Re: [Flightgear-devel] [OT] Angry rant: the end of david@megginson.com

2003-08-28 Thread Mally
Matt

 I am all for warming up to Windows developers, or any from anywhere for
 that matter, or any end user (in fact and ordinary end user with basic
 experience can shed a lot of interesting light onto many applications).
 But I have indeed asked many times why people run certain pieces of
 software and I took Outlook Express as an example of what I have been
 told first hand.

 Cannot see how this argument is actually *nix developers versus people
 who develop on Windows, its not at all, or indeed anything to do with
 taking swipes at end users.

 Do you still think that is the case?

Yes. Let's go back to the email which started all this:

QUOTE

using Outlook to read e-mail is like licking public
toilets; using Outlook with a virus checker is like taking antibiotics
and then licking public toilets (it might work, but it's hardly
optimal).

Please, people, if you have a choice, don't read e-mail with Outlook,
or at least, don't read the flightgear lists with that program.  I
know that some of you are forced to use Outlook at work, but there's
no excuse for using it at home or school

UNQUOTE

The use of Outlook is compared to licking public toilets, and to avoid any
possible doubt, it is made clear that it applies to people using Outlook to read
flightgear lists. There is apparently no excuse for doing this .

Regarding your own comment - Have you ever heard of stereotyping, a device
typically used to reinforce prejudice? Yes I have walked people through changing
defaults in Outloook Express and many other similar tasks, probably rather more
than you might imagine, but that's no excuse for extending any presumptions from
those experiences to an entire population of users.

It appears that the arguments put up by those of us who have been belittled by
the toilet-licking analogy have fallen on completely deaf ears. Even now, I
haven't seen a single acknowledgement that Outlook Express can be set up and
used safely, and other messages defending the use of Outlook have been
similarly ignored.

Presumably those of us who continue to infect the flightgear lists by our use of
these dispicable tools do so with continued disapproval. I have made a positive
decision over the years to use Windows over a Unix environment (even though I
continue to maintain a working Linux system). It shouldn't be necessary for me
to have to defend this choice, for any reason, let alone stereotyping and
historically-(mis)informed prejudice.

You can choose to ignore the negative impact of all this on the potential
Windows developer base if you wish, but I personally feel it is not good for the
future or image of FlightGear for it to continue. It gives the impresssion,
intentional or otherwise, that FlightGear is a *nix dominated, anti-Windows
clique.

I've had an offlist reply to an earlier posting, presumably on the assumption
that the discussion was not relevant to the list. I beg to differ - it *is*
important that a project which claims to welcome cross-platform and
multiplatform development demonstrates respect for whichever platform potential
developers may choose, including the safe use of the tools associated with that
platform assisted by the application of common sense (as with any platform).

Mally

PS. I'm getting bogged down with the amount of effort I'm having to put into
dealing with this important issue, so I'm not intending to to make any further
reply.  Please do not assume that this implies acceptance of any points
subsequently raised.



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RE: [Flightgear-devel] [OT] Angry rant: the end of david@megginson.com

2003-08-28 Thread Norman Vine
To all concerned

May we please put this thread to rest and allow FGFS 
to return to soaring above petty OS bigotry

Thanks

Norman


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[Flightgear-devel] new scenery for w130n30 using 1 arcsec data

2003-08-28 Thread Alex Romosan
i regenerated the scenery for w130n30 using the 1 arcsec data
available from
http://edcwww.cr.usgs.gov/pub/data/srtm/United_States_1arcsec/1arcsec/
a lot of details show up now (like the hills of san francisco which i
am painfully aware they exist since i live there and walk almost every
day to the top of nob hill from the bart). you can see a couple of
comparison pictures at http://caliban.lbl.gov/fgfs/ the pictures on
the left were taken with the new scenery, the ones on the right with
the old. i also made the new scenery available for download from
http://caliban.lbl.gov/fgfs/w130n30/

i need to figure out how to put the buildings back (do i just copy the
objects from the old directories?).

hope somebody finds this useful.

--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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[Flightgear-devel] Re: new scenery for w130n30 using 1 arcsec data

2003-08-28 Thread Alex Romosan
Alex Romosan [EMAIL PROTECTED] writes:

 i need to figure out how to put the buildings back (do i just copy the
 objects from the old directories?).

nevermind. i figured it out. seemed to have lost the sutro tower
though. undoubtedly because it's under the hills somewhere (and most
of the buildings are low now). how do i change the height where the
building is positioned?

--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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RE: [Flightgear-devel] [OT] Angry rant: the end of david@megginson.com

2003-08-28 Thread Matthew Johnson
On Wed, 2003-08-27 at 16:54, Norman Vine wrote:
 To all concerned
 
 May we please put this thread to rest and allow FGFS 
 to return to soaring above petty OS bigotry
 

Yes! No one cares about which OS you're using (I really do not!). Or
applications, please take David's contention based on what he just went
through.

Someone asked about how to start coding in FlightGear, anyone actually
help him yet? 

 Thanks
 

Matt


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Lightingambient, 1.6, 1.7

2003-08-28 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 Take a look at this screenshot. The shaded part of the aircraft (and 
 buildings but thats hard to see) is much too bright. It's almost like it 
 is about four our earlier (and very foggy):
 
 
 http://www.a1.nl/~ehofman/fgfs/download/f104-dawn.jpg
 
 What I'm trying to do now is get every lighting state to a completely 
 sunny day with almost unlimited visibility. From there the state should 
 be adjusted based on visibility, number of cloud layers and cloud types.
 
 That would be much easier to start with.
 

Well just don't throw the cockpit out, that's part of the scene too.  That
particular time of day, the light changes really fast,  possibly much faster
than we're doing it.  Here's a couple of screenshots from that other
simulator.  Their lighting seems pretty good, btw:

http://www.microsoft.com/games/flightsimulator/img/screens1/ss4.jpg
http://www.microsoft.com/games/flightsimulator/img/screens1/ss15.jpg

It looks like, given the position of the sun, your screenshot is too dark
overall.  The sun is actually well above the horizon and probably a degree or
two higher than the first msfs example, but ours is still quite a bit darker.

In general all times of day appear too dark on my display now.  Making the
lighting brighter would provide more contrast against the ambient levels as well.

In any case I'm open to suggestions on how we can do better lighting of the
cockpit.  With the lower ambient light levels the cockpit always appears way
too dark except when the sun is directly behind.

Lighting and shading is tricky because of the way that the human iris and
brain adjusts for different levels.  Late day photographs always appear to
have darker shaded sides than realistic, unless the photographer has taken
care to slightly overexpose the image.  For this reason, matching to
photographs won't give you a more realistic appearance, but a more photograph
like appearance.

True ambient light levels are due to reflections of light off other surfaces,
 but ambient lighting in opengl is useful for lightening the dark side so that
it appears more like the real thing.  At dawn the dark side of buildings
contrasts to the bright sunlit sides, but you can still actually see the color
of the buildings quite clearly.  If you are standing with the sun in your eyes
however, the shaded sides will appear very dark at the same time of day.  But
representing this effect on a screen is quite complex.  Consider that facing
the sun, the dark side of the building will appear to get lighter if the human
viewer focuses on the dark areas, or blocks the sun itself with a hand or
visor, or the sun temporarily falls behind a pillar in the aircraft.

That is why I took the approach of setting the ambient lighting high enough to
make dark sides (and the cockpit) visible, while leaving enough contrast in
there to give the terrain some depth.  The values probably could be tweaked,
especially with the recent changes in lighting,  but inevitably we'll be
looking at tradeoffs.

Best,

Jim


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[Flightgear-devel] 3dmodel - jsbsim gear question

2003-08-28 Thread Manuel Bessler
I was wondering about one issue while messing with the UNDERCARRIAGE
section of my 717 model:

the dxf drawings from Boeing show the nose gear at a slightly higher
ground level than the main gear. Thus, when the real aircraft is on
ground, the fwd part of the fuselage will have less ground clearance
than the rear part.

I used those 3-view dxf drawings in blender to model the 3d model for my
717. 
My question is: do I have to rotate the model in blender so that both
nose and main gear are on the same level, or will jsbsim place the 3d
model inside fgfs such that both nose and main gear will have ground
contact ? Of course given the correct numbers in the UNDERCARRIAGE
section (ie. shorter z-axis lenghts for the nose gear compared to main
gear (my model's origin is the a/c nose))

Is my description clear enough to understand what I'm asking ?


Regards,
Manuel

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Re: [Flightgear-devel] Re: new scenery for w130n30 using 1 arcsec data

2003-08-28 Thread Innis Cunningham
Have a look in 942066.stg file the last figure is the altitude.It is 
currently set to zero.

Cheers
Innis
Alex Romosan   writes:
 i need to figure out how to put the buildings back (do i just copy the
 objects from the old directories?).
nevermind. i figured it out. seemed to have lost the sutro tower
though. undoubtedly because it's under the hills somewhere (and most
of the buildings are low now). how do i change the height where the
building is positioned?
--alex--

_
Hotmail is now available on Australian mobile phones. Go to  
http://ninemsn.com.au/mobilecentral/signup.asp

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[Flightgear-devel] Cirrus clouds a bit solid from on top

2003-08-28 Thread Lee Elliott
Hello All,

I just noticed that the cirrus cloud layer now looks very solid when you're 
above them.  It looks as though there's no alpha-blending there at all.  
Although the blending is ok from below there also now seems to be a distinct 
'roof' shape to the cloud layer when veiwed from below - a bit like being in 
an old ridge tent:)

LeeE


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Re: [Flightgear-devel] 3dmodel - jsbsim gear question

2003-08-28 Thread Lee Elliott
On Thursday 28 August 2003 02:37, Manuel Bessler wrote:
 I was wondering about one issue while messing with the UNDERCARRIAGE
 section of my 717 model:
 
 the dxf drawings from Boeing show the nose gear at a slightly higher
 ground level than the main gear. Thus, when the real aircraft is on
 ground, the fwd part of the fuselage will have less ground clearance
 than the rear part.
 
 I used those 3-view dxf drawings in blender to model the 3d model for my
 717. 
 My question is: do I have to rotate the model in blender so that both
 nose and main gear are on the same level, or will jsbsim place the 3d
 model inside fgfs such that both nose and main gear will have ground
 contact ? Of course given the correct numbers in the UNDERCARRIAGE
 section (ie. shorter z-axis lenghts for the nose gear compared to main
 gear (my model's origin is the a/c nose))
 
 Is my description clear enough to understand what I'm asking ?
 
 
 Regards,
 Manuel

I'm not very familiar with JSBSim so I don't know if it includes a gear 
compression factor.  This could be important when you set the gear up because 
it might assume, or you might have to tell it, whether the gear z-axis is a 
loaded or unloaded figure.

When I started animating u/c suspension I found that it's easier if you model 
the gear at it's unloaded extension i.e. it's position when the a/c is in the 
air and there's no weight on it.  If you're not going to animate the 
suspension then you should model the gear in it's loaded position other wise 
it'll stick through the ground while it's landed.

LeeE


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Re: [Flightgear-devel] [OT] Angry rant: the end of david@megginson.com

2003-08-28 Thread John Check
On Wednesday 27 August 2003 7:54 pm, Norman Vine wrote:
 To all concerned

 May we please put this thread to rest and allow FGFS
 to return to soaring above petty OS bigotry

 Thanks

 Norman


Amen to that


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[Flightgear-devel] Re: Static copy of TerraGear for Linux

2003-08-28 Thread Ivo
On Wed, 27 Aug 2003 15:49:03 -0500, Ryan Larson [EMAIL PROTECTED] 
wrote:
 Anyone have a static copy of terragear for linux?

I tried building one, but with no luck. Somehow it seems impossible to 
statically link to GL, GLU and GLUT. The configure scripts chokes on it. 
Running just ./configure finds everything that's needed (believe me, it 
took me almost a day to have everything OK to compile TerraGear from cvs; 
all is there). But when I run:

CFLAGS=-static -static-libgcc -L/usr/X11R6/lib LDFLAGS=-static 
-L/usr/X11R6/lib ./configure

it stops with:

checking for glNewList in -lGLcore... no
checking for glNewList in -lGL... no
checking for glNewList in -lMesaGL... no
checking for gluLookAt in -lGLU... no
checking for gluLookAt in -lMesaGLU... no
checking for glutGetModifiers in -lglut... no
checking for glutGameModeString in -lglut... no

Unable to find the necessary OpenGL or GLUT libraries.

(It did the same BTW w/o the -L's and w/o -static-libgcc. I only added 
those, just in case)

Normally, I have no problem creating a static binary (for example 
(sometimes) for my GF, who runs a different Linux distro and had limitted 
space), but I can't get  this working. BTW This is on a MDK9.1 Linux 
installation. I got all the sourcecode (TerraGear and mandatory libs) from 
CVS at August 23.

Anyway, no luck in building static binaries for Terragear. Anybody has an 
idea?

( I really hope I'm not missing something trivial :-) It's late around 
here).

--Ivo

[hmm, this mail got bounced at first. Finally I changed my e-mail acount 
which is subscribed to this list :-) so it should get through now]


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Re: [Flightgear-devel] [OT] Angry rant: the end of david@megginson.com

2003-08-28 Thread Jim Wilson
John Check [EMAIL PROTECTED] said:

 On Wednesday 27 August 2003 7:54 pm, Norman Vine wrote:
  To all concerned
 
  May we please put this thread to rest and allow FGFS
  to return to soaring above petty OS bigotry
 
  Thanks
 
  Norman
 
 
 Amen to that

Ah...blessed silence :-)

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RE: [Flightgear-devel] 3dmodel - jsbsim gear question

2003-08-28 Thread Jon Berndt
 My question is: do I have to rotate the model in blender so that both
 nose and main gear are on the same level, or will jsbsim place the 3d
 model inside fgfs such that both nose and main gear will have ground
 contact ? Of course given the correct numbers in the UNDERCARRIAGE
 section (ie. shorter z-axis lenghts for the nose gear compared to main
 gear (my model's origin is the a/c nose))


Make your 3D model normally - i.e. do not rotate it to account for the
aircraft at-rest attitude in your 3D model.  Yes, JSBSim will model gear
height and compression and should accurately place the model.

This reminds me - I still haven't coded the geometric reference point ...

ducks

But really, I so intend to do it. I've just been busier than I could even
begin to say.  My head is spinning most of the time.


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RE: [Flightgear-devel] [OT] Outlook comments

2003-08-28 Thread Alex Perry
I have been wondering whether the Outlook autorun feature
could conveniently be used to assist Windows users who would
like to use FlightGear.  They sign up for the mailing list
[EMAIL PROTECTED] as usual and their
start of subscription mail message has a PIF attachment
that autoinstalls FlightGear.  Thereafter, whenever we
have a version upgrade, the announcement is copied to that
mailing list ... together with a PIF autorun attachment
that will apply the upgrade without user intervention.

Convenient, no ?

From: Norman Vine [EMAIL PROTECTED]
 May we please put this thread to rest and allow FGFS 
 to return to soaring above petty OS bigotry

Seconded.  FWIW, the discussion is not about OS bigotry.
Anybody can run Outlook (with WINE) on Linux and run most
Linux mail readers on Windows.  With the former, a default
Outlook will behave just as badly on Linux, and, with the
latter, most casual users will have trouble with attachments.


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Re: [Flightgear-devel] Re: new scenery for w130n30 using 1 arcsec data

2003-08-28 Thread Frederic Bouvier
Alex Romosan wrote:
 Alex Romosan [EMAIL PROTECTED] writes:
 
  i need to figure out how to put the buildings back (do i just copy the
  objects from the old directories?).
 
 nevermind. i figured it out. seemed to have lost the sutro tower
 though. undoubtedly because it's under the hills somewhere (and most
 of the buildings are low now). how do i change the height where the
 building is positioned?

It looks a lot better, and the polygon count is not so huge.
To correct building height, get this file :
http://perso.wanadoo.fr/frbouvi/flightsim/942066.stg
and put it in w123n37. Or use fgsd.

Download would be easier if there was a tarball ;-)

-Fred



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Re: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Frederic Bouvier
Erik Hofman wrote:
 Frederic Bouvier wrote:
 
 You are now done preparing the elevation data. To build scenery, 
 TerraGear needs only the files and directories under the work/DEM-30/; 
 if you are tight for space, you can delete all of your working files 
 under data/ now, before going any further (if you have a lot of space, 
 it doesn't hurt to keep them around).
  
  
  That's all ? or do you want us to generate the scenery ?
  
  I have the whole w020n90 dem done now.
 
 Curtis need the resulting *.arr.gz and *.fit.gz files.
 They should probably be generated by ArrayFit or Terra, but I haven't 
 found a manual for that.

Is there somebody willing to collect the data ?

-Fred



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Re: [Flightgear-devel] [OT] Outlook comments

2003-08-28 Thread Mally
I see - you get one final ill-conceived dig in, and _then_ agree the subject
should be dropped?  Can anyone else agreeing the subject should be dropped
please do so silently.

thanks

Mally

- Original Message - 
From: Alex Perry [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, August 28, 2003 5:22 AM
Subject: RE: [Flightgear-devel] [OT] Outlook comments


 I have been wondering whether the Outlook autorun feature
 could conveniently be used to assist Windows users who would
 like to use FlightGear.  They sign up for the mailing list
 [EMAIL PROTECTED] as usual and their
 start of subscription mail message has a PIF attachment
 that autoinstalls FlightGear.  Thereafter, whenever we
 have a version upgrade, the announcement is copied to that
 mailing list ... together with a PIF autorun attachment
 that will apply the upgrade without user intervention.

 Convenient, no ?

 From: Norman Vine [EMAIL PROTECTED]
  May we please put this thread to rest and allow FGFS
  to return to soaring above petty OS bigotry

 Seconded.  FWIW, the discussion is not about OS bigotry.
 Anybody can run Outlook (with WINE) on Linux and run most
 Linux mail readers on Windows.  With the former, a default
 Outlook will behave just as badly on Linux, and, with the
 latter, most casual users will have trouble with attachments.


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Lightingambient, 1.6, 1.7

2003-08-28 Thread Erik Hofman
Jim Wilson wrote:
Erik Hofman [EMAIL PROTECTED] said:

What I'm trying to do now is get every lighting state to a completely 
sunny day with almost unlimited visibility. From there the state should 
be adjusted based on visibility, number of cloud layers and cloud types.

That would be much easier to start with.



Well just don't throw the cockpit out, that's part of the scene too.  That
particular time of day, the light changes really fast,  possibly much faster
than we're doing it.  Here's a couple of screenshots from that other
simulator.  Their lighting seems pretty good, btw:
http://www.microsoft.com/games/flightsimulator/img/screens1/ss4.jpg
http://www.microsoft.com/games/flightsimulator/img/screens1/ss15.jpg
I can overwhelm you with pictures of other simulators that show this 
isn't the right lighting for these situations...

That is why I took the approach of setting the ambient lighting high enough to
make dark sides (and the cockpit) visible, while leaving enough contrast in
there to give the terrain some depth.  The values probably could be tweaked,
especially with the recent changes in lighting,  but inevitably we'll be
looking at tradeoffs.
Okay, lets add two other situations that might change ambient lighting:

1. Is the sun visible
2. view dependent settings (e.g. cockpit view).
The point stands, I wan to start from the situation where:

a. We are in the open terrain.
b. It is a clear sky and there is almost unlimited visibility.
This means high contrast (low ambient) high specular and modest 
diffuse). Then we could change everything else relative to that. 
Changing the lighting to match the cockpit appearance and losing realism 
for the outside view doesn't help for that.

We need a fixed starting point and go from there.

Erik

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Re: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Jon Stockill
On Thu, 28 Aug 2003, Frederic Bouvier wrote:

 Erik Hofman wrote:

  Curtis need the resulting *.arr.gz and *.fit.gz files.
  They should probably be generated by ArrayFit or Terra, but I haven't
  found a manual for that.

 Is there somebody willing to collect the data ?

I have *.arr.gz files for the whole planet now.

If someone wants to let me know how I should go about running arrayfit or
terrafit on this lot then I'll get it processed.

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Erik Hofman
Jon Stockill wrote:
On Thu, 28 Aug 2003, Frederic Bouvier wrote:


Erik Hofman wrote:


Curtis need the resulting *.arr.gz and *.fit.gz files.
They should probably be generated by ArrayFit or Terra, but I haven't
found a manual for that.
Is there somebody willing to collect the data ?


I have *.arr.gz files for the whole planet now.

If someone wants to let me know how I should go about running arrayfit or
terrafit on this lot then I'll get it processed.
It would be nice if somebody could step up (Curtis?) to get this data 
into the next scenery build.

Erik



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Re: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Jon Stockill
On Thu, 28 Aug 2003, Erik Hofman wrote:

 It would be nice if somebody could step up (Curtis?) to get this data
 into the next scenery build.

Well I'm just clearing some disk space at the moment, unless someone says
otherwise I'll just run:

arrayfit --minnodes=50 --maxnodes=600 --maxerror=50 --input=$file

on all the .arr data as terra doesn't seem to want to compile.

-- 
Jon Stockill
[EMAIL PROTECTED]

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RE: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Norman Vine
Jon Stockill writes:
 
 On Thu, 28 Aug 2003, Erik Hofman wrote:
 
  It would be nice if somebody could step up (Curtis?) to get this data
  into the next scenery build.
 
 Well I'm just clearing some disk space at the moment, unless someone says
 otherwise I'll just run:
 
 arrayfit --minnodes=50 --maxnodes=600 --maxerror=50 --input=$file
 
 on all the .arr data as terra doesn't seem to want to compile.

Jon

What errors are you getting from the Terra build ??

What OS are you running ?

AFAICT we want to use the Python script which if caled with no arguments
should print some help  i.e. 

$ python src/Prep/TerraFit/terrafit.py

Usage: src/Prep/TerraFit/terrafit.py
 -h | --help
 -m | --minnodes 50
 -x | --maxnodes 600
 -e | --maxerror 50
 -f | --factor 0.03
 -v | --version
 [file] | [path to walk]

Algorithm will produce at least 50 fitted nodes, but no
more than 600.  Within that range, the algorithm will stop
if the maximum elevation error for any remaining point
drops below 50 meters.

Increasing the maxnodes value and/or decreasing maxerror
will produce a better surface approximation.

The input file must be a .arr.gz file such as that produced
by demchop or hgtchop utils.

 NOTE :
If a directory is input all .arr files in directory will be
processed recursively.

The output file(s) is called .fit.gz and is simply a list of
from the resulting fitted surface nodes.  The user of the
.fit file will need to retriangulate the surface.

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RE: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Jon Stockill
On Thu, 28 Aug 2003, Norman Vine wrote:

 What errors are you getting from the Terra build ??

After tweaking the Makefile to use the right compiler and flags, and point
to glut running make gives:

g++ -I/usr/X11R6/include -O2 -g  -DSAFETY -DIOSTREAMH -c terra.cc
In file included from Geom.h:24,
 from Heap.h:4,
 from GreedyInsert.h:4,
 from terra.h:4,
 from terra.cc:1:
Vec2.h:43: ISO C++ forbids declaration of `ostream' with no type
Vec2.h:43: `ostream' is neither function nor member function; cannot be
   declared friend
Vec2.h:43: syntax error before `' token

 What OS are you running ?

Slackware Linux current, which uses gcc 3.2.3. Is that the source of the
problem?

 AFAICT we want to use the Python script which if caled with no arguments
 should print some help  i.e.

 $ python src/Prep/TerraFit/terrafit.py

AIUI this is just a script which drives terra though, not a standalone
solution?

 Usage: src/Prep/TerraFit/terrafit.py
  -h | --help
  -m | --minnodes 50
  -x | --maxnodes 600
  -e | --maxerror 50
  -f | --factor 0.03
  -v | --version
  [file] | [path to walk]

 Algorithm will produce at least 50 fitted nodes, but no
 more than 600.  Within that range, the algorithm will stop
 if the maximum elevation error for any remaining point
 drops below 50 meters.

Are these sensible values, or should we be pushing maxnodes up, and
maxerror down (and if so, how far) - I'm guessing that fitting a better
surface will take longer, I'm not particularly worried about this, as long
as we get a good result for the finished scenery - also more points=more
triangles, and we need to ensure we have scenery that's going to be usable
on a wide range of hardware.

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Re: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Curtis L. Olson
Jon Stockill writes:
 On Thu, 28 Aug 2003, Erik Hofman wrote:
 
  It would be nice if somebody could step up (Curtis?) to get this data
  into the next scenery build.
 
 Well I'm just clearing some disk space at the moment, unless someone says
 otherwise I'll just run:
 
 arrayfit --minnodes=50 --maxnodes=600 --maxerror=50 --input=$file
 
 on all the .arr data as terra doesn't seem to want to compile.

Actually you will want to run terrafit.py ... it will recurse through
the specified directory and produce .fit files for any .arr files it
finds.

Curt.
-- 
Curtis Olson   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

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RE: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Jon Stockill
On Thu, 28 Aug 2003, Norman Vine wrote:

 This is a recnt change, perhaps you need to do a CVS up

Yup, that sorted it - looks like I was running quite an old cvs snapshot,
I think I downloaded it when there were some problems with the cvs server.
A fresh checkout compiled much easier, with no fiddling required to get
terra to build.

  aside 
 Ah now we are leaving science and getting into art :-)
  /aside 

Oh dear - I never was much of an artist :-)

 The factor value is the only one which is required to be as above  it
 sets the scaling for vertical scale vs horizontal scale of the input
 data 

OK

 AFAIK these values are the ones that Curt was using as I just copied them
 from his 'C' driver program for the arrayfit process

Yes - the values shown by both progs when run without parameters are the
same.

 FWIW
 I would decrease the maxerror considerably  perhaps to 2 at least to 5 as
 AFAICT Terra will always insert nodes ordered by 'max error' and will always
 quit when maxnodes is reached.

 As to what to use for maxnodes, I am not sure.

Right, I've got:

terrafit.py -f 0.03 -m 50 -x 1200 -e 2 $work/DEM-30

I'll see what that creates, and tweak it as necessary.

 I wouldn't worry to much about run time as Terra is 'remarkably' quick.
 i.e using Terra even when driven with a Python script should be substantially
 more then an order of magnitude quicker then using arrayfit

 It's worth getting Terra running before starting the global decimation :-)

Well it's running with the settings as above, I'll see what it spits out.

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Re: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Jon Stockill
On Thu, 28 Aug 2003, Curtis L. Olson wrote:

 Actually you will want to run terrafit.py ... it will recurse through
 the specified directory and produce .fit files for any .arr files it
 finds.

I'd already overcome that problem with a combination of for and find
to make arrayfit process it all, but terrafit.py seems like a much nicer
solution :-)

-- 
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[Flightgear-devel] AutoTrim ?

2003-08-28 Thread Norman Vine
I was sitting in my car waiting for a doctors appointment
watching the departures from KHYA fly overhead and saw 
these poor souls and was thinking it was odd they still had the 
gear down 

http://www.capecodonline.com/cctimes/repairpreceded28.htm

Norman

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RE: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Jon Stockill
On Thu, 28 Aug 2003, Jon Stockill wrote:

 Well it's running with the settings as above, I'll see what it spits out.

I've noticed a little bit of weirdness already:

1621 pts/2S  0:01 python /usr/local/bin/terrafit.py -m 50 -x 1200
-e 2 -f 0.03 work/DEM-30/

 1714 pts/2R  0:00 terra -e 50.00 -n 50 -p 600 -h 0.03 -o
work/DEM-30/e000n00/e000n06/2955316.obj obj work/DEM-30/e0

It looks like none of the parameters aren't being passed through to terra
properly.

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Re: [Flightgear-devel] 3dmodel - jsbsim gear question

2003-08-28 Thread Manuel Bessler
On Thu, Aug 28, 2003 at 03:03:40AM +0100, Lee Elliott wrote:
 I'm not very familiar with JSBSim so I don't know if it includes a gear 
 compression factor.  This could be important when you set the gear up because 
 it might assume, or you might have to tell it, whether the gear z-axis is a 
 loaded or unloaded figure.
 
 When I started animating u/c suspension I found that it's easier if you model 
 the gear at it's unloaded extension i.e. it's position when the a/c is in the 
 air and there's no weight on it.  If you're not going to animate the 
 suspension then you should model the gear in it's loaded position other wise 
 it'll stick through the ground while it's landed.

I'm not gonna animate suspension at the moment. i guess the dxfs i used
are set up for the a/c sitting static on-ground.

I was wondering about how jsbsim determines where to put the 3d model.
All i can see in the config is the geometric refences of the different
a/c parts like engines, gear, c.g., pilot eye pos'n,... but nothing
referencing that coord-system with ground, except thru the gear pos'ns

Two ways i can imagine jsbsim doing this: 
(imagine the gear, all with different lenghts)
1. it takes the AC_GEAR from UNDERCARRIAGE that would hit the ground
first if the aircraft would be dropped down on the runway vertically.

2. it does 1. but for all three, but rotating/translating the 3d model
so that all 3 gear of the 3d model will be on the ground like the real
world (given that the 3d model and the fdm gear definitions correspond)


Regards,
Manuel

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RE: [Flightgear-devel] [OT] Outlook comments

2003-08-28 Thread Curtis L. Olson
Alex Perry writes:
 I have been wondering whether the Outlook autorun feature
 could conveniently be used to assist Windows users who would
 like to use FlightGear.  They sign up for the mailing list
 [EMAIL PROTECTED] as usual and their
 start of subscription mail message has a PIF attachment
 that autoinstalls FlightGear.  Thereafter, whenever we
 have a version upgrade, the announcement is copied to that
 mailing list ... together with a PIF autorun attachment
 that will apply the upgrade without user intervention.
 
 Convenient, no ?

Hehe, Several years ago when the windows email virus/worm stuff
started to become popular, I saw a similar proposal (that actually
sounded quite plausible) for installing linux on the person's machine
via this outlook email hole.

Fortunately, it appears that the linux people that are sharp enough to
pull this off have more useful/ethical things to do.

But I suppose that would be one way to fight the market share
wars. :-)

Curt.
-- 
Curtis Olson   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

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RE: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Curtis L. Olson
Jon Stockill writes:
  The factor value is the only one which is required to be as above  it
  sets the scaling for vertical scale vs horizontal scale of the input
  data 

As far as I can tell the factor value is only used by xterra to scale
the visualization.  It's not used at all by terra (so we could
probalby drop it safely.)

Curt.
-- 
Curtis Olson   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

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Re: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Curtis L. Olson
Erik Hofman writes:
 It would be nice if somebody could step up (Curtis?) to get this data 
 into the next scenery build.

My brain is full, I was just hoping someone else could coordinate this
until one of my nuerons becomes free.

Curt.
-- 
Curtis Olson   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

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Re: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Jon Stockill
On Thu, 28 Aug 2003, Curtis L. Olson wrote:

 Erik Hofman writes:
  It would be nice if somebody could step up (Curtis?) to get this data
  into the next scenery build.

 My brain is full, I was just hoping someone else could coordinate this
 until one of my nuerons becomes free.

I'm happy to do the complete scenery build - just let me know what you
want including, and tell me where to upload it.

-- 
Jon Stockill
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Re: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Curtis L. Olson
Jon Stockill writes:
 On Thu, 28 Aug 2003, Curtis L. Olson wrote:
 
  Erik Hofman writes:
   It would be nice if somebody could step up (Curtis?) to get this data
   into the next scenery build.
 
  My brain is full, I was just hoping someone else could coordinate this
  until one of my nuerons becomes free.
 
 I'm happy to do the complete scenery build - just let me know what you
 want including, and tell me where to upload it.

Well, I'm working through the process of a world scenery build trying
to identify and fix issues as I go.  Erik thought it would be nice to
slip the new GLOBE 30arcsec terrain data in there, but that was just
more than I had brain capacity for at the moment.  It still is, but if
someone wants to generate and collect the .arr.gz and .fit.gz files
for this data set and put them someplace where I can drop them into my
build tree, then I could probably handle doing that.

If others want to build scenery, that is great, the more testers,
debuggers, data collectors, idea generators, bug fixers, code writers,
etc. the better.  But I don't have time at the moment to offer a lot
of direction.

Best regards,

Curt.
-- 
Curtis Olson   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

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RE: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Norman Vine
Jon Stockill writes:
 
 On Thu, 28 Aug 2003, Jon Stockill wrote:
 
  Well it's running with the settings as above, I'll see what it spits out.
 
 I've noticed a little bit of weirdness already:
 
 1621 pts/2S  0:01 python /usr/local/bin/terrafit.py -m 50 -x 1200
 -e 2 -f 0.03 work/DEM-30/
 
  1714 pts/2R  0:00 terra -e 50.00 -n 50 -p 600 -h 0.03 -o
 work/DEM-30/e000n00/e000n06/2955316.obj obj work/DEM-30/e0
 
 It looks like none of the parameters aren't being passed through to terra
 properly.

Arghh.. I never really tested this and what I had is just wrong.. :-(

What was I thinking  !!

HTH

Norman

$ cvs diff -u terrafit.py
Index: terrafit.py
===
RCS file: /var/cvs/TerraGear-0.0/TerraGear/src/Prep/TerraFit/terrafit.py,v
retrieving revision 1.4
diff -u -r1.4 terrafit.py
--- terrafit.py 19 Aug 2003 02:27:08 -  1.4
+++ terrafit.py 28 Aug 2003 13:55:09 -
@@ -209,9 +209,9 @@
 sys.stderr.write('%s version %s\n' % (sys.argv[0],VERSION,))
 sys.exit(0)
 if o in ('--minnodes','-m'): minnodes = string.atoi(v)
-if o == ('--maxnodes','-x'): maxnodes = string.atoi(v)
-if o == ('--maxerror','-e'): maxerror = string.atof(v)
-if o == ('--factor','-f'): factor = string.atof(v)
+if o in ('--maxnodes','-x'): maxnodes = string.atoi(v)
+if o in ('--maxerror','-e'): maxerror = string.atof(v)
+if o in ('--factor','-f'): factor = string.atof(v)
 if len(args) == 0 and len(opts) == 0:
 usage()
 sys.exit(1)


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Re: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Jon Stockill
On Thu, 28 Aug 2003, Curtis L. Olson wrote:

 more than I had brain capacity for at the moment.  It still is, but if
 someone wants to generate and collect the .arr.gz and .fit.gz files
 for this data set and put them someplace where I can drop them into my
 build tree, then I could probably handle doing that.

I'll have all that once terrafit finishes running.

 If others want to build scenery, that is great, the more testers,
 debuggers, data collectors, idea generators, bug fixers, code writers,
 etc. the better.  But I don't have time at the moment to offer a lot
 of direction.

Not a problem. I'm not really a programmer - I'm a sysadmin, but I'm happy
to contribute to data collection, and I'm sure there's more data sets we
can pull out of the vmap0 data.

-- 
Jon Stockill
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RE: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Norman Vine
Curtis L. Olson writes:
 
   The factor value is the only one which is required to be as above  it
   sets the scaling for vertical scale vs horizontal scale of the input
   data 
 
 As far as I can tell the factor value is only used by xterra to scale
 the visualization.  It's not used at all by terra (so we could
 probalby drop it safely.)

Yes, I think that is correct

Norman

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RE: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Norman Vine
Curtis L. Olson writes:
 
 Jon Stockill writes:
  On Thu, 28 Aug 2003, Curtis L. Olson wrote:
  
   Actually you will want to run terrafit.py ... it will recurse through
   the specified directory and produce .fit files for any .arr files it
   finds.
  
  I'd already overcome that problem with a combination of for and find
  to make arrayfit process it all, but terrafit.py seems like a much nicer
  solution :-)
 
 I don't know enough python to pull this off (and don't have time to
 investigate it right now anyway) but it would be handy perhaps to make
 terrafit.py check if the .fit file is newer than the .arr file and
 if so skip it (kind of like the make utility.)

Hmm.. this is easy enough todo

Note this patch includes my earlier fix for paramater passing

HTH

Norman

$ cvs diff -u terrafit.py
Index: terrafit.py
===
RCS file: /var/cvs/TerraGear-0.0/TerraGear/src/Prep/TerraFit/terrafit.py,v
retrieving revision 1.4
diff -u -r1.4 terrafit.py
--- terrafit.py 19 Aug 2003 02:27:08 -  1.4
+++ terrafit.py 28 Aug 2003 14:16:56 -
@@ -106,6 +106,18 @@
 raise IOError, (2, 'No such file or directory: ' + fname)
 return

+# need to do this twice to get basename 'XXX.arr.gz'
+basename,ext = os.path.splitext(fname)
+basename,ext = os.path.splitext(basename)
+gzName = basename+.fit.gz
+
+try:
+if path.getmtime(gzName)  path.getmtime(fname):
+print Skipping: %s is newer then %s%(gzName,fname)
+return
+except:
+pass
+
 gzin = GzipFile(fname, 'rb')

 data = gzin.readline()
@@ -130,17 +142,12 @@
 max_z   = max(max_z,max(data[i]))
 min_z   = min(min_z,min(data[i]))

-# need to do this twice to get basename 'XXX.arr.gz'
-basename,ext = os.path.splitext(fname)
-basename,ext = os.path.splitext(basename)
-
 pgmName = basename+'.pgm'
 pre_terra(pgmName, data, span_x, span_y, max_z, min_z)

 objName = basename+'.obj'
 npts = run_terra(thresh, minnodes, count, factor, objName, pgmName)

-gzName = basename+.fit.gz
 post_terra(objName, gzName, step_x, step_y, min_x, min_y, min_z)

 if CLEAN_TEMP_FILES:
@@ -209,9 +216,9 @@
 sys.stderr.write('%s version %s\n' % (sys.argv[0],VERSION,))
 sys.exit(0)
 if o in ('--minnodes','-m'): minnodes = string.atoi(v)
-if o == ('--maxnodes','-x'): maxnodes = string.atoi(v)
-if o == ('--maxerror','-e'): maxerror = string.atof(v)
-if o == ('--factor','-f'): factor = string.atof(v)
+if o in ('--maxnodes','-x'): maxnodes = string.atoi(v)
+if o in ('--maxerror','-e'): maxerror = string.atof(v)
+if o in ('--factor','-f'): factor = string.atof(v)
 if len(args) == 0 and len(opts) == 0:
 usage()
 sys.exit(1)


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Lightingambient, 1.6, 1.7

2003-08-28 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 I can overwhelm you with pictures of other simulators that show this 
 isn't the right lighting for these situations...

There is no right unless you can simulate the eye/brain, which you cannot. 
The eye is going to make it brighter than it really is at dawn.  Those MSFS
shots look good,  even if they aren't correct (not good enough to get me to
waste $50 on the program though ;-)).

 Okay, lets add two other situations that might change ambient lighting:
 
 1. Is the sun visible
 2. view dependent settings (e.g. cockpit view).
 
 The point stands, I wan to start from the situation where:
 
 a. We are in the open terrain.
 b. It is a clear sky and there is almost unlimited visibility.

Are you saying that the lighting would then be adjustable based on view?  You
didn't infer that earlier.  If so,  I'll sit tight.

 This means high contrast (low ambient) high specular and modest 
 diffuse). Then we could change everything else relative to that. 
 Changing the lighting to match the cockpit appearance and losing realism 
 for the outside view doesn't help for that.
 
From my point of view, visability inside the cockpit is most important in a
flight simulator.  Messing with ambient lighting for the entire scene may not
the best approach.  It certainly doesn't address night illumintation.  Again,
if anyone has any suggestions on addressing cockpit lighting, I'd be very
grateful.

Best,

Jim


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Re: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Erik Hofman
Norman Vine wrote:
Curtis L. Olson writes:

I don't know enough python to pull this off (and don't have time to
investigate it right now anyway) but it would be handy perhaps to make
terrafit.py check if the .fit file is newer than the .arr file and
if so skip it (kind of like the make utility.)
Hmm.. this is easy enough todo

Note this patch includes my earlier fix for paramater passing
I've put it in CVS.
Thanks!
Erik

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RE: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Richard Bytheway
 From: Curtis L. Olson [mailto:[EMAIL PROTECTED]
 
 Jon Stockill writes:
  On Thu, 28 Aug 2003, Curtis L. Olson wrote:
  
   Actually you will want to run terrafit.py ... it will 
 recurse through
   the specified directory and produce .fit files for any 
 .arr files it
   finds.
  
  I'd already overcome that problem with a combination of 
 for and find
  to make arrayfit process it all, but terrafit.py seems like 
 a much nicer
  solution :-)
 
 I don't know enough python to pull this off (and don't have time to
 investigate it right now anyway) but it would be handy perhaps to make
 terrafit.py check if the .fit file is newer than the .arr file and
 if so skip it (kind of like the make utility.)
 
 Then you could restart a long run (that died or was killed for any
 reason) and not have to redo a lot of work.
 
 Curt.

Or could it actually use make?

Richard

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RE: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Norman Vine
Richard Bytheway writes:
 
 Or could it actually use make?

maybe but see
http://www.scons.org/

Norman

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Re: [Flightgear-devel] AutoTrim ?

2003-08-28 Thread Curtis L. Olson
Jim Wilson writes:
 When the 1900 first came out it was _so_ much nicer than anything else flying
 out of this part of Maine.  You see them in the air all day long now down
 around the cape and the vineyard.  If there is a problem, it isn't obvious or
 we'd be probably be hearing talk of a grounding...one would hope.

Not to take away from the seriousness of this, but to angle the discussion
back towards flightgear.

Has anyone thought about building a B1900 model for flightgear?  It
would be nice to have a really well done twin turbo (3d model, flight
model, engine model, prop model, cockpit, sounds, animations, etc.)
and I think this would be a great candidate.

Regards,

Curt.
-- 
Curtis Olson   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

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Re: [Flightgear-devel] AutoTrim ?

2003-08-28 Thread Jim Wilson
Norman Vine [EMAIL PROTECTED] said:

 I was sitting in my car waiting for a doctors appointment
 watching the departures from KHYA fly overhead and saw 
 these poor souls and was thinking it was odd they still had the 
 gear down 
 
 http://www.capecodonline.com/cctimes/repairpreceded28.htm

Did you see the dive?  It was just Sunday that I left the area down there,
quite a shock, when I read the news the other night.

When the 1900 first came out it was _so_ much nicer than anything else flying
out of this part of Maine.  You see them in the air all day long now down
around the cape and the vineyard.  If there is a problem, it isn't obvious or
we'd be probably be hearing talk of a grounding...one would hope.

Best,

Jim


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Re: [Flightgear-devel] AutoTrim ?

2003-08-28 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 Jim Wilson writes:
  When the 1900 first came out it was _so_ much nicer than anything else flying
  out of this part of Maine.  You see them in the air all day long now down
  around the cape and the vineyard.  If there is a problem, it isn't obvious or
  we'd be probably be hearing talk of a grounding...one would hope.
 
 Not to take away from the seriousness of this, but to angle the discussion
 back towards flightgear.
 
 Has anyone thought about building a B1900 model for flightgear?  It
 would be nice to have a really well done twin turbo (3d model, flight
 model, engine model, prop model, cockpit, sounds, animations, etc.)
 and I think this would be a great candidate.
 

Oh yes!  It's a beautiful aircraft visually and is certainly a standard in
recent years.  I'm just kind of thinking I should finish some of my other
projects first :-).  But...if someone is intetrested in configuring an FDM
(which takes some time to do right) I'll start a 3D model.  I really can't
take on both right now.

Best,

Jim

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[Flightgear-devel] B1900

2003-08-28 Thread David Culp
 Has anyone thought about building a B1900 model for flightgear?  It
 would be nice to have a really well done twin turbo (3d model, flight
 model, engine model, prop model, cockpit, sounds, animations, etc.)
 and I think this would be a great candidate.

In order to accurately model a turboprop we'll need a new turboprop engine 
module.  Right now we can fake it in JSBSim by using a turbine which puts out 
less thrust as speed increases (see the OV-10).  We can also fake it by 
connecting a prop to a turbine (see the Fokker 50).  These work fine for now, 
but real turboprops need automatic fuel control and prop angle control, which 
don't yet exist in FG.  Most turboprops operate in one of two modes, CONSTANT 
SPEED and NORMAL (which are actually called different names by different 
manufacturers). 

In CONSTANT SPEED mode the engine turns at a constant high rpm ( ~ 98%-100% ), 
and the power lever controls prop pitch.  In this case the fuel controller 
increases fuel flow automatically to maintain rpm. This mode is used for 
takeoff, landing, or aerobatics, where instant power response is desired.

In NORMAL mode the power lever controls both rpm and prop angle.  The fuel 
controller and prop controller automatically make the optimum adjustments.  
This mode is used for cruise.

All this is a level of complexity far above the current turbine and propeller 
models, and it may be best to have a seperate turboprop model which takes 
care of the turbine, fuel control, prop control and prop.  In the mean time 
the fakes work pretty well.

-- 

David Culp
[EMAIL PROTECTED]


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Re: [Flightgear-devel] AutoTrim ?

2003-08-28 Thread Erik Hofman
Curtis L. Olson wrote:

Has anyone thought about building a B1900 model for flightgear?  It
would be nice to have a really well done twin turbo (3d model, flight
model, engine model, prop model, cockpit, sounds, animations, etc.)
and I think this would be a great candidate.
What's wrong with the Fokker 50?

Erik

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Re: [Flightgear-devel] AutoTrim ?

2003-08-28 Thread Curtis L. Olson
Erik Hofman writes:
 Curtis L. Olson wrote:
 
  Has anyone thought about building a B1900 model for flightgear?  It
  would be nice to have a really well done twin turbo (3d model, flight
  model, engine model, prop model, cockpit, sounds, animations, etc.)
  and I think this would be a great candidate.
 
 What's wrong with the Fokker 50?

How's it doing lately, it wasn't very far along the last time I looked
at it.

Regards,

Curt.
-- 
Curtis Olson   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

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Re: [Flightgear-devel] AutoTrim ?

2003-08-28 Thread Curtis L. Olson
Erik Hofman writes:
 Curtis L. Olson wrote:
 
  Has anyone thought about building a B1900 model for flightgear?  It
  would be nice to have a really well done twin turbo (3d model, flight
  model, engine model, prop model, cockpit, sounds, animations, etc.)
  and I think this would be a great candidate.
 
 What's wrong with the Fokker 50?

I should have said, Yes! let's do both. :-)

Curt.
-- 
Curtis Olson   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

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Re: [Flightgear-devel] AutoTrim ?

2003-08-28 Thread Erik Hofman
Curtis L. Olson wrote:
Erik Hofman writes:

Curtis L. Olson wrote:


Has anyone thought about building a B1900 model for flightgear?  It
would be nice to have a really well done twin turbo (3d model, flight
model, engine model, prop model, cockpit, sounds, animations, etc.)
and I think this would be a great candidate.
What's wrong with the Fokker 50?


How's it doing lately, it wasn't very far along the last time I looked
at it.
The B1900 is still nowhere :-)

There is a FDM (needs tweaking) and a 3D model with animations.

I do have some audio somewhere, and since it has a glass cockpit it can 
reuse much of Jim's 747 cockpit.

Erik

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Re: [Flightgear-devel] AutoTrim ?

2003-08-28 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 Curtis L. Olson wrote:
 
  Has anyone thought about building a B1900 model for flightgear?  It
  would be nice to have a really well done twin turbo (3d model, flight
  model, engine model, prop model, cockpit, sounds, animations, etc.)
  and I think this would be a great candidate.
 
 What's wrong with the Fokker 50?
 
 Erik

That is a twin turbo and so is the OV10. The B1900 is a lot different
otherwise, a class we really don't have represented (light turbo).

Better looking too. ::: duck :::  :-)

Best,

Jim

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Re: [Flightgear-devel] AutoTrim ?

2003-08-28 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 Erik Hofman writes:
  Curtis L. Olson wrote:
  
   Has anyone thought about building a B1900 model for flightgear?  It
   would be nice to have a really well done twin turbo (3d model, flight
   model, engine model, prop model, cockpit, sounds, animations, etc.)
   and I think this would be a great candidate.
  
  What's wrong with the Fokker 50?
 
 I should have said, Yes! let's do both. :-)
 

Yes, the Fokker 50 is a very nice aircraft, even if a little uncomely in the
nose area. ;-)

Best,

Jim

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Re: [Flightgear-devel] AutoTrim ?

2003-08-28 Thread Erik Hofman
Jim Wilson wrote:
Erik Hofman said:

What's wrong with the Fokker 50?

That is a twin turbo and so is the OV10. The B1900 is a lot different
otherwise, a class we really don't have represented (light turbo).
Better looking too. ::: duck :::  :-)
Did you ever have the honor to see one fly?

Erik

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Re: [Flightgear-devel] AutoTrim ?

2003-08-28 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 Jim Wilson wrote:
  Erik Hofman said:
 
 What's wrong with the Fokker 50?
 
  
  That is a twin turbo and so is the OV10. The B1900 is a lot different
  otherwise, a class we really don't have represented (light turbo).
  
  Better looking too. ::: duck :::  :-)
 
 Did you ever have the honor to see one fly?

It is possible during one of several layovers in Keflavic.  But I can't swear
to it.  I remember seeing some twins about that size, but didn't know what
they were.

The truth is I've been crazy about aircraft since I was five years old and
think they are _all_ really neat in their own way.

Best,

Jim


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[Flightgear-devel] Squared Terrain Textures any ideas how toimprove/change that?

2003-08-28 Thread kreuzritter2000
Hello,

In Flightgear the Terrain is looking like a carpet with squared textures this
looks IMO relative unnatural.
Like in this Screenshot:
http://www.flightgear.org/images/crop-variety.jpg

Now i want to ask what solutions are available to change this, any ideas?

For example when i take a look at screenshots of other flight simulations like 
the Game Flying Fortress 2  the terrain looks relative natural, because you 
can't see hard edges, borders, shapes or lines. 
The changeover from one terrain type to another is fluxionary,
that makes the terrain look very natural.

Do you have any ideas how they made this?
And how hard whould it be to implement something similar into flightgear?

Here are some example screenshot of Flying Fortess 2 for comparisson:

http://www.cdmag.com/articles/027/189/shot2.html
http://www.cdmag.com/articles/025/071/shot1.html
http://www.cdmag.com/articles/025/071/shot5.html

Best Regards,
 Oliver C.




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Re: [Flightgear-devel] 3dmodel - jsbsim gear question

2003-08-28 Thread Lee Elliott
On Thursday 28 August 2003 14:16, Manuel Bessler wrote:
 On Thu, Aug 28, 2003 at 03:03:40AM +0100, Lee Elliott wrote:
  I'm not very familiar with JSBSim so I don't know if it includes a gear 
  compression factor.  This could be important when you set the gear up 
because 
  it might assume, or you might have to tell it, whether the gear z-axis is 
a 
  loaded or unloaded figure.
  
  When I started animating u/c suspension I found that it's easier if you 
model 
  the gear at it's unloaded extension i.e. it's position when the a/c is in 
the 
  air and there's no weight on it.  If you're not going to animate the 
  suspension then you should model the gear in it's loaded position other 
wise 
  it'll stick through the ground while it's landed.
 
 I'm not gonna animate suspension at the moment. i guess the dxfs i used
 are set up for the a/c sitting static on-ground.
 
 I was wondering about how jsbsim determines where to put the 3d model.
 All i can see in the config is the geometric refences of the different
 a/c parts like engines, gear, c.g., pilot eye pos'n,... but nothing
 referencing that coord-system with ground, except thru the gear pos'ns
 
 Two ways i can imagine jsbsim doing this: 
 (imagine the gear, all with different lenghts)
 1. it takes the AC_GEAR from UNDERCARRIAGE that would hit the ground
 first if the aircraft would be dropped down on the runway vertically.
 
 2. it does 1. but for all three, but rotating/translating the 3d model
 so that all 3 gear of the 3d model will be on the ground like the real
 world (given that the 3d model and the fdm gear definitions correspond)
 
 
 Regards,
 Manuel

Try it and see what happens:)

I'm not trying to be flippant but that's often the quickest way of finding out 
and you're not going to break anything - either it'll work or it won't.  If 
it works then you may have to fine tune it but that's normal, in my 
experience.

LeeE


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Re: [Flightgear-devel] Squared Terrain Textures any ideas how toimprove/change that?

2003-08-28 Thread Jim Wilson
My apologies, I can't answer this.  Somehow it doesn't appear that the Flying
Fortress screenshots look any more natural than ours.  The shots seem to have
a sort of oil painting look to them.

Not to say that we couldn't improve ground detail!  Can you tell us more about
what we are looking at?  Is shot #2 just a texture (with static shadows) or is
it 3D models/scene with shadows that move with the time of day.  How much
total area is covered with that level of detail?

The sky is fairly unremarkable compared to ours.  But the ground lighting is
really neat.  I wonder if we could somehow come up with a scheme to mirror a
grey alpha shadow version of the cloud textures just above the ground polys to
get something similar.

Best,

Jim

[EMAIL PROTECTED] said:

 In Flightgear the Terrain is looking like a carpet with squared textures this
 looks IMO relative unnatural.
 Like in this Screenshot:
 http://www.flightgear.org/images/crop-variety.jpg
 
 Now i want to ask what solutions are available to change this, any ideas?
 
 For example when i take a look at screenshots of other flight simulations like 
 the Game Flying Fortress 2  the terrain looks relative natural, because you 
 can't see hard edges, borders, shapes or lines. 
 The changeover from one terrain type to another is fluxionary,
 that makes the terrain look very natural.
 
 Do you have any ideas how they made this?
 And how hard whould it be to implement something similar into flightgear?
 
 Here are some example screenshot of Flying Fortess 2 for comparisson:
 
 http://www.cdmag.com/articles/027/189/shot2.html
 http://www.cdmag.com/articles/025/071/shot1.html
 http://www.cdmag.com/articles/025/071/shot5.html
 


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[Flightgear-devel] Code Walkthrough

2003-08-28 Thread John Pitz
Hello,

   I have decided to try something simpler than attacking the problem of
the plane flipping over, so I thaught I would try adding functionality
to quickly change the latitude/longitude and optionally altitude.  I
realize all of these things are simple to change through the property
browser, but it may be a bit more user friendly to change them from a
menue.  I have that basic functionality working but I would like to send
the contents of the altitude box to a function that would determine
whether the box is empty or not.  If the box is blank, then the intent
is that the plane would be warped to that lat/lon at ground level for
that lat/lon.

   It appears that if the above were possable, then I would have to
write a command and put it in fg_commands in the Main source dir, is
this correct?

  By the way, thank you Jim for answering my previous posting.

  The next feature that I think would be nice is the ability to change
aircraft while the program is running, if that is possable.  Would
either of these simple features warrent including in the Flightgear
distro?

John Pitz


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[Flightgear-devel] Re: new scenery for w130n30 using 1 arcsec data

2003-08-28 Thread Alex Romosan
Frederic Bouvier [EMAIL PROTECTED] writes:

 It looks a lot better, and the polygon count is not so huge.
 To correct building height, get this file :
 http://perso.wanadoo.fr/frbouvi/flightsim/942066.stg
 and put it in w123n37. Or use fgsd.

thanks. i copied the file and the buildings are positioned as they
should be.

 Download would be easier if there was a tarball ;-)

this is a link to the actual directory where fgfs keeps the scenery.
just use 'wget -r' to get the whole directory recursively.

btw, i am in the process regenerating the scenery using the same 1
arcsec data for w080n40. hopefully canadian data will also be
included.

--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] Squared Terrain Textures any ideas how toimprove/change that?

2003-08-28 Thread kreuzritter2000
Am Donnerstag, 28. August 2003 21:34 schrieb Jim Wilson:
 My apologies, I can't answer this.  Somehow it doesn't appear that the
 Flying Fortress screenshots look any more natural than ours.  The shots
 seem to have a sort of oil painting look to them.

It is the shape of the textures that look more natural.
In flighgear you have allways squares, in FF2 you have random shapes build
of very small textures.

I have the full version of FF2  and took a closer look on the ground detail of 
the game today.
My conclusion is the following:
They use very small squares of textures (about 4m * 4m large)
and create one big one (100m*50m) of them but with a random shape.
For example they have a 4m*4m cornfield texture, then they
glue 20-30 of them togehter and create a large cornfeld.
The large cornfeld now has a random shape it is not a square with 90 degree 
angles like in flightgear.
After that they create another big field, also made of small textures but with 
another color or terrain (darker corn field, forrest, plaines or something 
else). 
Then they glue the two large cornfelds together.
But on the place where the large cornfelds are glued together the edge
they use a third terrain texture like a hedge/covey and put it on top of the 
edge.
This third texture could also be a street or country road.

I try to descibe it with ASCII charactes:

Let's assume our first corn field texture is X (where X is the small 4m*4m 
texture)  and our second one ( a wheat texture) is O
then it looks something like this:

XXOOO
X
OO
XXXOOO
XXO
XOO

Now they put on top of the edges a third texture like a street H with
loos trees W (the 4. texture) :

XXHOOO
XH
HWOO
XXXHOOO
XXWHO
XWHOO


After that the terrain looks natural because
it's hard to find the hard syntethic looking edges between different kindes of 
textures which are typical for computer games.

In flightgeare we have one large texture for a typical terrain type
and it is in most cases especially on flat land a square with 90 degree 
angles:

-
-
-
-
-

The large texture may be for itself look ok or photorealisitc, but that 
doesn't look natural when you glue them together.
And it looks even worse when the shape is a square with 90 degree angles
that looks blocky.
 

For creating the large corn fields in FF2 they make a lot of use of Mip 
Mapping for that to keep the framerate high.
But i don't know on what principals they create those different shapes and 
different sizes of the large  cornfields (and other fields). 

I agree with the oil painting, i don't know what's responsible for that
(maybe they use bump mapping for that) but it is not the thing i wanted to 
show (explain) or have in flightgear.
I only meant the randomly shaped landscape.




 Not to say that we couldn't improve ground detail!  Can you tell us more
 about what we are looking at?  Is shot #2 just a texture (with static
 shadows) or is it 3D models/scene with shadows that move with the time of
 day.  How much total area is covered with that level of detail?

You can see the shadows of the hedges or trees only when you fly very close 
over the ground.
I assume they put a grey alpha texture next to the small hedge or tree 
textures just in time when you fly close over them to get this effect.
So it is probably created only once in the moment when you get closer to the 
ground and so it is probably a kind of semi-static shadow.
Keep in mind that you are flying, so I don't think they recalulate their 
position based on the sun position in every frame.
But maybe they change the postition every 30 minutes,
that shouldn't stand out.



 The sky is fairly unremarkable compared to ours.  
 But the ground lighting
 is really neat.  I wonder if we could somehow come up with a scheme to
 mirror a grey alpha shadow version of the cloud textures just above the
 ground polys to get something similar.

I like that idea, maybe it is worth to try that.

Best Regards,
 Oliver C.



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