Re: [Flightgear-devel] Fokker 50 turboprop commuter
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 http://ninemsn.com.au/mobilecentral/signup.asp ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] Instrument help
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS: main.cxx error: no matching functionfor call to `SGSky::build
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Speed question?
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Fokker 50 turboprop commuter
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS: main.cxx error: no matching function forcall to `SGSky::build
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] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS: main.cxx error: no matching functionfor call to `SGSky::build
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS: main.cxx error: no matching functionfor call to `SGSky::build
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS: main.cxx error: no matching functionfor call to `SGSky::build
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS: main.cxx error: no matching function forcall to `SGSky::build
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Re: CVS: main.cxx error: no matching functionfor call to `SGSky::build
* 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. :-) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS: main.cxx error: no matching function forcall to `SGSky::build
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] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Boeing 3D drawings
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Boeing 3D drawings
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Boeing 3D drawings
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS: main.cxx error: no matching function forcall to `SGSky::build
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Instrument help
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. ___ 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] CVS: main.cxx error: no matching function forcall to `SGSky::build
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] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Speed question?
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 -- 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] Speed question?
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 -- 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] Instrument help
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 -- 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] Instrument help
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 -- 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] Instrument help
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 -- 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] Fokker 50 turboprop commuter
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 -- 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] Fokker 50 turboprop commuter
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Speed question?
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Coordinate system in multiplayer protocol
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Speed question?
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Speed question?
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Was IFR checkride - clouds
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 ? ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] Was IFR checkride - clouds
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 -- 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] Speed question?
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel _ Hotmail is now available on Australian mobile phones. Go to http://ninemsn.com.au/mobilecentral/signup.asp ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel