4000 ft on
our initial climb out from Ottawa, and the windows were suddenly
filled with sunlight and glorious white cloudtops, everyone in the
plane gasped -- it kind-of makes all the work for the rating
worthwhile.
Not to mention ones own feeling of excitement at such moments.

Erik



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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread Lee Elliott
On Monday 28 July 2003 14:24, Jim Wilson wrote:

 ...aircraft already have xml that does this by selecting out the cockpit and
 maybe gear when they are viewed from a certain distance.  In that case the

That idea hadn't ocurred to me at all, and I hadn't spotted it in any of the 
other a/c either.  Ta for mentioning it.  I'm certainly going to look at 
Selecting out the u/c, wheel wells and other related internal surfaces when 
the gear's up:)

 cockpit would be removed as well as other interior geometry.  I think the
 first option is probably the most effective.  This is maybe a little 
different
 than some other approaches, but my guess is we'll find that we'll need 
 separate models for other aircraft (AI and multiplayer) that are 
simplified
 with much less geometry and smaller textures.
 
 Best,
 
 Jim

I've found that reducing the texture size on .ac format models seems to be 
easy - My texture 'masters' are generally 3200x2400 and I then scale them 
down for actual use and I've found that once I've done the model mapping with 
a texture that's been scaled down to 512x512, I can then replace the texture 
with one that's scaled to 1024x1024 or even 256x256 without having to re-map 
anything.

This has proved handy as my current vid card can't cope with textures larger 
than 512x512 in AC3D so I do the texture mapping at that resolution and then 
replace the 512x512 texture file with one scaled to 1024x1024 for FG.

Changing the model would stop that working of course, as the geometry would've 
changed, but it's a quick and simple way of getting a 'lite' (er) version of 
a model, at least with regard to texture space requirements.

LeeE


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[Flightgear-devel] Coordinate system in multiplayer protocol

2003-07-29 Thread antoine
Hi

I am trying to use Flightgear as a GUI for an air traffic simulator.
I use the CVS head and the multiplayer mode  (--multiplay=in,10,,5500) on 
a gnu/linux intel box.

I though the positions were in meters in a geocentric frame.
When i start in the default position KSFO:28L (-122.358, 37.6117) I read 
the following x,y,z [2985, 2063, 4350] from the socket.
When i send these coordinates back, the plane shows up at the right place.

I noticed that sqrt(2985^2 + 2063^2 + 4350^2) = 5664 wich seems far from 
earth radius.

When i do the computation myself, i find (-122.358, 37.6117) - [-2708844 
-4272575 3871453]
  which leads to 6370312 for earth radius and seems closer to reality.

What am I missing ??? Regards

Antoine

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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread Jim Wilson
Lee Elliott [EMAIL PROTECTED] said:

 Changing the model would stop that working of course, as the geometry would've 
 changed, but it's a quick and simple way of getting a 'lite' (er) version of 
 a model, at least with regard to texture space requirements.

Using the reduce function in ac3d and deleting a few objects I was able to
reduce the 747 model almost 80% without remapping textures at all.  Note that
you have to experiment with reducing different parts of the model different
percentages (the ctrl+z comes in handy for this kind of experimenting :-)). 
The result is 
a little rough up close,  but from a couple hundred meters viewing distance it
looks pretty much the same.

Screen shot:
http://www.spiderbark.com/fgfs/747reduced.png

Best,

Jim

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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread Lee Elliott
On Wednesday 30 July 2003 00:35, Jim Wilson wrote:
 Lee Elliott [EMAIL PROTECTED] said:
 
  Changing the model would stop that working of course, as the geometry 
would've 
  changed, but it's a quick and simple way of getting a 'lite' (er) version 
of 
  a model, at least with regard to texture space requirements.
 
 Using the reduce function in ac3d and deleting a few objects I was able to
 reduce the 747 model almost 80% without remapping textures at all.  Note 
that
 you have to experiment with reducing different parts of the model different
 percentages (the ctrl+z comes in handy for this kind of experimenting :-)). 
 The result is 
 a little rough up close,  but from a couple hundred meters viewing distance 
it
 looks pretty much the same.
 
 Screen shot:
 http://www.spiderbark.com/fgfs/747reduced.png
 
 Best,
 
 Jim

That looks like a jolly good way of getting the low res models we need for 
massive multiplayer and scenery a/c.  Ta for the info.

LeeE


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[Flightgear-devel] Was IFR checkride - clouds

2003-07-29 Thread Alex Perry
From: David Megginson [EMAIL PROTECTED]
 [...]  When we broke out at 4000 ft on
 our initial climb out from Ottawa, and the windows were suddenly
 filled with sunlight and glorious white cloudtops, everyone in the
 plane gasped -- it kind-of makes all the work for the rating
 worthwhile.

I like to request an altitude, when able, that puts me just below
the tops of clouds for a stratocumulus layer.  Very scenic, I find.
How's the volumetric cloud support coming along these days ?

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re: [Flightgear-devel] Was IFR checkride - clouds

2003-07-29 Thread David Megginson
Alex Perry writes:

   [...]  When we broke out at 4000 ft on our initial climb out from
   Ottawa, and the windows were suddenly filled with sunlight and
   glorious white cloudtops, everyone in the plane gasped -- it
   kind-of makes all the work for the rating worthwhile.
  
  I like to request an altitude, when able, that puts me just below
  the tops of clouds for a stratocumulus layer.  Very scenic, I find.
  How's the volumetric cloud support coming along these days ?

It's stalled, as far as I know.


All the best,


David

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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread Innis Cunningham


Hi Jim
Are you working on a low poly version of the 747 for scenery work.
I was working on it yesterday.Regrouping the fuse to use one texture and 
removing the wing and gear textures to reduce the load.
I was planing to just apply a material to the wings, gear and horz 
stabilizer.Grey(silver) for the wings and stab and black for the wheels. I 
have mapped the Southwest texture to the fuse and reduced it to 256x256 it 
is a bit grainey up close but ok from a hundred meters plus.
I am going to have a look at removing all the individual control surfaces 
and the 3D cockpit to see how it looks.
What we need to be able to do to put a few static A/C around is to be able 
to use the one model with multiple textures, as it is now you have to create 
a separate model for each different airline.This is going to lead to rather 
large scenery files.Even now the default file for SFO is getting quite 
complicated with .ac files and the textures that go with them.Is there some 
way using xml or C to have the 3D scenery in there own file and get called 
by the .stg file instead of having them all in the scenery file as they are 
now.
As I am rather new to AC3D I was wondering if you could answer a couple of 
questions.

1 How do you set the scale for the model.I have had a look in the docs and 
the program but can't find how to do it.

2 How do you know what direction the model is facing.When I go to place the 
A/C in the scenery it does not seem to face in the same direction as what 
the flight model is facing.Eg: yesterday I placed a model using the heading 
of the flight model but the static model ended up facing in a different 
direction by about 60 to 90 deg ???.

Thanks in advance for any suggestions.

Is anyone doing static A/C scenery for the default area airports as I was 
planning on populating some of the airports with static A/C.

Cheers
Innis
Jim Wilson  writes

Using the reduce function in ac3d and deleting a few objects I was able 
to
reduce the 747 model almost 80% without remapping textures at all.  Note 
that
you have to experiment with reducing different parts of the model different
percentages (the ctrl+z comes in handy for this kind of experimenting :-)).
The result is
a little rough up close,  but from a couple hundred meters viewing distance 
it
looks pretty much the same.

Screen shot:
http://www.spiderbark.com/fgfs/747reduced.png
Best,

Jim

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