RE: [Flightgear-devel] Clouds artefacts

2004-03-24 Thread Vivian Meazza


 Frederic Bouvier wrote

 Curtis L. Olson wrote:
 
  David Megginson wrote:
 
   Whether it goes in the release or not is up to Curt, but it looks 
   great, and I notice from the screenshots that your 
 framerate stayed 
   the same.
 
 
  On IRC Fred mentioned that they didn't look correct from 
 above.  Let's 
  see if he can track down the problem before the official 
 release ... 
  I'm trying to roll out the next pre release tonight.
 
 I discovered since then that I started FG with 
 --disable-clouds (!) With --enable-clouds, it is ok. This 
 property ( /environment/clouds/status ) seems to be only 
 tested on clouds drawn below the viewer.
 
 So to make it short, it seems to work ok. What this change 
 does not address yet is the fact that we can see the ground 
 over overcast layer through the exhaust beam of the hunter. I 
 can try to look at this tonight and cure the --disable-clouds 
 to really disable clouds.
 
 Cheers,
 -Fred
 

The exhaust plume of the Hunter is a crude simulation - using a nearly
transparent material. Perhaps there's a better way of simulating the
exhaust?

Regards

Vivian Meazza



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Re: [Flightgear-devel] More 0.9.4pre1 feedback

2004-03-24 Thread Erik Hofman
Curtis L. Olson wrote:
Erik Hofman wrote:

Maybe you want to do the same with *.tex ?
It won't gain much but it cleans the base package a bit.
Where was the .tex files(s) coming from?
We had a lot of .tex files for the flight school document, but they have 
been removed because it was an out-dated version and This really should 
be accessible from the website only.

But there is (at least) one remaining .tex file in 
FlightGear/data/Docs/keyboard which describes the key binding 
differences between aircraft models.

Erik

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Re: [Flightgear-devel] 0.9.5pre1: --show-aircraft

2004-03-24 Thread Erik Hofman
Durk Talsma wrote:
Okay I tried testing a few more aircraft, and it appears that --show-aircraft 
lists a lot more aircraft than are in the current base package. I installed a 
duplicate copy of the prerelease of the base package, keeping my original CVS 
distribution. I made sure to use to override the default location of fgroot, 
using the --fg-root= commandline option.

Is this a bug, or just some weirdness of my setup?
This is impossible, it must be something local.
That option scans the Aircraft directory for subdirectories containing 
files ending with -set.xml .

Erik

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Re: [Flightgear-devel] Clouds artefacts

2004-03-24 Thread Frederic BOUVIER
Vivian Meazza wrote:

  So to make it short, it seems to work ok. What this change 
  does not address yet is the fact that we can see the ground 
  over overcast layer through the exhaust beam of the hunter. I 
  can try to look at this tonight and cure the --disable-clouds 
  to really disable clouds.
 
 The exhaust plume of the Hunter is a crude simulation - using a nearly
 transparent material. Perhaps there's a better way of simulating the
 exhaust?

No, I don't think of a better way to draw something transparent with 
transparent material ;-) The only problem here is that it seems that 
the aircraft seems to be drawn before the lower clouds ( although 
the source contradict this, but I must be misled - perhaps the exterior
model is in the terrain scene graph ). For better result, transparent 
objects must be drawn back to front.

-Fred


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Re: [Flightgear-devel] Re: driving FlightGear from an external app

2004-03-24 Thread Martin Spott
Gene Buckle wrote:

 VERY neat toys.  I wonder if that Crista IMU could be used to drive a
 ground based artificial horizon...

It's not clear to me what you mean, do you aim at placing that IMU into
a real or model airplane and drive a ground station via telemetry ?

Martin.
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Re: [Flightgear-devel] Re: driving FlightGear from an external app

2004-03-24 Thread Jonathan Richards
 On Wed, 24 Mar 2004 01:27:58 +0100,
 Arnt Karlsen [EMAIL PROTECTED] wrote 
snip
 ..uh-oh, http://cloudcaptech.com/download/FlightGear/0.9.2/ means they
 _distribute_, no?  AFAICT, they need to put the FG sources somewhere
 like http://cloudcaptech.com/download/FlightGear/0.9.2/source/ too, to
 comply with the GPL's Section 3:

Quite right.  I have just emailed the CTO (copied to Curt) to bring Arnt's 
observations to his attention.

Regards
Jonathan

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RE: [Flightgear-devel] Clouds artefacts

2004-03-24 Thread Vivian Meazza

 Frederic BOUVIER wrote

 Vivian Meazza wrote:
 
   So to make it short, it seems to work ok. What this change does 
   not address yet is the fact that we can see the ground over 
   overcast layer through the exhaust beam of the hunter. I can try 
   to look at this tonight and cure the --disable-clouds to really 
   disable clouds.
  
  The exhaust plume of the Hunter is a crude simulation -
 using a nearly
  transparent material. Perhaps there's a better way of
 simulating the
  exhaust?
 
 No, I don't think of a better way to draw something transparent with
 transparent material ;-) The only problem here is that it seems that 
 the aircraft seems to be drawn before the lower clouds ( although 
 the source contradict this, but I must be misled - perhaps 
 the exterior model is in the terrain scene graph ). For 
 better result, transparent 
 objects must be drawn back to front.
 
 -Fred
 
 
The canopy doesn't do this - it has a semi-transparent texture as well. I'll
experiment some more.

Regards

Vivian



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[Flightgear-devel] apply billboard animation to one object

2004-03-24 Thread Melchior FRANZ
Is there a way to apply the billboard animation to just one object
of a 3D model? In my naiveness I tried this ...

  animation
typebillboard/type
object-namefoo/object-name
  /animation

... but it had no (visible) effects. Is it impossible?

m.

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Re: [Flightgear-devel] Clouds artefacts

2004-03-24 Thread Frederic BOUVIER
Vivian Meazza wrote:

 Frederic BOUVIER wrote
 
  Vivian Meazza wrote:
  
So to make it short, it seems to work ok. What this change does 
not address yet is the fact that we can see the ground over 
overcast layer through the exhaust beam of the hunter. I can try 
to look at this tonight and cure the --disable-clouds to really 
disable clouds.
   
   The exhaust plume of the Hunter is a crude simulation -
  using a nearly
   transparent material. Perhaps there's a better way of
  simulating the
   exhaust?
  
  No, I don't think of a better way to draw something transparent with
  transparent material ;-) The only problem here is that it seems that 
  the aircraft seems to be drawn before the lower clouds ( although 
  the source contradict this, but I must be misled - perhaps 
  the exterior model is in the terrain scene graph ). For 
  better result, transparent 
  objects must be drawn back to front.
  
  -Fred
  
 
 The canopy doesn't do this - it has a semi-transparent texture as well. I'll
 experiment some more.

Beware: the interior is not drawn at the same place that the exterior. To convince 
yourself, you can see that exterior model is affected by fog ( in cloud layer for 
instance ) and the interior not.

-Fred


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Re: [Flightgear-devel] apply billboard animation to one object

2004-03-24 Thread Frederic BOUVIER
Melchior FRANZ wrote:

 Is there a way to apply the billboard animation to just one object
 of a 3D model? In my naiveness I tried this ...
 
  animation
typebillboard/type
object-namefoo/object-name
  /animation
 
 ... but it had no (visible) effects. Is it impossible?

If 'foo' made of 2 triangles instead of a single quad ? The geometry 
can't be more complex than that though.

-Fred


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[Flightgear-devel] Re: apply billboard animation to one object

2004-03-24 Thread Melchior FRANZ
* Frederic BOUVIER -- Wednesday 24 March 2004 11:45:
 If 'foo' made of 2 triangles instead of a single quad ? The geometry 
 can't be more complex than that though.

Yes, two triangles. (I learned from the shadow problems. :-)

m.

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[Flightgear-devel] Re: apply billboard animation to one object

2004-03-24 Thread Melchior FRANZ
* Melchior FRANZ -- Wednesday 24 March 2004 10:23:
 Is there a way to apply the billboard animation to just one object
 of a 3D model? In my naiveness I tried this ...
[...]
 ... but it had no (visible) effects. Is it impossible?

Arghh ... (can this thread please be removed from the archive? ;-)

m.


Hint: check the spelling of your object names! It may come as a
  surprise, but '-' != '_'  ...  sheesh ...

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[Flightgear-devel] Error: base = ....

2004-03-24 Thread Martin Spott
Hello,
I'm flying from NDO to EDWS, holding 3000 ft alt and 120 kts via
autopilot in the PA-28. The next waypoint on the list is EDLN (where I
live  :-)
About one minute before I reach EDWS FlightGear spits the following
message to STDOUT or STDERR:

Error: base = -0.990956,10.1974 course = 2.26188 dist = 115776
Error: base = 0.445247,-10.9772 course = 5.42244 dist = 115803


Does anyone know where these messages belong to ? Does the effect who
is responsible for this output have the power to make the AP go crazy ?
I'm asking because I randomly see the aircraft tumbling out of the air
on the same route at a similar place - without further notice,

Martin.
-- 
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[Flightgear-devel] seahawk broke

2004-03-24 Thread Curtis L. Olson
Erik,

I get two errors trying to run the seahawk this morning:

Error reading panel:
Failed to open file
at 
/home/curt/projects/FlightGear-0.9/data/Aircraft/seahawk/../Instruments/autopilot-roll-out-smooth-deg.xml
(reported by SimGear XML Parser)
Error reading new panel from Aircraft/seahawk/seahawk-vfr-panel.xml

Then I get a panel reading error displayed in FG.  I can click on it, 
but after than none of the gui/menus work in the sim.

Curt.

--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org


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RE: [Flightgear-devel] Clouds artefacts

2004-03-24 Thread Norman Vine
Frederic BOUVIER writes:
 
 Vivian Meazza wrote:
 
  Frederic BOUVIER wrote
  
   Vivian Meazza wrote:
   
 So to make it short, it seems to work ok. What this change does 
 not address yet is the fact that we can see the ground over 
 overcast layer through the exhaust beam of the hunter. I can try 
 to look at this tonight and cure the --disable-clouds to really 
 disable clouds.

The exhaust plume of the Hunter is a crude simulation -
   using a nearly
transparent material. Perhaps there's a better way of
   simulating the exhaust?
   
   No, I don't think of a better way to draw something transparent with
   transparent material ;-) The only problem here is that it seems that 
   the aircraft seems to be drawn before the lower clouds ( although 
   the source contradict this, but I must be misled - perhaps 
   the exterior model is in the terrain scene graph ). For 
   better result, transparent objects must be drawn back to front.
   
  
  The canopy doesn't do this - it has a semi-transparent texture as well. I'll
  experiment some more.
 
 Beware: the interior is not drawn at the same place that the exterior. To convince 
 yourself, you can see that exterior model is affected by fog ( in cloud layer for 
 instance ) and the interior not.

Exactly,  as was mentioned earlier in this thread

To render transparent Objects with OpenGL 'correctly',
 they need to be rendered in sorted order from back to front.  

The only way I know of doing this in a 'generic' way requires
detecting those objects with tranparency somehow and adding
them to their own scenegraph which is then only drawn after all
non-transparent objects.  

The easiest way I can see to do this in FGFS would be to require
all models with transparent features to have two models
 1) the opaque parts
 2) the transparent parts
and then render the transparent parts after the clouds are drawn,
this assumes that all the clouds are further away then any of
(2) above, which might not be the case with eshaust trails esp.
with 3D clouds.

This is 'tricky' stuff :-)

Cheers

Norman




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Re: [Flightgear-devel] Ornithopter cockpit

2004-03-24 Thread Curtis L. Olson
Jim Wilson wrote:

It is far too late for this release, but I promised Michael some instruments
for the Ornithopter a while back so I've committed what amounts a rough
start.  It just affects the ornithopter directory and that seems to work so
(hopefully) there will be no breakage.
This is what it looks like:
http://www.spiderbark.com/fgfs/ornithoptervc.png
This is what it should look like:
http://www.spiderbark.com/fgfs/ornithopterreal.png
I've got a much higher res of these and other views.  As you can see there's a
lot that's not there, but three significant ones are.  I'm going to have to
figure out what that green thing on the right does before going much further.
And that led display in the center looks important as well (must be the mach
indicator? :-)).
 

Jim, did you miss a file someplace?  When I try the ornithopter, I am 
seeing the default C172 2-d instrument panel.  If I disable it, then 
there is no cockpit shown at all.

Regards,

Curt.

--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org


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Re: [Flightgear-devel] seahawk broke

2004-03-24 Thread Erik Hofman
Curtis L. Olson wrote:
Erik,

I get two errors trying to run the seahawk this morning:

Error reading panel:
Failed to open file
at 
/home/curt/projects/FlightGear-0.9/data/Aircraft/seahawk/../Instruments/autopilot-roll-out-smooth-deg.xml 

(reported by SimGear XML Parser)
Error reading new panel from Aircraft/seahawk/seahawk-vfr-panel.xml
Then I get a panel reading error displayed in FG.  I can click on it, 
but after than none of the gui/menus work in the sim.
I was trying to get a 2d panel and 3d panel version mixed into one 
subdirectory. Vivian reworked the seahawk to add a 3d cockpit but didn't 
include the 3d panel code (and moved some code to appropriate 
subdirectories).

I now have copied the seahawk-3d-set file onto the seahawk-set file and 
we have to work on the 3d panel after this release.

Erik

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RE: [Flightgear-devel] Clouds artefacts

2004-03-24 Thread Vivian Meazza


Frederic BOUVIER wrote
 
 Vivian Meazza wrote:
 
  Frederic BOUVIER wrote
  
   Vivian Meazza wrote:
   
 So to make it short, it seems to work ok. What this 
 change does
 not address yet is the fact that we can see the ground over 
 overcast layer through the exhaust beam of the 
 hunter. I can try 
 to look at this tonight and cure the --disable-clouds 
 to really 
 disable clouds.

The exhaust plume of the Hunter is a crude simulation -
   using a nearly
transparent material. Perhaps there's a better way of
   simulating the
exhaust?
   
   No, I don't think of a better way to draw something 
 transparent with 
   transparent material ;-) The only problem here is that it 
 seems that 
   the aircraft seems to be drawn before the lower clouds ( although 
   the source contradict this, but I must be misled - perhaps the 
   exterior model is in the terrain scene graph ). For 
 better result, 
   transparent objects must be drawn back to front.
   
   -Fred
   
  
  The canopy doesn't do this - it has a semi-transparent texture as 
  well. I'll experiment some more.
 
 Beware: the interior is not drawn at the same place that the 
 exterior. To convince 
 yourself, you can see that exterior model is affected by fog 
 ( in cloud layer for 
 instance ) and the interior not.
 
 -Fred
 

It's hard to spot, but indeed the cockpit canopy does render clouds
transparent when viewed from outside not sure about fog - can't see through
it :-)). Transparent textures seem to make no difference. I was going to say
if it was just an exhaust plume problem, I could delete them until I could
make them better, but since the problem is wider we should seek a solution. 

Vivian



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Re: [Flightgear-devel] Ornithopter cockpit

2004-03-24 Thread Curtis L. Olson
Curtis L. Olson wrote:

Jim, did you miss a file someplace?  When I try the ornithopter, I am 
seeing the default C172 2-d instrument panel.  If I disable it, then 
there is no cockpit shown at all.


Oops, I was running cvs update on the wrong machine, ignore this unless 
you hear back from me.  That's what I get for posting pre-caffiene.

Curt.

--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org


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RE: [Flightgear-devel] seahawk broke

2004-03-24 Thread Vivian Meazza
Erik wrote

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Erik Hofman
 Sent: 24 March 2004 12:42
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] seahawk broke
 
 
 Curtis L. Olson wrote:
  Erik,
  
  I get two errors trying to run the seahawk this morning:
  
  Error reading panel:
  Failed to open file
  at
  
 /home/curt/projects/FlightGear-0.9/data/Aircraft/seahawk/../In
 struments/autopilot-roll-out-smooth-deg.xml 
  
  (reported by SimGear XML Parser)
  Error reading new panel from Aircraft/seahawk/seahawk-vfr-panel.xml
  
  Then I get a panel reading error displayed in FG.  I can 
 click on it,
  but after than none of the gui/menus work in the sim.
 
 I was trying to get a 2d panel and 3d panel version mixed into one 
 subdirectory. Vivian reworked the seahawk to add a 3d cockpit 
 but didn't 
 include the 3d panel code (and moved some code to appropriate 
 subdirectories).
 
 I now have copied the seahawk-3d-set file onto the 
 seahawk-set file and 
 we have to work on the 3d panel after this release.
 
 
Hmm, thought I had included the 3d panel code - in
Aircraft/seahawk-3d/Models. Just updating CVS, I'll see if there's a quick
fix

Regards

Vivian




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Re: [Flightgear-devel] seahawk broke

2004-03-24 Thread Erik Hofman
Vivian Meazza wrote:
Erik wrote

I was trying to get a 2d panel and 3d panel version mixed into one 
subdirectory. Vivian reworked the seahawk to add a 3d cockpit 
but didn't 
include the 3d panel code (and moved some code to appropriate 
subdirectories).

I now have copied the seahawk-3d-set file onto the 
seahawk-set file and 
we have to work on the 3d panel after this release.
 
Hmm, thought I had included the 3d panel code - in
Aircraft/seahawk-3d/Models. Just updating CVS, I'll see if there's a quick
fix


No need, there's a too much 3d in there and too little 2d.

I'll try again:

I was trying to get a 2d panel and 3d panel version mixed into one 
subdirectory. Vivian reworked the seahawk to add a 3d cockpit but didn't 
include the 2d panel code (and moved some code to appropriate 
subdirectories).

I now have copied the seahawk-3d-set file onto the seahawk-set file and
we have to work on the 3d panel after this release.
Hope this clears it up a bit.

Erik

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Re: [Flightgear-devel] seahawk broke

2004-03-24 Thread Curtis L. Olson
Vivian Meazza wrote:

Erik wrote

 

-Original Message-
From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf Of 
Erik Hofman
Sent: 24 March 2004 12:42
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] seahawk broke

Curtis L. Olson wrote:
   

Erik,

I get two errors trying to run the seahawk this morning:

Error reading panel:
Failed to open file
at
 

/home/curt/projects/FlightGear-0.9/data/Aircraft/seahawk/../In
struments/autopilot-roll-out-smooth-deg.xml 
   

(reported by SimGear XML Parser)
Error reading new panel from Aircraft/seahawk/seahawk-vfr-panel.xml
Then I get a panel reading error displayed in FG.  I can 
 

click on it,
   

but after than none of the gui/menus work in the sim.
 

I was trying to get a 2d panel and 3d panel version mixed into one 
subdirectory. Vivian reworked the seahawk to add a 3d cockpit 
but didn't 
include the 3d panel code (and moved some code to appropriate 
subdirectories).

I now have copied the seahawk-3d-set file onto the 
seahawk-set file and 
we have to work on the 3d panel after this release.

   

Hmm, thought I had included the 3d panel code - in
Aircraft/seahawk-3d/Models. Just updating CVS, I'll see if there's a quick
fix
 

This problem went away when I updated cvs correctly so sorry about the 
false alarm.

Curt.

--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org


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Re: [Flightgear-devel] Re: driving FlightGear from an external app

2004-03-24 Thread Arnt Karlsen
On Tue, 23 Mar 2004 20:50:04 -0800 (PST), 
Gene Buckle [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:

  .._is_ www.cloudcaptech.org the correct address???  I get
  nothing
   ^^^
  .com
   
..thanks.  Oo, _neat_ toys.  :-)
   
  
   VERY neat toys.  I wonder if that Crista IMU could be used to
   drive a ground based artificial horizon...
  
   That would come in very handy when I get to the point where I want
   to run R/C aircraft from my sim cockpit.
 
  ..web camera and an 802.11 link to web site for live footage?  ;-)
 
 50Mhz R/C gear and 70cm ATV for the video downlink.  

..web cameras and an 802.11 link sounds easier to do than ATV, 
can also back up the 50MHz control link. Both ATV and 802.11 
needs line-of-sight, no?  Then both needs relay vehicles.

 The plan is for three cameras (left, right and center) for display on
 the projector screens the sim uses.  Now granted, this is a couple of
 years down the road.  I've got a lot of work yet to do on the sim
 itself.  The eventual goal is to have a camera plane like a 12'
 Telemaster for doing aerial photo work. 

..this is viable, also as a business vehicle, media likes
cheap-n-quick air-to-ground footage, rush hour traffic 
makes a sound baseline, and newsworthy events happens 
almost every day and is yours to grab, if you're airborne.

 I'd like to be able to build a 1:5 scale F-15C for doing airshows, but
 that's a WAY off. :)

.. ;-) 

..and the 12'er will need some form of rocket fired chute, too.

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



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Re: [Flightgear-devel] seahawk broke

2004-03-24 Thread Erik Hofman
Erik Hofman wrote:

I was trying to get a 2d panel and 3d panel version mixed into one 
subdirectory. Vivian reworked the seahawk to add a 3d cockpit but didn't 
include the 2d panel code (and moved some code to appropriate 
subdirectories).

I now have copied the seahawk-3d-set file onto the seahawk-set file and
we have to work on the 3d panel after this release.
 ^^^
Shoot, 2d, 2D 2D 2D (repeat after me 2D panel)
Erik

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Re: [Flightgear-devel] Error: base = ....

2004-03-24 Thread Martin Spott
David Megginson wrote:
 Martin Spott wrote:

 I'm flying from NDO to EDWS, holding 3000 ft alt and 120 kts via
 autopilot in the PA-28. The next waypoint on the list is EDLN (where I
 live  :-)

 Hey, easy on that engine!  75% power will give you about 112 kias at that 
 altitude.

Ah, I forgot it's not an Archer   (SCNR  ;-))
I'm mostly running FlightGear in this configuration to figure out if
real weather and the autopilot stuff works reliable over a larger
distance with multiple waypoints. Unfortunately this is currently not
the case and I'd wish to see the reason,

Martin.

-- 
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Re: [Flightgear-devel] Error: base = ....

2004-03-24 Thread Erik Hofman
Martin Spott wrote:

Ah, I forgot it's not an Archer   (SCNR  ;-))
I'm mostly running FlightGear in this configuration to figure out if
real weather and the autopilot stuff works reliable over a larger
distance with multiple waypoints. Unfortunately this is currently not
the case and I'd wish to see the reason,


Probably because real weather is in alpha stage right now.

Erik

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Re: [Flightgear-devel] Error: base = ....

2004-03-24 Thread David Megginson
Martin Spott wrote:

Hey, easy on that engine!  75% power will give you about 112 kias at that 
altitude.
Ah, I forgot it's not an Archer   (SCNR  ;-))
I'm not sure that you should fly an Archer at 120 kias either.  That would 
give you 142 ktas at 8000 ft DA, and I don't think that even the Arrow is 
that fast -- you're starting to close in on Saratoga territory.

All the best,

David

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Re: [Flightgear-devel] seahawk broke

2004-03-24 Thread Erik Hofman
Jim Wilson wrote:

Can we have just one top level xml for that aircraft?  Currently I'm seeing
two for the seahawk.  They are identical.
seahawk-set.xml
seahawk-3d-set.xml
No problem. If the 2d panel gets added in the feature it would be easy 
to call it seahawk-2d-set.xml

Erik

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[Flightgear-devel] Re: apply billboard animation to one object

2004-03-24 Thread Melchior FRANZ
* Melchior FRANZ -- Wednesday 24 March 2004 10:23:
 Is there a way to apply the billboard animation to just one object
 of a 3D model?

Sure it is:  http://members.aon.at/mfranz/bo105-light.jpeg (17kB)

The position light halo billboards and scales up and down in size,
depending on the sun angle. Small at day, big at night. Now, if I
only knew where the other lights are on a bo105 ...

m.

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Re: [Flightgear-devel] RFD: 3D Text Issues

2004-03-24 Thread David Megginson
Andy Ross wrote:

So how about an interface that looks vaguely like (apologies in
advance for getting Plib details wrong -- this is off the top of my
head):
class ssgTextNode : public ssgNode {

  void setBaseline(sgVec3 start, sgVec3 end);
  void setUp(sgVec3 up, bool correctToPerpendicular = true);
  void setPointSize(float lineHeightInMeters);
  void setText(char* text);
  void setFont(FntFont* font);
  void setFntRenderSettings(int AndyForgetsTheDetailsHere, ...);
  void draw();
};
You would set the text baseline with a start point, and an end point
which lies along the line (not necessarily the end, I suppose).  You
need to specify an up vector to get the plane and orientation
correct.  This can be any point on the plane above the baseline.  I
added the correctToPerpendicular option so that you can do affine
transformations on the text to simulate italics or whatnot.
I think that would be a great idea.  We could start by using the FNT 
library, and easily substitute later if something better came along.

All the best,

David

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Re: [Flightgear-devel] Low poly model LOD request

2004-03-24 Thread David Megginson
D Luff wrote:

Could you mail me the pa28 and c172dpm (the yellowish one) source please, and I'll have a 
play at some point.  The low poly versions can loose their textures anyway - over half a mile 
away it shouldn't matter.
[I'm replying publicly in case anyone else wants them.]

Sorry for the late reply.  These links will be good for a few days:

  http://www.megginson.com/Private/c172r-20040324.tar.gz
  http://www.megginson.com/Private/pa28-161-20040324.tar.gz
All the best,

David

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RE: [Flightgear-devel] seahawk broke

2004-03-24 Thread Vivian Meazza


 Jim Wilson wrote
 
 
 Erik Hofman said:
 
  Vivian Meazza wrote:
   Erik wrote
  
  I was trying to get a 2d panel and 3d panel version mixed into one
  subdirectory. Vivian reworked the seahawk to add a 3d cockpit 
  but didn't 
  include the 3d panel code (and moved some code to appropriate 
  subdirectories).
  
  I now have copied the seahawk-3d-set file onto the
  seahawk-set file and 
  we have to work on the 3d panel after this release.

   Hmm, thought I had included the 3d panel code - in 
   Aircraft/seahawk-3d/Models. Just updating CVS, I'll see 
 if there's a 
   quick fix
  
  
  No need, there's a too much 3d in there and too little 2d.
  
  I'll try again:
  
  I was trying to get a 2d panel and 3d panel version mixed into one
  subdirectory. Vivian reworked the seahawk to add a 3d 
 cockpit but didn't 
  include the 2d panel code (and moved some code to appropriate 
  subdirectories).
  
  I now have copied the seahawk-3d-set file onto the seahawk-set file 
  and we have to work on the 3d panel after this release.
  
 
 Can we have just one top level xml for that aircraft?  
 Currently I'm seeing two for the seahawk.  They are identical.
 
 seahawk-set.xml
 seahawk-3d-set.xml
 

I think I'm within minutes of fixing this one up - there's a small problem
of file names, but it's all available.

Regards

Vivian



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[Flightgear-devel] What about 3 arcsec Eurasia Terrain data before the release of FGFS 0.9.4?

2004-03-24 Thread Oliver C.
Since Oct 2003 there is a 3 arcsec SRTM Terrain data for Europe and Asia on 
the usgs.gov ftp server available.

ftp://edcsgs9.cr.usgs.gov/pub/data/srtm/Eurasia/

I think we should create new scenery files for the Europe and Asia area based 
on this better 3 arcsec SRTM Terrain data before we release FGFS version 
0.9.4.
The current available scenery for Flightgear for Europe and Asia is still 
based on the low detail 30 arcsec SRTM Terrain data.


Best Regards, 
 Oliver C.


 

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[Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Curtis L. Olson
I'm seeing a last minute flurry of people trying to get final model 
tweaks into the base package (which is good--great work guys![1]), but 
haven't heard any other complaints about the pre2 release.  Are we 
getting pretty close to making this release official so we can get on 
with other stuff?

Curt.

--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org
[1] I've seen no evidence of current female contributors so I don't think I'm being too politically incorrect here.  Even so, in Minnesota, guys can be a generic term for a group of people, even a group of females, so please be tolerant of my dialect. :-)



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[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/bo105/Models bo105.ac, 1.8,

2004-03-24 Thread Martin Spott
Erik Hofman wrote:
 Update of /var/cvs/FlightGear-0.9/data/Aircraft/bo105/Models
 In directory baron:/tmp/cvs-serv17582/Models

 Modified Files:
   bo105.ac bo105.xml shadow.rgb 
 Log Message:
 New updates from Melchior in the color of the day.

Ooooh, I found the yellow one definitely nicer, it was a cute, coloured
spot in the colloection of mostly uniform coloured aircraft,

Martin.
-- 
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--

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Re: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Jon Stockill
On Wed, 24 Mar 2004, Curtis L. Olson wrote:

 I'm seeing a last minute flurry of people trying to get final model
 tweaks into the base package (which is good--great work guys![1]), but
 haven't heard any other complaints about the pre2 release.  Are we
 getting pretty close to making this release official so we can get on
 with other stuff?

Everything appears good to go here. (Although I did worry myself this
morning when things went horribly wrong - but that was because I'd run out
of disk space - luckily I noticed just before I mentioned something on
#flightgear and made myself look like an idiot :-)

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Frederic BOUVIER
Curtis L. Olson wrote:

 I'm seeing a last minute flurry of people trying to get final model 
 tweaks into the base package (which is good--great work guys![1]), but 
 haven't heard any other complaints about the pre2 release. Are we 
 getting pretty close to making this release official so we can get on 
 with other stuff?

Do you want my clouds patch ? For me, it doesn't behave worse than 
actual situation. I can come up with a patch in few hours.

-Fred


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Re: [Flightgear-devel] What about 3 arcsec Eurasia Terrain data before the release of FGFS 0.9.4?

2004-03-24 Thread Oliver C.
On Wednesday 24 March 2004 16:46, Jon Stockill wrote:
 On Wed, 24 Mar 2004, Oliver C. wrote:
  Since Oct 2003 there is a 3 arcsec SRTM Terrain data for Europe and Asia
  on the usgs.gov ftp server available.
 
  ftp://edcsgs9.cr.usgs.gov/pub/data/srtm/Eurasia/
 
  I think we should create new scenery files for the Europe and Asia area
  based on this better 3 arcsec SRTM Terrain data before we release FGFS
  version 0.9.4.
  The current available scenery for Flightgear for Europe and Asia is still
  based on the low detail 30 arcsec SRTM Terrain data.

 You'll be disappointed - it's not as accurate as you'd hope, and while it
 has a lot more shape I'm not convinved by its absolute accuracy - there
 are still airfields on embankments and in trenches (and checking the
 airfield elevations shows them to be correct).

Ok, but at the location where i live i do allready have the airfield (EDGM) in 
trechnes when using the old scenery data, but the hills around my city would 
be a lot more accurate.
I allready tested that with a STRM Terrain viewer. 
The hills do look much more realistic with the new 3 arcsec data:
http://www.dgadv.com/dgtv/


So we allready have the problem with airfiels on embankments or in trenches.

Best Regards,
 Oliver C.




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RE: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Vivian Meazza


Curtis L. Olson asked 

 Sent: 24 March 2004 15:36
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Official 0.9.4 release???
 
 
 I'm seeing a last minute flurry of people trying to get final model 
 tweaks into the base package (which is good--great work 
 guys![1]), but 
 haven't heard any other complaints about the pre2 release.  Are we 
 getting pretty close to making this release official so we can get on 
 with other stuff?
 

I've got the Seahawk model with a 2d panel working (and I could give it to
you now), but on inspection, I don't think it is quite good enough to go
into a base package. Lee felt that the 3d panel model should replace it. I
am minded to leave it for now and move on to the promised Spitfire. I can
return to it for the next release, if we think that 2d panels are worth
pursuing.

Vivian




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Re: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Oliver C.
On Wednesday 24 March 2004 16:35, Curtis L. Olson wrote:
 I'm seeing a last minute flurry of people trying to get final model
 tweaks into the base package (which is good--great work guys![1]), but
 haven't heard any other complaints about the pre2 release.  Are we
 getting pretty close to making this release official so we can get on
 with other stuff?

 Curt.

I don't have (and didn't had) the time to test the pre releases before this 
weekend. That's also the reason why the aircraft-todo list i want to upgrade 
has to wait at least until Friday afternoon.

Best Regards,
 Oliver C.


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Re: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Curtis L. Olson
Jon Stockill wrote:

Everything appears good to go here. (Although I did worry myself this
morning when things went horribly wrong - but that was because I'd run out
of disk space - luckily I noticed just before I mentioned something on
#flightgear and made myself look like an idiot :-)
 

You did better than me ... :-)

Curt.
--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org


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Re: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Curtis L. Olson
Frederic BOUVIER wrote:

Curtis L. Olson wrote:

 

I'm seeing a last minute flurry of people trying to get final model 
tweaks into the base package (which is good--great work guys![1]), but 
haven't heard any other complaints about the pre2 release. Are we 
getting pretty close to making this release official so we can get on 
with other stuff?
   

Do you want my clouds patch ? For me, it doesn't behave worse than 
actual situation. I can come up with a patch in few hours.
 

Fred,  because we are getting down to the *final* tweak stage with this 
release, I think I would feel a bit more comfortable leaving this until 
after the release is done.  If there are performance implications on 
older hardware, or non-nvidia hardware, or any other issues, it would be 
nicer to find that out at the start of the next release cycle.

Regards,

Curt.

--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org


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Re: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Jim Wilson
Curtis L. Olson said:

 I'm seeing a last minute flurry of people trying to get final model 
 tweaks into the base package (which is good--great work guys![1]), but 
 haven't heard any other complaints about the pre2 release.  Are we 
 getting pretty close to making this release official so we can get on 
 with other stuff?
 

Sounds ok to me.  Has there been enough time for a reasonable number of people
to try pre2?

Best,

Jim


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RE: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Jim Wilson
Vivian Meazza said:

 
 
 Curtis L. Olson asked 
 
  Sent: 24 March 2004 15:36
  To: FlightGear developers discussions
  Subject: [Flightgear-devel] Official 0.9.4 release???
  
  
  I'm seeing a last minute flurry of people trying to get final model 
  tweaks into the base package (which is good--great work 
  guys![1]), but 
  haven't heard any other complaints about the pre2 release.  Are we 
  getting pretty close to making this release official so we can get on 
  with other stuff?
  
 
 I've got the Seahawk model with a 2d panel working (and I could give it to
 you now), but on inspection, I don't think it is quite good enough to go
 into a base package. Lee felt that the 3d panel model should replace it. I
 am minded to leave it for now and move on to the promised Spitfire. I can
 return to it for the next release, if we think that 2d panels are worth
 pursuing.
 

In general, I'd say they are not worth it.  Also before submitting a second
xml wrapper,  take a look at the p51d, and others to see how to combine 2d and
3d into the same file.  There is no need for two separate files.

Best,

Jim


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Re: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Martin Spott
Jim Wilson wrote:

 Sounds ok to me.  Has there been enough time for a reasonable number of people
 to try pre2?

pre2 is currently only 16 hours old. If you switch over to a release
_that_ early then you render purpose of a pre-release useless !
There _are_ people out in the wild who don't have the time to do useful
testing during the week,

Martin.
-- 
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Re: [Flightgear-devel] What about 3 arcsec Eurasia Terrain data before the release of FGFS 0.9.4?

2004-03-24 Thread Jon Stockill
On Wed, 24 Mar 2004, Oliver C. wrote:

 So we allready have the problem with airfiels on embankments or in trenches.

OK, then I guess a scenery rebuild is the next job after getting 0.9.4
released, and packaged. As it's not in the base package it doesn't need to
hold up the release though.

I've got all the data downloaded and at least part processed ready to
build the scenery.

-- 
Jon Stockill
[EMAIL PROTECTED]

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RE: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Vivian Meazza


 Jim Wilson
 
 Vivian Meazza said:
 
  
  
  Curtis L. Olson asked
  
   Sent: 24 March 2004 15:36
   To: FlightGear developers discussions
   Subject: [Flightgear-devel] Official 0.9.4 release???
   
   
   I'm seeing a last minute flurry of people trying to get 
 final model
   tweaks into the base package (which is good--great work 
   guys![1]), but 
   haven't heard any other complaints about the pre2 
 release.  Are we 
   getting pretty close to making this release official so 
 we can get on 
   with other stuff?
   
  
  I've got the Seahawk model with a 2d panel working (and I 
 could give 
  it to you now), but on inspection, I don't think it is quite good 
  enough to go into a base package. Lee felt that the 3d panel model 
  should replace it. I am minded to leave it for now and move 
 on to the 
  promised Spitfire. I can return to it for the next release, if we 
  think that 2d panels are worth pursuing.
  
 
 In general, I'd say they are not worth it.  Also before 
 submitting a second xml wrapper,  take a look at the p51d, 
 and others to see how to combine 2d and 3d into the same 
 file.  There is no need for two separate files.
 

In this case I think there is, because the 2d and 3d models have diverged
quite significantly. I'll have to bring them back into line before I can use
one XML wrapper. Even then, I'm not sure how desirable that might be,
because at the moment the 2d model provides functions that are not
historically accurate such as HUD or autopilot. Anyway, UNODIR, I'm going to
skip this one for now.

Regards, 

Vivian



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Re: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Alex Perry
On Wed, 24 Mar 2004, Curtis L. Olson wrote:
 I'm seeing a last minute flurry of people trying to get final model
 tweaks into the base package (which is good--great work guys![1]), but
 haven't heard any other complaints about the pre2 release.  Are we
 getting pretty close to making this release official so we can get on
 with other stuff?

Well, it _compiles_ on the machine without 3D, and on the machine with
3D I can't get PLIB to work because of the previously-mentioned problem.
I may have time to do the manual fixup of the versions this evening,
in which case I can formally try out pre2 tomorrow.  But not before.
I agree with the others; you should keep pre2 until Sunday evening.

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Re: [Flightgear-devel] Low poly model LOD request

2004-03-24 Thread Martin Dressler
On Wed 24. March 2004 15:54, you wrote:
 D Luff wrote:
  Could you mail me the pa28 and c172dpm (the yellowish one) source please,
  and I'll have a play at some point.  The low poly versions can loose
  their textures anyway - over half a mile away it shouldn't matter.

 [I'm replying publicly in case anyone else wants them.]

 Sorry for the late reply.  These links will be good for a few days:

http://www.megginson.com/Private/c172r-20040324.tar.gz
http://www.megginson.com/Private/pa28-161-20040324.tar.gz

Could you be so glad and provide also source of your excelent panel 
background image. Did you made it in blender, didn't you?

Thanks,
Madr

-- 
  Martin Dressler

e-mail: [EMAIL PROTECTED]
http://www.musicabona.com/

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RE: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Norman Vine
Curtis L. Olson writes:
 
 I'm seeing a last minute flurry of people trying to get final model 
 tweaks into the base package (which is good--great work guys![1]), but 
 haven't heard any other complaints about the pre2 release.  Are we 
 getting pretty close to making this release official so we can get on 
 with other stuff?

You might want to hold the release until after the next PLIB bug fix release
so we are sure no problems are introduced

AFAIK a PLIB maintenance release is imminent

Norman

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Re: [Flightgear-devel] Low poly model LOD request

2004-03-24 Thread David Megginson
Martin Dressler wrote:

Could you be so glad and provide also source of your excelent panel 
background image. Did you made it in blender, didn't you?
I think it's inside the pa28-161 directory.

All the best,

David

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Re: [Flightgear-devel] nasal bug in keyboard binding

2004-03-24 Thread Andy Ross
Jim Wilson wrote:
 The nasal script doesn't work on the keyboard binding for the c
 key (99).  I can't see any problem, and there apparently are not any
 useful debugging methods for nasal scripts

Have you tried print?  It goes out via the standard SG_LOG channel as
an alert.  It's true that there isn't a symbolic debugger for Nasal
yet. :)

 if (property) {
 }

 Does not work if the property type is undefined.

I'm a little confused.  Is property completely unset (which should
cause a symbol lookup failure), or does if have a value of nil (which
should have a boolean value of false)?

One thing I noticed just recently is that the top-level C++ code for
timers (as opposed to input bindings) did not properly print the stack
trace on error.  I have this fixed in my tree; I suppose I need to get
it checked in before Curt forks 0.9.4. :)

Andy


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[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/bo105/Models bo105.ac, 1.8,

2004-03-24 Thread Melchior FRANZ
* Martin Spott -- Wednesday 24 March 2004 16:40:
 Ooooh, I found the yellow one definitely nicer, it was a cute, coloured
 spot in the colloection of mostly uniform coloured aircraft,

Hmm ... but the current one fits the seats better, doesn't it?

m.

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Re: [Flightgear-devel] Re: gl-info suffers from undefined references

2004-03-24 Thread Andy Ross
Alex Perry wrote:
  [...]
  /usr/lib/gcc-lib/i486-linux/3.3.3/../../../libglut.so:
  undefined reference to `glXChannelRectSGIX'
  [...]

 Never mind.  It looks like Debian Testing has managed to temporarily
 have insufficient dependency constraints.  It is currently possible to
 have incompatible versions of glut and glX libraries installed.

This is exactly the same problem that bit Red Hat about a year ago,
got me into a viscious flame war with Mike Harris, and ultimately led
them to pull glut from their distribution entirely.

The issue is that glut (being ancient, crufty, unmaintaned, and
slightly non-free) uses compile-time checking to look for OpenGL
extensions.  Around version 4.3, XFree86 implemented some SGIX
extensions that glut uses.  When compiled against XFree headers from
4.3+, glut generates a library with dependencies on those extension
symbols.

But ATI and NVidia ship libGL.so's that don't implement them.
Debian's glut will work against debian's libraries, but not against
3rd party ones.

The Mesa distribution has a version of glut that has been fixed to use
runtime testing for this extension.  The problem as I understand it,
though, is that this distribution isn't quite compatible with glut's
license terms.  So no one wants to ship it.

What I've done on my system is compile a static glut from Mesa which I
put (by hand) into the FlightGear prefix/lib directory when I
build.

Andy

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Re: [Flightgear-devel] Re: gl-info suffers from undefined references

2004-03-24 Thread Curtis L. Olson
Andy Ross wrote:

This is exactly the same problem that bit Red Hat about a year ago,
got me into a viscious flame war with Mike Harris, and ultimately led
them to pull glut from their distribution entirely.
The issue is that glut (being ancient, crufty, unmaintaned, and
slightly non-free) uses compile-time checking to look for OpenGL
extensions.  Around version 4.3, XFree86 implemented some SGIX
extensions that glut uses.  When compiled against XFree headers from
4.3+, glut generates a library with dependencies on those extension
symbols.
But ATI and NVidia ship libGL.so's that don't implement them.
Debian's glut will work against debian's libraries, but not against
3rd party ones.
The Mesa distribution has a version of glut that has been fixed to use
runtime testing for this extension.  The problem as I understand it,
though, is that this distribution isn't quite compatible with glut's
license terms.  So no one wants to ship it.
What I've done on my system is compile a static glut from Mesa which I
put (by hand) into the FlightGear prefix/lib directory when I
build.
 

This might be another reason to look at plib's PW or SDL or at least 
moving away from glut?

Curt.

--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org


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Re: [Flightgear-devel] nasal bug in keyboard binding

2004-03-24 Thread Andy Ross
Andy Ross wrote:
 Jim Wilson wrote:
  if (property) {
  }
 
  Does not work if the property type is undefined.

 I'm a little confused.  Is property completely unset (which should
 cause a symbol lookup failure), or does if have a value of nil (which
 should have a boolean value of false)?

Never mind, I understand.  The getprop() function returns nil if the
SGPropertyNode type of the property is UNSPECIFIED.  That's definitely
a bug.  Fixed.

Andy

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Re: [Flightgear-devel] Ornithopter cockpit

2004-03-24 Thread Lee Elliott
On Wednesday 24 March 2004 06:07, Jim Wilson wrote:
 It is far too late for this release, but I promised Michael some
 instruments for the Ornithopter a while back so I've committed what amounts
 a rough start.  It just affects the ornithopter directory and that seems
 to work so (hopefully) there will be no breakage.

 This is what it looks like:
 http://www.spiderbark.com/fgfs/ornithoptervc.png

 This is what it should look like:
 http://www.spiderbark.com/fgfs/ornithopterreal.png

 I've got a much higher res of these and other views.  As you can see
 there's a lot that's not there, but three significant ones are.  I'm going
 to have to figure out what that green thing on the right does before going
 much further. And that led display in the center looks important as well
 (must be the mach indicator? :-)).

 Best,

 Jim

Hello Jim,

Michael gave me some info about some of the Orni instruments - I'll check 
through the e-mails I've got to see if I can confirm what they do.  From 
memory, I think the central LED display was for the flap-rate.  I think may 
have something about the side box with the LED cross too - at least I seem to 
recall asking about it.

LeeE

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Re: [Flightgear-devel] Re: gl-info suffers from undefined references

2004-03-24 Thread Andy Ross
Curtis L. Olson wrote:
 This might be another reason to look at plib's PW or SDL or at least
 moving away from glut?

Yeah, this has been on my list for a while.  I actually got started a
while back with snipping out the glut dependencies from the input and
main loop code and putting them into a fg_os.cxx file.  Our
requirements are pretty simple.

I'm just now coming out of a period of business at work, and can start
picking up the FlightGear stuff I have sitting around.  First on the
list is the Nasal-based fuel system, which is almost there (the Nasal
works, the YASim changes aren't debugged yet).  The ssg font object
would be another good candidate, as would the de-glutification
stuff.

Andy

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Re: [Flightgear-devel] nasal bug in keyboard binding

2004-03-24 Thread Jim Wilson
Andy Ross said:

 Jim Wilson wrote:
  The nasal script doesn't work on the keyboard binding for the c
  key (99).  I can't see any problem, and there apparently are not any
  useful debugging methods for nasal scripts
 
 Have you tried print?  It goes out via the standard SG_LOG channel as
 an alert.  It's true that there isn't a symbolic debugger for Nasal
 yet. :)
 
  if (property) {
  }
 
  Does not work if the property type is undefined.
 
 I'm a little confused.  Is property completely unset (which should
 cause a symbol lookup failure), or does if have a value of nil (which
 should have a boolean value of false)?
 

If you have xml:

propertytrue/property

then the test

if (property) {
}

will fail.


If you have xml:

property type=booltrue/property

then the test

if (property) {
}

will work.

At least this is what I think I was seeing.

Best,

Jim


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[Flightgear-devel] FlightGear Wiki Dead?

2004-03-24 Thread David Megginson
Is anyone able to get into the FlightGear Wiki?  It looks like it's been 
deactivated.

All the best,

David

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Re: [Flightgear-devel] FlightGear Wiki Dead?

2004-03-24 Thread Jim Wilson
David Megginson said:

 Is anyone able to get into the FlightGear Wiki?  It looks like it's been 
 deactivated.
 
 
 All the best,
 
 
 David

Apparently FlightGear is Flight Gear so there needs to be a %20 inserted into
the url.  Did that get changed or did we just have the link wrong on the
flightgear.org page?

Best,

Jim


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Re: [Flightgear-devel] What about 3 arcsec Eurasia Terrain data before the release of FGFS 0.9.4?

2004-03-24 Thread Arnt Karlsen

..has anyone played with the lower detail 30 arcsec SRTM Terrain 
data, _and_ the new higher detail 3 arcsec data,  _mixing_ the data, 
to try produce even higher detail than the 3 arcsec data?  
I mean, both data sets_are_ correct.

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



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Re: [Flightgear-devel] Re: FlightGear Wiki Dead?

2004-03-24 Thread David Megginson
Melchior FRANZ wrote:

The link changed:
http://www.seedwiki.com/page.cfm?doc=Flight%20Gearwikiid=2418
Many thanks.

All the best,

David

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Re: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Arnt Karlsen
On Wed, 24 Mar 2004 13:04:29 -0500, 
Norman Vine [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 AFAIK a PLIB maintenance release is imminent

..plib-1.8.2?

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



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Re: [Flightgear-devel] What about 3 arcsec Eurasia Terrain data before the release of FGFS 0.9.4?

2004-03-24 Thread David Megginson
Arnt Karlsen wrote:

..has anyone played with the lower detail 30 arcsec SRTM Terrain 
data, _and_ the new higher detail 3 arcsec data,  _mixing_ the data, 
to try produce even higher detail than the 3 arcsec data?  
I mean, both data sets_are_ correct.
I'm not sure how you'd end up with higher-level detail.  For every 100 
points in the 3 arcsec DEM, there will be one point in the 30 arcsec DEM, 
presumably equal to the highest of the 100 points (but I'm not sure -- Norm 
can probably fill us in).

All the best,

David

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RE: [Flightgear-devel] Re: gl-info suffers from undefined references

2004-03-24 Thread Norman Vine
Andy Ross writes:
 
 Alex Perry wrote:
   [...]
   /usr/lib/gcc-lib/i486-linux/3.3.3/../../../libglut.so:
   undefined reference to `glXChannelRectSGIX'
   [...]
 
  Never mind.  It looks like Debian Testing has managed to temporarily
  have insufficient dependency constraints.  It is currently possible to
  have incompatible versions of glut and glX libraries installed.
 
 This is exactly the same problem that bit Red Hat about a year ago,
 got me into a viscious flame war with Mike Harris, and ultimately led
 them to pull glut from their distribution entirely.

 snip 
 
 What I've done on my system is compile a static glut from Mesa which I
 put (by hand) into the FlightGear prefix/lib directory when I
 build.

I have heard that FreeGlut has no such problem

note you want to use the latest release not the CVS version

Norman

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[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/bo105/Models bo105.ac, 1.8,

2004-03-24 Thread Melchior FRANZ
* Martin Spott -- Wednesday 24 March 2004 16:40:
 Ooooh, I found the yellow one definitely nicer, it was a cute, coloured
 spot in the colloection of mostly uniform coloured aircraft,

Oh, well. Actually I like both versions. I just think that the yellow
one got a bit boring already, and that the green one hides the lack of
texture better. Once I've textured everything this won't be necessary,
but changing colors will then also not be that easy any more. This was
the last chance for some change. If more than one prefers the yellow
bo105 (and the release date permits it) then I can change it back. It's
just the difference between make install and make install mil for
me.  :-)

BTW: planned are the following changes (probably, but not necessarily
in this order)

  - finish position lights (top red in cvs; bottom red done here)
  - implement rotor disk and blend in at some rotational speed
  - interior: cyclic/collective, pilot, eventually medical config
  - external details (wire cutter, further antennas, ...)
  - texturing (no idea which livree; certainly not ADAC ;-)
  - more/custom instruments
  - bended blades(?)

m.

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Re: [Flightgear-devel] 0.9.5pre1: --show-aircraft

2004-03-24 Thread Durk Talsma
Okay, yeah sorry for the noise. I just found out why i got this problem. It 
looks like what I did was run my regular fgfs sessions specifying 
--fg-root= /home/durk/src/FlightGear-0.9.4pre1/data (where I installed the 
prerelease base package), but I had picked-up a fgfs --show-aircraft from the 
shell history, where I hadn't specified this option. Because I had made sure 
that I had temporarily removed .fgfsrc file, I assumed that it would fail to 
find any base packages at all if I didn't specify the fg-root path, because I 
have installed the regular (CVS) base package in a non-default location. This 
is where the problem started, because fgfs didn't stop with an error. As a 
consequence of all my recent system crashes, I have done several updates of 
SuSe linux, and in one of them I have appearently installed the SuSe 
FlightGear rpm, which fgfs picked-up and read the aircraft -set files from, 
instead. Because I didn't get an error, I was assuming it was picking-up the 
right base package, which it in fact didn't. Obviously, this happened right 
before bedtime, when I wasn't quite sharp enough anymore to catch my error.

This morning I tested it properly and then I got the correct list of aircraft

Confusingly yours,
Durk

On Wednesday 24 March 2004 09:47, Erik Hofman wrote:
 Durk Talsma wrote:
  Okay I tried testing a few more aircraft, and it appears that
  --show-aircraft lists a lot more aircraft than are in the current base
  package. I installed a duplicate copy of the prerelease of the base
  package, keeping my original CVS distribution. I made sure to use to
  override the default location of fgroot, using the --fg-root= commandline
  option.
 
  Is this a bug, or just some weirdness of my setup?

 This is impossible, it must be something local.
 That option scans the Aircraft directory for subdirectories containing
 files ending with -set.xml .

 Erik

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Re: [Flightgear-devel] configure.ac

2004-03-24 Thread Durk Talsma
Hmmm, this is the output gcc --version gives me. I get no problems at all from 
gcc, including /usr/local as an extra dir. Weeeiiirrd.

cheers,
Durk

[EMAIL PROTECTED]:~ gcc --version
gcc (GCC) 3.3.1 (SuSE Linux)
Copyright (C) 2003 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.  There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

[EMAIL PROTECTED]:~


On Wednesday 24 March 2004 13:31, Curtis L. Olson wrote:
 Durk Talsma wrote:
 Okay, I just downloaded the lastest pre2 release, and FlightGear still
  didn't build out-of-the-box on my linux machine, because /usr/local/ was
  missing as part of the EXTRA_DIRS check. Interestingly, this test is done
  now for cygwin, but not for linux. I've included a small patch for
  configure.ac, which fixes this. Basically, I just copied and pasted the
  same test from the cygwin section. I'm not sure if this is the best
  solution, but on my system, FlightGear now compiles wihout a glitch.

 Hmmm, what version of the compiler are you using.  We got thoroughly
 beat up by the gcc-3.x users because having the /usr/local there at
 least causes the compiler to squawk on every file it compiles.

 Curt.


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[Flightgear-devel] Trademark violations could be a problem

2004-03-24 Thread Oliver C.
On Wednesday 24 March 2004 23:43, Melchior FRANZ wrote:
 * Martin Spott -- Wednesday 24 March 2004 16:40:
  Ooooh, I found the yellow one definitely nicer, it was a cute, coloured
  spot in the colloection of mostly uniform coloured aircraft,

 If more than one prefers the yellow
 bo105 (and the release date permits it) then I can change it back.

Yes, i do.
I prefer the yellow one too. 

But maybe we could implement some kind of switch
where we can choose from a list of different looks.
MS does have something similiar in their FS2004.


 BTW: planned are the following changes (probably, but not necessarily
 in this order)

   - texturing (no idea which livree; certainly not ADAC ;-)

Maybe we should use a fictitious name because
real names of companies etc. could be a trademark violation.
So to be on the safe side we shouldn't use real names at all.
This includes airline names on airplanes and company names on buildings in the 
fgfs scenery.

What is your opionion about this issue?
Did someone of you thought about that?
What is the legal status, what is allowed and what is not allowed?


Best Regards,
 Oliver C.


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Re: [Flightgear-devel] More 0.9.4pre1 feedback

2004-03-24 Thread Bernie Bright
On Tue, 23 Mar 2004 17:39:27 + (GMT)
Jon Stockill [EMAIL PROTECTED] wrote:

 On Tue, 23 Mar 2004, David Luff wrote:
 
  Seems to work fine on Cygwin, apart from the --with-package=PREFIX
  configuration issues already posted.  Nice job everyone.
 
 Yup - it's a flawless build on slackware with:
 
   plib 1.8.1
   SimGear 0.5.4pre1
   FlighGear 0.9.4pre1
 
 I've not had chance to do much testing yet, but first impressions are
 good.
 
 I'll also be including fgrun in the package - is there likely to be a
 release newer than 0.4.2 in time to include in the packages?
 

I've just released 0.4.3.  Changes include:

  * Maintain proper aspect ratio of aircraft preview window.
  * Added control to refresh airport and runway data.
  * Display aircraft description.
  * Smarter handling of aircraft aliases.
  * Fullscreen option at startup.
 
Many thanks to Frederic Bouvier for his input and patches.

Bernie

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RE: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Norman Vine
Arnt  Karlsen writes:

 Norman Vine wrote:

Please configure your email program so as not to 
include email addresses in replies.

 
  AFAIK a PLIB maintenance release is imminent
 
 ..plib-1.8.2?
 

Yes

Norman

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Re: [Flightgear-devel] Trademark violations could be a problem

2004-03-24 Thread Curtis L. Olson
Oliver C. wrote:

Maybe we should use a fictitious name because
real names of companies etc. could be a trademark violation.
So to be on the safe side we shouldn't use real names at all.
This includes airline names on airplanes and company names on buildings in the 
fgfs scenery.

What is your opionion about this issue?
Did someone of you thought about that?
What is the legal status, what is allowed and what is not allowed?
 

I think this issue is way overblown.  People have been modeling real 
liveries and buildings in flight sims from day one.  If we go down this 
road, we will have copyright problems with Cessna for modeling a c172, 
problems with Boeing for modeling a 747, copyright problems with Norway 
for modeling Norway, copyright problems with God for modeling the 
world?  Maybe we should have all fictitious aircraft, all ficticious 
terrain, ficticious planet radius, ficticious weather, fictitious 
cities, but then that's no fun.  I don't think we should spend too much 
energy solving non-existant problems. If people want to create 
ficticioius designs, that can be fun too. 

Curt.

--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org


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Re: [Flightgear-devel] Trademark violations could be a problem

2004-03-24 Thread Jon S Berndt
On Wed, 24 Mar 2004 17:28:48 -0600

 Curtis L. Olson [EMAIL PROTECTED] wrote:

spend too much energy solving non-existant problems. If people want 
to create ficticioius designs, that can be fun too. 
Curt.
That could be a lot of fun. I'm working on OlsonAir, at the moment.

;-)

Jon

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Re: [Flightgear-devel] Trademark violations could be a problem

2004-03-24 Thread Oliver C.
On Thursday 25 March 2004 00:28, Curtis L. Olson wrote:
 I think this issue is way overblown.  People have been modeling real 
 liveries and buildings in flight sims from day one.  If we go down this 
 road, we will have copyright problems with Cessna for modeling a c172, 
 problems with Boeing for modeling a 747 

 ... 

 I don't think we should spend too much
 energy solving non-existant problems. 

I only wanted to  express that we should not provoke the law when it is not 
necessary. Like it is the case when texturing airplanes.
Take a look at Microsofts FS2004 they don't use real airline names
on their airplanes either.


In other words, when we want to simulate a Boeing 747 we have no other
chance to model such one, but when we want to
make the Boeing 747  look good and realistiv we don't need to call that one 
Lufthansa.


Best Regards,
 Oliver C.





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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/bo105/Models bo105.ac, 1.8,

2004-03-24 Thread Jim Wilson
Melchior FRANZ said:

 * Martin Spott -- Wednesday 24 March 2004 16:40:
  Ooooh, I found the yellow one definitely nicer, it was a cute, coloured
  spot in the colloection of mostly uniform coloured aircraft,
 
 Oh, well. Actually I like both versions. I just think that the yellow
 one got a bit boring already, and that the green one hides the lack of
 texture better. Once I've textured everything this won't be necessary,
 but changing colors will then also not be that easy any more. This was
 the last chance for some change. If more than one prefers the yellow
 bo105 (and the release date permits it) then I can change it back. It's
 just the difference between make install and make install mil for
 me.  :-)
 
 BTW: planned are the following changes (probably, but not necessarily
 in this order)
 
   - finish position lights (top red in cvs; bottom red done here)
   - implement rotor disk and blend in at some rotational speed
   - interior: cyclic/collective, pilot, eventually medical config
   - external details (wire cutter, further antennas, ...)
   - texturing (no idea which livree; certainly not ADAC ;-)
   - more/custom instruments
   - bended blades(?)

How about this one? ;-)

http://www.spiderbark.com/fgfs/barneymobile.png

BTW the cockpit looks great.  I recently took it out chasing AI aircraft
around oakland airport.  The flight model may not be 100% but it sure is fun
flying it.  Nice looking beacon there as well.

Best,

Jim


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Re: [Flightgear-devel] Ornithopter cockpit

2004-03-24 Thread Jim Wilson
Lee Elliott said:

 On Wednesday 24 March 2004 06:07, Jim Wilson wrote:
  It is far too late for this release, but I promised Michael some
  instruments for the Ornithopter a while back so I've committed what amounts
  a rough start.  It just affects the ornithopter directory and that seems
  to work so (hopefully) there will be no breakage.
 
  This is what it looks like:
  http://www.spiderbark.com/fgfs/ornithoptervc.png
 
  This is what it should look like:
  http://www.spiderbark.com/fgfs/ornithopterreal.png
 
  I've got a much higher res of these and other views.  As you can see
  there's a lot that's not there, but three significant ones are.  I'm going
  to have to figure out what that green thing on the right does before going
  much further. And that led display in the center looks important as well
  (must be the mach indicator? :-)).
 
  Best,
 
  Jim
 
 Hello Jim,
 
 Michael gave me some info about some of the Orni instruments - I'll check 
 through the e-mails I've got to see if I can confirm what they do.  From 
 memory, I think the central LED display was for the flap-rate.  I think may 
 have something about the side box with the LED cross too - at least I seem to 
 recall asking about it.
 
 LeeE
 

Hi Lee,

Thanks for digging this up.  I'll need to get even more on this.  A readme
file to describe how to fly it and use these indicators is going to be
essential I think.  Not much help on the ornithopter site.

It is very strange flying this thing.  I have yet to figure out how to recover
from a stall...always goes down to the ground, even from a fairly high
altitude.  My guess is that green box is critical,  as well as the flap rate
indicator, in flying this properly.  Note the LED numeric display is dead
center on the panel.

Thanks,

Jim


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[Flightgear-devel] last-minute addition

2004-03-24 Thread David Culp
While I'm waiting for my 74 meg download of the base package I was wondering 
if it isn't too late to get JSBSim's new FGPropulsion.cpp file into the 
FlightGear source so we can immediately support hangaring?

Also, do we have a minimal base package made up?


Dave
-- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/bo105/Models bo105.ac, 1.8,

2004-03-24 Thread Curtis L. Olson
Jim Wilson wrote:

How about this one? ;-)

http://www.spiderbark.com/fgfs/barneymobile.png
 

Is that the don't-ask-don't-tellicopter.

Curt.

--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org


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RE: [Flightgear-devel] last-minute addition

2004-03-24 Thread Jon Berndt
I'd recommend that this go in, personally, Dave - HOWEVER, I'd also
recommend that the change you made be compared with what is in FlightGear
CVS now. JSBSim CVS is in the middle of some other major changes, and I'd
rather those not go in just yet. I can't recall offhand at the moment how
deeply those changes reach into FGPropulsion.

Jon

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of David Culp
 Sent: Wednesday, March 24, 2004 7:39 PM
 To: flightgear-devel
 Subject: [Flightgear-devel] last-minute addition


 While I'm waiting for my 74 meg download of the base package I
 was wondering
 if it isn't too late to get JSBSim's new FGPropulsion.cpp file into the
 FlightGear source so we can immediately support hangaring?

 Also, do we have a minimal base package made up?


 Dave
 --
 
 David Culp
 davidculp2[at]comcast.net
 

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Re: [Flightgear-devel] last-minute addition

2004-03-24 Thread Curtis L. Olson
Jon Berndt wrote:

I'd recommend that this go in, personally, Dave - HOWEVER, I'd also
recommend that the change you made be compared with what is in FlightGear
CVS now. JSBSim CVS is in the middle of some other major changes, and I'd
rather those not go in just yet. I can't recall offhand at the moment how
deeply those changes reach into FGPropulsion.
 

On the flip side though, there's nothing in the upcoming release that 
requires or uses this patch; I don't see any benefit worth muddying up 
the water this close to a release.

Curt.

--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org


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Re: [Flightgear-devel] last-minute addition

2004-03-24 Thread David Culp
 I'd recommend that this go in, personally, Dave - HOWEVER, I'd also
 recommend that the change you made be compared with what is in FlightGear
 CVS now. JSBSim CVS is in the middle of some other major changes, and I'd
 rather those not go in just yet. I can't recall offhand at the moment how
 deeply those changes reach into FGPropulsion.

I just compiled FlightGear-0.9.4.pre2 and it has the older FGPropulsion.cpp.  
(By the way, the build went without a hitch, and everything looks good so 
far).  Maybe one of the FG developers can sneak it in  :)


Dave
-- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] last-minute addition

2004-03-24 Thread David Culp
 On the flip side though, there's nothing in the upcoming release that
 requires or uses this patch; I don't see any benefit worth muddying up
 the water this close to a release.

Missed it by a milimeter ...


Dave
-- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] Trademark violations could be a problem

2004-03-24 Thread Arnt Karlsen
On Thu, 25 Mar 2004 01:47:14 +0100, 
Oliver C. [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 On Thursday 25 March 2004 00:28, Curtis L. Olson wrote:
  I think this issue is way overblown.  People have been modeling real
  liveries and buildings in flight sims from day one.  If we go down
  this road, we will have copyright problems with Cessna for modeling
  a c172, problems with Boeing for modeling a 747 

..really?  Look at SCO vs IBM etc cans of worms over at Groklaw and try
figure out whether or not case law _has_ Cessna and Boeing owning their
plane designs by the end of this next presidental term.  
Microsoft _does_ have the money to do it.  

  I don't think we should spend too much
  energy solving non-existant problems. 

..agreed, and you guys are always welcome over here, should the need
arise.

 I only wanted to  express that we should not provoke the law when it
 is not necessary. Like it is the case when texturing airplanes.
 Take a look at Microsofts FS2004 they don't use real airline names
 on their airplanes either.

..no???  I _can_ see a few strategies behind _that_ move.

 In other words, when we want to simulate a Boeing 747 we have no other
 chance to model such one, but when we want to
 make the Boeing 747  look good and realistiv we don't need to call
 that one Lufthansa.

..the best way is to ask the owners of whatever we wanna model. 
Worst case, they say no, and then we just abide, and avoid those
Nigerian 419 kinda US lawsuits.  On filing a lawsuit, the plaintiff has
to sell a viable story to the effect that there _is_ a case.

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


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/bo105/Models bo105.ac, 1.8,

2004-03-24 Thread Arnt Karlsen
On Wed, 24 Mar 2004 19:52:57 -0600, 
Curtis L. Olson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Jim Wilson wrote:
 
 How about this one? ;-)
 
 http://www.spiderbark.com/fgfs/barneymobile.png
   
 
 Is that the don't-ask-don't-tellicopter.

..using these names sounds like neat nice legal prank.  ;-)

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



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Re: [Flightgear-devel] What about 3 arcsec Eurasia Terrain data beforethe release of FGFS 0.9.4?

2004-03-24 Thread Arnt Karlsen
On Wed, 24 Mar 2004 18:26:09 -0500, 
Norman Vine [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 David Megginson writes:
  
  Arnt Karlsen wrote:
  
   ..has anyone played with the lower detail 30 arcsec SRTM Terrain 
   data, _and_ the new higher detail 3 arcsec data,  _mixing_ the
   data, to try produce even higher detail than the 3 arcsec data?  
   I mean, both data sets_are_ correct.
  
  I'm not sure how you'd end up with higher-level detail.  For every
  100 points in the 3 arcsec DEM, there will be one point in the 30
  arcsec DEM, presumably equal to the highest of the 100 points (but
  I'm not sure -- Norm can probably fill us in).

..picture the land as a giant tent, with tent poles for every data
point.  Adding more data points, adds more tent poles.  
Remove any data, remove those tent poles.  

 the 30 sec SRTM is much better then the previous gtopo30 product which
 it replaces.  However where available the 3 arc second product is
 better yet except for the occasional hole.

..and it may well be that the data mix job is too expensive 
in data points gained over simply tossing out the old data.

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


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Re: [Flightgear-devel] Official 0.9.4 release???

2004-03-24 Thread Arnt Karlsen
On Wed, 24 Mar 2004 18:24:00 -0500, Norman wrote in message 
[EMAIL PROTECTED]:

 Arnt  Karlsen writes:
 
  Norman Vine wrote:
 
 Please configure your email program so as not to 
 include email addresses in replies.

..like above here?  Saves a line, and possibly threading too, 
this message I try responding to, dropped out of the thread.
  
   AFAIK a PLIB maintenance release is imminent
  
  ..plib-1.8.2?
  
 
 Yes

..thanks.


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



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