Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Durk Talsma
Hi Ampere,

I just tried your animation file. All I had to change were the lines that read  
property/controls/rudder/property to
property/controls/flight/rudder/property
and then I saw a nicely animated rudder appearing. 


 Weird how the X-axis runs lengthwise in FlightGear, while the Y-axis runs
 sideway.

IIRC, this is a know problem  of the plib 3ds model read function. We could 
have rotated the 3ds model by 90 degs in FlightGear's md11.xml file, so that 
the model would still have used the X-axis is front to back convention. 

Cheers,
Durk


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Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Innis Cunningham
Hi Ampere
If I gave the impression that I wanted to do some or all
of the animations that was not my intention.
I just ran a bit of animation code to see if FG had any
problems reading 3DS scripts and it did not.
I put the code below into the animation file and it
seems to work fine if that is any help to you.
As you seem to have it well under control I will leave it
in your capable hands.
Cheers
Innis
Ampere K. Hardraade writes
Okay, let try something simple first.
URudder and LRudder pass through the following coordinates:
[54.3,0,6.25] [58.3,0,12.24]
Displacement of the two points in vector is:
[4,0,5.99]
I believe the XML will be this:
animation
 typerotate/type
 object-nameURudder/object-name
 property/controls/rudder/property
 factor18/factor
 center
  x-m54.30/x-m
  y-m0.0/y-m
  z-m6.25/z-m
 /center
 axis
  x4.0/x
  y0.0/y
  z5.99/z
 /axis
/animation
animation
 typerotate/type
 object-nameLRudder/object-name
 property/controls/rudder/property
 factor18/factor
 center
  x-m54.30/x-m
  y-m0.0/y-m
  z-m6.25/z-m
 /center
 axis
  x4.0/x
  y0.0/y
  z5.99/z
 /axis
/animation
Weird how the X-axis runs lengthwise in FlightGear, while the Y-axis runs
sideway.
Regards,
Ampere

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Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Durk Talsma
On Tuesday 11 May 2004 08:31, Innis Cunningham wrote:
 Well Ampere the good news is that FG is quite happy
 to animate using the 3DS file.

Another piece of good news is that the ground trimming problems have been 
solved by Mathias Frolich. His proposed solution is currently under 
investigation by Tony Peden and will hopefully traverse it's way from JSBSim 
cvs to FlightGear cvs wthin the next few days/weeks.

Cheers,
Durk


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Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Gerhard Wesp
On Tue, May 11, 2004 at 07:04:03PM -0400, Ampere K. Hardraade wrote:
 Weird how the X-axis runs lengthwise in FlightGear, while the Y-axis runs 
 sideway.

No, that's not weird, that's standard in aeronautical engineering!
(with the z-axis pointing down, btw.)

Cheers,
-Gerhard
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Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Erik Hofman
Durk Talsma wrote:
Hi Ampere,

I just tried your animation file. All I had to change were the lines
that read property/controls/rudder/property to 
property/controls/flight/rudder/property and then I saw a nicely
animated rudder appearing.
Just a heads up for every body again, Don't add the leading slash to the
animation property (property/controls/flight/rudder/property) but
use relative paths instead (propertycontrols/flight/rudder/property)
This allows the AIModel code to animate the model based on the property 
system for the particular AIModel rather than for the main aircraft 
(controlled by the user).

Since the AIModel code will probably be used for ATC models and by the 
multiplayer code in the future this will give a much nicer view.

For one thing that would mean that if the users extends the gear, all 
the AIModel will continue with gear up, instead of lowering the gear at 
the same time!

Erik

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Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Mathias Fröhlich


On Mittwoch, 12. Mai 2004 09:56, Erik Hofman wrote:
 Just a heads up for every body again, Don't add the leading slash to the
 animation property (property/controls/flight/rudder/property) but
 use relative paths instead (propertycontrols/flight/rudder/property)

 This allows the AIModel code to animate the model based on the property
 system for the particular AIModel rather than for the main aircraft
 (controlled by the user).

 Since the AIModel code will probably be used for ATC models and by the
 multiplayer code in the future this will give a much nicer view.

 For one thing that would mean that if the users extends the gear, all
 the AIModel will continue with gear up, instead of lowering the gear at
 the same time!
May be this 'do not use a leading slach' should also show up in that model 
animation HOWTO?

Greetings

Mathias

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Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Erik Hofman
Mathias Fröhlich wrote:
On Mittwoch, 12. Mai 2004 09:56, Erik Hofman wrote:

Just a heads up for every body again, Don't add the leading slash to the
animation property (property/controls/flight/rudder/property) but
use relative paths instead (propertycontrols/flight/rudder/property)
This allows the AIModel code to animate the model based on the property
system for the particular AIModel rather than for the main aircraft
(controlled by the user).
Since the AIModel code will probably be used for ATC models and by the
multiplayer code in the future this will give a much nicer view.
For one thing that would mean that if the users extends the gear, all
the AIModel will continue with gear up, instead of lowering the gear at
the same time!
May be this 'do not use a leading slach' should also show up in that model 
animation HOWTO?
Yes, that would be a good idea.

Erik

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[Flightgear-devel] multiple windows - offset setting not working

2004-05-12 Thread Keeyoung Choi
Hi,

I posted this message to the user's group, but no one responded there.

My department has a 3-screen setup for flightgear.  With the old versions, it was 
possible to set the viewing angles for the right and left screen using command line 
option.  However, with the current version (or recent few versions maybe), it doesn't 
work.  I have to mannually adjust the offset.  Could any developer take a look at 
this?  Thanks.

- Keeyoung
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Re: [Flightgear-devel] multiple windows - offset setting not working

2004-05-12 Thread Curtis L. Olson
Keeyoung Choi wrote:

I posted this message to the user's group, but no one responded there.

My department has a 3-screen setup for flightgear.  With the old versions, it was possible to set the viewing angles for the right and left screen using command line option.  However, with the current version (or recent few versions maybe), it doesn't work.  I have to mannually adjust the offset.  Could any developer take a look at this?  Thanks.
 

In current versions you need to use something like:

--prop:/sim/view/config/heading-offset-deg=45
--prop:/sim/view/config/pitch-offset-deg=3
Regards,

Curt.

--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
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[Flightgear-devel] A/C turns without power

2004-05-12 Thread Innis Cunningham
Hi All
While playing around tonight I
noticed that the models on the
groung with no engines running
will turn in a circle left or right depending
on which way the rudder/steering is pointing.
if the steering is straight ahead(rudder centered)
then the A/C does not turn.
It also seemed the lighter A/C turned at a faster
rate then the bigger ones.
Just an observation.
Cheers
Innis
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Re: [Flightgear-devel] A/C turns without power

2004-05-12 Thread David Culp
 While playing around tonight I
 noticed that the models on the
 groung with no engines running
 will turn in a circle left or right depending
 on which way the rudder/steering is pointing.
 if the steering is straight ahead(rudder centered)
 then the A/C does not turn.

Which FDM(s)?

Dave
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Re: [Flightgear-devel] A/C turns without power

2004-05-12 Thread David Culp
  While playing around tonight I
  noticed that the models on the
  groung with no engines running
  will turn in a circle left or right depending
  on which way the rudder/steering is pointing.
  if the steering is straight ahead(rudder centered)
  then the A/C does not turn.

 Which FDM(s)?


I see it happening in JSBSim, with engines running or not.  Could be due to 
the jitter, or residual u-fps, which never gets to zero (fluctuates around 
0.002 to 0.007).  The new ground reactions system might fix that.

As for Yasim, I tried the A-10, but it either sits on its tail, or bounces 
continualy on its gear.  Maybe I have an old config.


Dave
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[Flightgear-devel] Why ZERO

2004-05-12 Thread Innis Cunningham
Hi Guys
I am just wondering is there a
very good reason that we use
zero to number things in FG.Engines
tanks and the like.Because in the real
world of aviation nothing is numbered
zero as far as I know.
Why does it matter you may ask.
Well it seems a bit strange that a four
engined aircraft has engines numbered 0-3
and a three engined aircraft has engines
numbered 0-2 and so on.
As FG grows and more systems are added
it would seem to me that the confusion
could multiply.
Is there a good reason that we do this
and how hard would it be to change.
I guess this applies to the FDM's to.
Cheers
Innis
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Re: [Flightgear-devel] A/C turns without power

2004-05-12 Thread Innis Cunningham
Hi David

David Culp writes

 
 Which FDM(s)?
I was using the c172(dont know what it uses) and the
MD-11 with JSBSim aeromatic generated FDM


I see it happening in JSBSim, with engines running or not.  Could be due to
the jitter, or residual u-fps, which never gets to zero (fluctuates 
around
0.002 to 0.007).  The new ground reactions system might fix that.
Ok I have not got the latest CVS so don't know if its been fixed
already.This is just the 9.4 version
As for Yasim, I tried the A-10, but it either sits on its tail, or bounces
continualy on its gear.  Maybe I have an old config.
I have been aware for a long time now that with the park brake set
the A/C jumps around with the stall warning horn sounding all the time.


Dave
--
Cheers
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Re: [Flightgear-devel] A/C turns without power

2004-05-12 Thread Mathias Frhlich
On Mittwoch, 12. Mai 2004 15:40, Innis Cunningham wrote:
 I see it happening in JSBSim, with engines running or not.  Could be due
  to the jitter, or residual u-fps, which never gets to zero (fluctuates
  around
 0.002 to 0.007).  The new ground reactions system might fix that.

 Ok I have not got the latest CVS so don't know if its been fixed
 already.This is just the 9.4 version
Is in the works. Is not yet in JSBSim mainline ...

Greetings

   Mathias

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Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Andy Ross
Ampere K. Hardraade wrote:
 Weird how the X-axis runs lengthwise in FlightGear, while the Y-axis
 runs sideway.

What convention would you have chosen? :)

Coordinate systems are like cuisines.  There's no accounting for
taste, and you can't fix things by mixing them together.

Andy

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RE: [Flightgear-devel] Why ZERO

2004-05-12 Thread Giles Robertson
Because 0 is used in computing, if not aeronautics.

(Small explanation for the non-technical: Originally, for complex and
obscure technical reasons, array elements were numbered (indexed)
starting at 0. This is still the case for c  c++ and most other
languages. There is no real reason for doing so at present that I've
ever found, apart from tradition. That said, some of the fastest binary
tree implementations take advantage of this, but with the processing
power we play with these days it can't be really relevant)

Giles Robertson

 -Original Message-
 From: Innis Cunningham [mailto:[EMAIL PROTECTED]
 Sent: 12 May 2004 13:30
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] Why ZERO
 
 Hi Guys
 I am just wondering is there a
 very good reason that we use
 zero to number things in FG.Engines
 tanks and the like.Because in the real
 world of aviation nothing is numbered
 zero as far as I know.
 Why does it matter you may ask.
 Well it seems a bit strange that a four
 engined aircraft has engines numbered 0-3
 and a three engined aircraft has engines
 numbered 0-2 and so on.
 As FG grows and more systems are added
 it would seem to me that the confusion
 could multiply.
 Is there a good reason that we do this
 and how hard would it be to change.
 I guess this applies to the FDM's to.
 
 Cheers
 Innis
 
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 http://ringtones.com.au/ninemsn/control?page=/ninemsn/main.jsp
 
 
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Re: [Flightgear-devel] Why ZERO

2004-05-12 Thread Andy Ross
Innis Cunningham wrote:
 I am just wondering is there a very good reason that we use zero to
 number things in FG.  Engines tanks and the like.  Because in the real
 world of aviation nothing is numbered zero as far as I know.

 Why does it matter you may ask.  Well it seems a bit strange that a
 four engined aircraft has engines numbered 0-3 and a three engined
 aircraft has engines numbered 0-2 and so on.  As FG grows and more
 systems are added it would seem to me that the confusion could
 multiply.

This can't be fixed.  The underlying software engines (property
system, C++, Nasal, all of it really) all use zero based indexing in
accordance with (very) long standing software engineering convention.
There's no reason the user should ever be exposed to internal indexing
anyway, so the best we can do is present a consistent picture to the
developers.

As confused as you might be, I assure you it would only be worse if we
all had to remember which subsystem used which array indexing
convention.

Andy

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RE: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Giles Robertson
How often do people need to specify the state of gear etc globally? I can't, offhand, 
think of a point at which you want all the aircraft in the world how drop the gear. 
Considering this, is the typo easy enough to make that we ought to change the 
behaviour? - or is this mucking up the established system too much?

Or perhaps, /property/value should reference to the aircraft currently under user 
control, which would extend compatibility if we ever implement a 'switch which 
aircraft you are flying in mid-air' feature.

Giles Robertson

 -Original Message-
 From: Andy Ross [mailto:[EMAIL PROTECTED]
 Sent: 12 May 2004 14:21
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] MD-11 Good News
 
 Mathias Fröhlich wrote:
  May be this 'do not use a leading slach' should also show up in that
  model animation HOWTO?
 
 Or even generate a runtime warning during parsing.  This is a really
 easy typo to make.
 
 Andy
 
 
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Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Andy Ross
Mathias Fröhlich wrote:
 May be this 'do not use a leading slach' should also show up in that
 model animation HOWTO?

Or even generate a runtime warning during parsing.  This is a really
easy typo to make.

Andy


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Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Durk Talsma
On Wednesday 12 May 2004 16:20, Andy Ross wrote:
 Mathias Fröhlich wrote:
  May be this 'do not use a leading slach' should also show up in that
  model animation HOWTO?

 Or even generate a runtime warning during parsing.  This is a really
 easy typo to make.


I guess both are excellent ideas. I consulted David Culp's 737 config file to 
find out why the MD11 animation didn't work initially, and I didn't even spot 
the difference in leading slash between his configuration file and the 
animation section I had just I copied from Ampere's email until Erik's 
message. 

Cheers,
Durk


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[Flightgear-devel] GUI Layout Management

2004-05-12 Thread Andy Ross
I just commited an implementation of GUI layout management, ported
over from my game project last year*.  What this means is that you no
longer need to position your widgets manually in dialogs, and can
instead lay them out in tables and boxes like the pros do. :) I've
redone a few of the dialogs using the new scheme (I'm especially proud
of the autopilot dialog: http://plausible.org/andy/autopilot-new.png),
so you can see what the possibilities look like.

* FWIW, this is almost the last of my useful code from last spring.
  Nasal and the Plib vertex splitting code are two other bits that
  were useful in isolation.  I also had a terrain engine and stencil
  shadow implementation, but those weren't really production quality.

Basically, the implementation is a preprocessor on top of the existing
dialog properties, which sets x/y/width/height values based on
constraints.  The group objects, including the top-level one which
represents the whole dialog, can now have a layout property, which
can be hbox, vbox, or table.

The boxes simply lay out their children in order, either top-to-bottom
or left-to-right.  The box name comes from Qt and Gtk, but this is
also the same thing that Java calls a flow layout, or what the Tk
packer does.  You can set constraint properties on the children,
to give the layout manager hints as to how to place the children.  For
the boxes, these are:

  equal:   The box manager makes sure that all the widgets with this
   constraint set to true get equal sizes big enough to fit the
   largest one.  This is very useful for button boxes to make
   the OK and Cancel buttons match, for example.
  stretch: Cells with stretch set to true get all the extra space,
   if any, the box has to allocate.  These are useful for
   alignment purposes, especially when combined with empty
   widgets (which are ignored by the dialog creation code,
   but honored by the layout engine).

The table layout will be a little more familiar to anyone with HTML
experience.  Children of tables get the following constraints:

  row: The row number containing the upper left corner of the widget.
   Table rows are zero-indexed.
  col: The column number containing the upper left corner of the widget.
   Table columns are zero-indexed.
  rowspan: The number of rows spanned by the widget. Defaults to one.
  colspan: The number of columns spanned by the widget.  Defaults to
   one.

Inside of each cell, regardless of parent layout, there are some
constraints that are used to position the widget within the space
available:

  halign:  The horizontal alignment.  Can be left, right,
   center, or fill (i.e. stretch to available space).
  valign:  The vertical alignment.  Can be top, bottom,
   center, or fill.
  padding: The number of pixels to leave between the edge of the
   cell and the widget.
  pref-height:
  pref-width:  Overrides the default preferred size of the widget.
   Note that this is the size of the widget only, not the
   cell (which includes padding).

Also, the padding values for cells in a group can be set to a default
value with a default-padding property on the group widget.

Some will ask why didn't I implement this as part of Pui.  The problem
is the pui just isn't set up for it.  Not only is there no notion of
preferred size for a widget, there isn't anything remote like a
constraint system for attaching arbitrary values to widgets.  With
the property system, I have that for free (the original code was
written to work with Nasal objects, btw).  I can do the layout with
the properties and on the properties, and our existing dialog code
hardly needs to change at all.

Anyway, give it a try and see if I've broken anything.  Also, note
that some of these changes *do* modify the visual appearance of the
GUI.  I think it looks better, but opinions will no doubt vary.  Shout
if you hate it.

And finally, the text alignment doesn't quite look right with current
plib due to some minor rendering bugs.  Bug Steve to apply the patch I
submitted a week or so ago. :)

Andy


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Re: [Flightgear-devel] GUI Layout Management

2004-05-12 Thread Curtis L. Olson
Andy Ross wrote:

I just commited an implementation of GUI layout management, ported
over from my game project last year*.  What this means is that you no
longer need to position your widgets manually in dialogs, and can
instead lay them out in tables and boxes like the pros do. :) I've
redone a few of the dialogs using the new scheme (I'm especially proud
of the autopilot dialog: http://plausible.org/andy/autopilot-new.png),
so you can see what the possibilities look like.
 

I can't seem to set autothrottle speed with the new autopilot dialog.  
It keeps reverting 1.0 (might there be anyway to trim the 
trailing zeros?)

Regards,

Curt.

--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] GUI Layout Management

2004-05-12 Thread Andy Ross
Curtis L. Olson wrote:
 I can't seem to set autothrottle speed with the new autopilot
 dialog.  It keeps reverting 1.0 (might there be anyway to
 trim the trailing zeros?)

Oh, whoops.  Sorry, I meant to fix this before I checked it in but
forgot.  Both the pitch and speed input fields are mapped to the same
property.  I left two input fields in for symmetry, but the Nasal code
that runs before the dialog-update command always sets the pitch one
last, so it overrides.  The immediate workaround is to set the value
in the second field.

A better solution would be to either write some Nasal to keep the
values synchronized or else think of a new layout that works with only
one input for both radio buttons...

Andy

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Re: [Flightgear-devel] GUI Layout Management

2004-05-12 Thread David Megginson
Andy Ross wrote:

I just commited an implementation of GUI layout management, ported
over from my game project last year*.  What this means is that you no
longer need to position your widgets manually in dialogs, and can
instead lay them out in tables and boxes like the pros do. :)
Whoo hoo!  Now I can take that off my ever longer to-do list.

Note to self: procrastination pays.

Thanks,

David

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Re: [Flightgear-devel] GUI Layout Management

2004-05-12 Thread Andy Ross
I wrote:
 Curtis L. Olson wrote:
  I can't seem to set autothrottle speed with the new autopilot
  dialog.  It keeps reverting 1.0 (might there be anyway to
  trim the trailing zeros?)

 A better solution would be to either write some Nasal to keep the
 values synchronized or else think of a new layout that works with only
 one input for both radio buttons...

I just checked in a version that eliminates one of the fields and
rowspan's the remaining one to center it over both lines.  Ugly,
maybe, but it should work for now.

Andy

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Re: [Flightgear-devel] GUI Layout Management

2004-05-12 Thread Lee Elliott
On Wednesday 12 May 2004 16:37, Andy Ross wrote:
[snip...]

 * FWIW, this is almost the last of my useful code from last spring.
   Nasal and the Plib vertex splitting code are two other bits that
   were useful in isolation.  I also had a terrain engine and stencil
   shadow implementation, but those weren't really production quality.

 Andy

Was the stencil shadow stuff for generating object shadows?  How far off 
usable was it, and did it only work with your terrain engine?

It would be nice to have generated shadows - After trying them for a while, 
I've come to the conclusion that using fake shadow objects doesn't really cut 
it and I've started removing them from my models.

LeeE

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RE: [Flightgear-devel] A/C turns without power

2004-05-12 Thread Giles Robertson
Lee - 
There's no way that the screenshots on your site look like my standard
FG scenery - I've never seen proper joins of taxiways to runways etc.
How did you take them?

Giles Robertson

 -Original Message-
 From: Lee Elliott [mailto:[EMAIL PROTECTED]
 Sent: 12 May 2004 18:38
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] A/C turns without power
 
 On Wednesday 12 May 2004 14:16, David Culp wrote:
While playing around tonight I
noticed that the models on the
groung with no engines running
will turn in a circle left or right depending
on which way the rudder/steering is pointing.
if the steering is straight ahead(rudder centered)
then the A/C does not turn.
  
   Which FDM(s)?
 
  I see it happening in JSBSim, with engines running or not.  Could be
due
 to
  the jitter, or residual u-fps, which never gets to zero
(fluctuates
  around 0.002 to 0.007).  The new ground reactions system might fix
that.
 
  As for Yasim, I tried the A-10, but it either sits on its tail, or
 bounces
  continualy on its gear.  Maybe I have an old config.
 
 
  Dave
 
 Re the A-10 problem: is this with the cvs version?
 
 There's an updated package available at
 
 http://www.overthetop.freeserve.co.uk/FlightGearAC.html
 
 It's still not textured properly atm - just converted to .ac format
and
 coloured, but as it's been re-named it'll co-exist with the version
 currently
 in cvs.  This version should sit on it's u/c ok, even with no fuel in
it;)
 
 LeeE
 
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[Flightgear-devel] Shadows

2004-05-12 Thread Andy Ross
Lee Elliott wrote:
 Was the stencil shadow stuff for generating object shadows?  How far
 off usable was it, and did it only work with your terrain engine?

It was decidedly demo quality.  But it was part of the model code,
not the terrain engine.  Doing shadows on terrain is sort of a 2D
problem, and actually a little simpler (computationally faster, if not
algorithmically easier) than doing a full-on general shadow
implementation.

Basically, there are two general techniques for doing shadows with 3D
hardware:

The first is to draw the object casting the shadow into a
1-bit-plus-depth shadow buffer from the point of view of the light
source.  You then use this buffer as a modulating texture for the
light source when drawing the objects on which the shadow falls.  This
is a relatively straightforward process (although it requires some
form of rendering to a texture, which wasn't standardized in OpenGL
until recently) and works fast.  The problems are that the resolution
is limited to what you pick for the texture, so you can see pixelation
effects if the viewer is close to an object which is far from the
shadow caster.  More seriously, you cannot use this technique for
objects which cast shadows on *themselves* since the depth information
in the shadow buffer isn't precise enough.

Stenciling is the other trick.  This is a geometric technique where
you draw the shadow volume of an object into the stencil buffer.
For each triangle, for example, you draw a tetrahedron containing its
vertices and a vertex projected infinitely far away from the light
source.  You then use some nifty tricks involving the stencil buffer
to tell which screen pixels are lit by the light source.  This is a
great technique, and works correctly in a very nice general way for
every surface on the screen.

It's also abysmally slow when implemented naively.  Every (!) polygon
ends up beign drawn as a big swath from its real position to one edge
of the screen.  This eats fill rate like there's no tomorrow.
Production implementation need to do lots of bookeeping work to
optimize the shadow volume such that only polygons on the silouette of
the object are drawn (others are essentially useless).  This is the
part I didn't finish. :)

Andy

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[Flightgear-devel] Saitek Cyborg Evo joystick xml file done

2004-05-12 Thread Phillip Jones
I witnessed a lot of discussion about joysticks with flightgear under
windows, and the swapped axis problem.  But when I connected this one,
the only problem I had was that the default joystick mapping didn't
include rudder control!  Anyway, I made an xml based off of the Cyborg
Gold 3D USB xml file and it works pretty well for me.  

If anyone wants a copy, I'll send it to you.  Should this maybe go in
the CVS?

-Phillip









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Re: [Flightgear-devel] A/C turns without power

2004-05-12 Thread Lee Elliott
Erp! - I don't mind top or bottom posting, but both in a single e-mail 
confuses me;)

Those screen shots were taken using the old photo scenery for KSJC, together  
with the old scenery data.  I don't think it's been re-worked for the new 
scenery data - I no longer have it installed.

So it's a bit of artistic license really;)

LeeE

On Wednesday 12 May 2004 19:54, Giles Robertson wrote:
 Lee -
 There's no way that the screenshots on your site look like my standard
 FG scenery - I've never seen proper joins of taxiways to runways etc.
 How did you take them?

 Giles Robertson

  -Original Message-
  From: Lee Elliott [mailto:[EMAIL PROTECTED]
  Sent: 12 May 2004 18:38
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] A/C turns without power
 
  On Wednesday 12 May 2004 14:16, David Culp wrote:
 While playing around tonight I
 noticed that the models on the
 groung with no engines running
 will turn in a circle left or right depending
 on which way the rudder/steering is pointing.
 if the steering is straight ahead(rudder centered)
 then the A/C does not turn.
   
Which FDM(s)?
  
   I see it happening in JSBSim, with engines running or not.  Could be

 due

  to
 
   the jitter, or residual u-fps, which never gets to zero

 (fluctuates

   around 0.002 to 0.007).  The new ground reactions system might fix

 that.

   As for Yasim, I tried the A-10, but it either sits on its tail, or
 
  bounces
 
   continualy on its gear.  Maybe I have an old config.
  
  
   Dave
 
  Re the A-10 problem: is this with the cvs version?
 
  There's an updated package available at
 
  http://www.overthetop.freeserve.co.uk/FlightGearAC.html
 
  It's still not textured properly atm - just converted to .ac format

 and

  coloured, but as it's been re-named it'll co-exist with the version
  currently
  in cvs.  This version should sit on it's u/c ok, even with no fuel in

 it;)

  LeeE
 
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Re: [Flightgear-devel] Shadows

2004-05-12 Thread Lee Elliott
On Wednesday 12 May 2004 20:04, Andy Ross wrote:
 Lee Elliott wrote:
  Was the stencil shadow stuff for generating object shadows?  How far
  off usable was it, and did it only work with your terrain engine?

 It was decidedly demo quality.  But it was part of the model code,
 not the terrain engine.  Doing shadows on terrain is sort of a 2D
 problem, and actually a little simpler (computationally faster, if not
 algorithmically easier) than doing a full-on general shadow
 implementation.

 Basically, there are two general techniques for doing shadows with 3D
 hardware:

 The first is to draw the object casting the shadow into a
 1-bit-plus-depth shadow buffer from the point of view of the light
 source.  You then use this buffer as a modulating texture for the
 light source when drawing the objects on which the shadow falls.  This
 is a relatively straightforward process (although it requires some
 form of rendering to a texture, which wasn't standardized in OpenGL
 until recently) and works fast.  The problems are that the resolution
 is limited to what you pick for the texture, so you can see pixelation
 effects if the viewer is close to an object which is far from the
 shadow caster.  More seriously, you cannot use this technique for
 objects which cast shadows on *themselves* since the depth information
 in the shadow buffer isn't precise enough.

 Stenciling is the other trick.  This is a geometric technique where
 you draw the shadow volume of an object into the stencil buffer.
 For each triangle, for example, you draw a tetrahedron containing its
 vertices and a vertex projected infinitely far away from the light
 source.  You then use some nifty tricks involving the stencil buffer
 to tell which screen pixels are lit by the light source.  This is a
 great technique, and works correctly in a very nice general way for
 every surface on the screen.

 It's also abysmally slow when implemented naively.  Every (!) polygon
 ends up beign drawn as a big swath from its real position to one edge
 of the screen.  This eats fill rate like there's no tomorrow.
 Production implementation need to do lots of bookeeping work to
 optimize the shadow volume such that only polygons on the silouette of
 the object are drawn (others are essentially useless).  This is the
 part I didn't finish. :)

 Andy

Thanks for the info.  It's something I've wondered about, in a 'how do they do 
that?' sort of way, but it's a bit beyond my programming ability to do 
anything practical about it.

Something to look forwards to, perhaps;)

LeeE

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[Flightgear-devel] [Fwd: RE: K-Class Blimp Blueprints]

2004-05-12 Thread William Earnest
[Note: forwarded from non-subscriber ]

 Original Message 
Subject: RE: K-Class Blimp Blueprints
Date: Wed, 12 May 2004 17:58:22 +
From: Christopher Daniels Corbett [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Heard mention of some K-class USN bluprints around these parts...

I'm gmax modeler making aircraft models for CFS3.  I just found out about
Flightgear *yesterday*--sounds interesting, and sounds like building a 
gmax
ac for it just follows FS 2k2/4 procedures, correct?  Open source,
eh...cool!

At present, I am working on a K-class blimp for the devil I know (CFS3)
based on the few photos I could find on the internet.  Details and 
working
images of my progress to date can be found here:
http://www.sim-outhouse.com/forums/showthread.php?s=threadid=12153   My
screen name in those posts is Manymegs.

If anybody still has those blueprints, or any other useful information 
about
USN blimps and would be willing to share them, I would be most 
grateful to
you!  Anything from a simple line drawing to full engineering bluprints
would be welcome and would be a great help to me in realizing a final 
model,
which will be free to anyone who wishes to download it.

I just discovered Flightgear and need to find out all the details, 
what is
involved with aircraft modeling and conversion from gmax, etc.  I can't
promise to make a conversion to Flightgear since I know so little 
about it
but I will promise, at mimimum to make the gmax files available to 
anybody
who does want to make a conversion to Flightgear (someone who knows what
they're doing.)  Just need some plans to enusre the details are accurate.

I do hope that you can help out, so we can share a combat-ready K-class
blimp that might bring back some memories of Navy airships-- for all 
who are
interested.  Let's see the 'K' fly again!

Regards,
Chris
[EMAIL PROTECTED]





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Re: [Flightgear-devel] MingW, GUI, and build errors

2004-05-12 Thread Andy Ross
Giles Robertson wrote:
 Just got an error on the following compile:

 In file included from C:/msys/1.0/fg/include/plib/pu.h:2140,
  from layout-props.cxx:1:
 C:/msys/1.0/fg/include/plib/puGLUT.h:36:22: GL/glut.h: No such file or
 directory
My fault; I Forgot to test the build on a glutless system.  Fixed.

Andy



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Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Erik Hofman
Giles Robertson wrote:
How often do people need to specify the state of gear etc globally? I can't, offhand, think of a point at which you want all the aircraft in the world how drop the gear. Considering this, is the typo easy enough to make that we ought to change the behaviour? - or is this mucking up the established system too much?

Or perhaps, /property/value should reference to the aircraft currently under user control, which would extend compatibility if we ever implement a 'switch which aircraft you are flying in mid-air' feature.
The problem is that this is only required for certain parts of the 
property tree (animation and maybe sound related), but other parts of 
the property tree should be accessible globally (time, sun positions, etc).

Erik

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Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Tony Peden
On Tue, 2004-05-11 at 23:16, Durk Talsma wrote:
 On Tuesday 11 May 2004 08:31, Innis Cunningham wrote:
  Well Ampere the good news is that FG is quite happy
  to animate using the 3DS file.
 
 Another piece of good news is that the ground trimming problems have been 
 solved by Mathias Frolich. His proposed solution is currently under 
 investigation by Tony Peden and will hopefully traverse it's way from JSBSim 
 cvs to FlightGear cvs wthin the next few days/weeks.

It's in JSBSim CVS now, just needs to get into FG.

 
 Cheers,
 Durk
 
 
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Re: [Flightgear-devel] Saitek Cyborg Evo joystick xml file done

2004-05-12 Thread Erik Hofman
Phillip Jones wrote:
I witnessed a lot of discussion about joysticks with flightgear under
windows, and the swapped axis problem.  But when I connected this one,
the only problem I had was that the default joystick mapping didn't
include rudder control!  Anyway, I made an xml based off of the Cyborg
Gold 3D USB xml file and it works pretty well for me.  

If anyone wants a copy, I'll send it to you.  Should this maybe go in
the CVS?
Off course.
Please sent it to me.
Erik

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Re: [Flightgear-devel] A/C turns without power

2004-05-12 Thread Ampere K. Hardraade
I think it happens on the 737 as well.

Regards,
Ampere

On May 12, 2004 09:40 am, Innis Cunningham wrote:
 I was using the c172(dont know what it uses) and the
 MD-11 with JSBSim aeromatic generated FDM

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Re: [Flightgear-devel] Why ZERO

2004-05-12 Thread Ampere K. Hardraade
hmm... if FlightGear is to be as realistic as possible, it will be a good idea 
to simulate everything down to the very last detail.

Perhaps a translator of some sort can be written?

Regards,
Ampere

On May 12, 2004 10:31 am, Andy Ross wrote:
 Innis Cunningham wrote:
  I am just wondering is there a very good reason that we use zero to
  number things in FG.  Engines tanks and the like.  Because in the real
  world of aviation nothing is numbered zero as far as I know.
 
  Why does it matter you may ask.  Well it seems a bit strange that a
  four engined aircraft has engines numbered 0-3 and a three engined
  aircraft has engines numbered 0-2 and so on.  As FG grows and more
  systems are added it would seem to me that the confusion could
  multiply.

 This can't be fixed.  The underlying software engines (property
 system, C++, Nasal, all of it really) all use zero based indexing in
 accordance with (very) long standing software engineering convention.
 There's no reason the user should ever be exposed to internal indexing
 anyway, so the best we can do is present a consistent picture to the
 developers.

 As confused as you might be, I assure you it would only be worse if we
 all had to remember which subsystem used which array indexing
 convention.

 Andy

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Re: [Flightgear-devel] Why ZERO

2004-05-12 Thread Andy Ross
Ampere K. Hardraade wrote:
 hmm... if FlightGear is to be as realistic as possible, it will be a
 good idea to simulate everything down to the very last detail.

 Perhaps a translator of some sort can be written?

I can't quite tell if this is a joke or not.  If it is, then accept my
apologies.

In the real world, you don't use a property browser to configure your
engine.  Nor do real landing gear behave differently when the pilots
secretly start referring to them with different indexing conventions.
(Whatever you do, don't call the nose gear 'zero', it doesn't like
that...)

When you do realistic things like move levers, push buttons, and
examine stuff in the cockpit, the FlightGear behavior should be
expected to match real life.  When you peek under the hood with the
property browser and/or configure the simulator via XML files, you are
looking at a software system, not an aircraft.  IMHO, it should act
the way software systems are expected to act.  Real Programmers count
from zero.  Always have, always will.

Andy

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[Flightgear-devel] Re: Why ZERO

2004-05-12 Thread Melchior FRANZ
* Ampere K. Hardraade -- Thursday 13 May 2004 00:56:
 hmm... if FlightGear is to be as realistic as possible, it will be a good idea 
 to simulate everything down to the very last detail.
 
 Perhaps a translator of some sort can be written?

Yes, sure:


$ cat engine-number-translator
#!/usr/bin/perl -w
use strict;

sub help() {
print Usage: $0 [--to-index|--to-engine] number\n;
exit 0;
}


help unless @ARGV == 2;

if ($ARGV[0] eq --to-index) {
print $ARGV[1] - 1 . \n;
} elsif ($ARGV[0] eq --to-engine) {
print $ARGV[1] + 1 . \n;
} else {
help();
}
exit 0;


m.

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Re: [Flightgear-devel] Why ZERO

2004-05-12 Thread Bruce Finney
Andy Ross wrote:

 stuff cut
the way software systems are expected to act.  Real Programmers count
from zero.  Always have, always will.
NOTE: FORTRAN programmers count from 1, always have, always will!!!

Andy

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Re: [Flightgear-devel] Why ZERO

2004-05-12 Thread Andy Ross
Bruce Finney wrote:
 Andy Ross wrote:
  Real Programmers count from zero.  Always have, always will.

 NOTE: FORTRAN programmers count from 1, always have, always will!!!

So we agree. :)

Andy

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Re: [Flightgear-devel] Why ZERO

2004-05-12 Thread David Megginson
Bruce Finney wrote:

the way software systems are expected to act.  Real Programmers count
from zero.  Always have, always will.
NOTE: FORTRAN programmers count from 1, always have, always will!!!
Does that apply to both of them?

All the best,

David

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Re: [Flightgear-devel] Why ZERO

2004-05-12 Thread Jonathan Richards
On Thursday 13 May 2004 12:51 am, Bruce Finney wrote:
 Andy Ross wrote:

  stuff cut

  the way software systems are expected to act.  Real Programmers count
  from zero.  Always have, always will.

  NOTE: FORTRAN programmers count from 1, always have, always will!!!

...and APL programmers can choose, by assigning a value to the system variable 
IO (index origin).  The default is 1, though.  Sorry, Andy!

Jonathan

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Re: [Flightgear-devel] Why ZERO

2004-05-12 Thread Jonathan Richards
On Thursday 13 May 2004 12:57 am, David Megginson wrote:
 Bruce Finney wrote:
  the way software systems are expected to act.  Real Programmers count
  from zero.  Always have, always will.
 
  NOTE: FORTRAN programmers count from 1, always have, always will!!!

 Does that apply to both of them?


Oi!  Somewhere here I've got a stack of Hollerith cards with my first ever 
program, in Fortran, on it.  Not Fortran77, though, because I punched it 
sometime in 1974.  There's still lots of scientific stuff in Fortran.

Regards
Jonathan

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Re: [Flightgear-devel] Why ZERO

2004-05-12 Thread Al West
On Thursday 13 May 2004 01:24, Jonathan Richards wrote:
 There's still lots of scientific stuff in Fortran.


And there are plenty of Zeroth laws in science.

Cheers,
Al

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Re: [Flightgear-devel] Why ZERO

2004-05-12 Thread David Megginson
Jonathan Richards wrote:

Oi!  Somewhere here I've got a stack of Hollerith cards with my first ever 
program, in Fortran, on it.  Not Fortran77, though, because I punched it 
sometime in 1974.
Yes, I wrote my first programs in Fortran as well -- I was 13 in 1977, and 
used to sneak into the Queen's University computer centre at night with a, 
well, borrowed password, to run my card batches.  I dropped a big pile of 
cards on my second visit, giving me my first lesson in the importance of 
good interfaces.

Later that year my high school got a TRS-80 with BASIC, and I never looked 
back.  Sure, the language was not optimal, but I didn't have any cards to 
drop and I could write video games for the other kids to play.

 There's still lots of scientific stuff in Fortran.

There's still lots of business stuff in COBOL.  Old code never dies: it just 
becomes someone else's problem.

All the best,

David

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Re: [Flightgear-devel] Why ZERO

2004-05-12 Thread Innis Cunningham
Ok Andy I thought this maybe the case but I
guess I was hopeing against hope that it was not.
Cheers
Innis
Andy Ross writes

This can't be fixed.  The underlying software engines (property
system, C++, Nasal, all of it really) all use zero based indexing in
accordance with (very) long standing software engineering convention.
There's no reason the user should ever be exposed to internal indexing
anyway, so the best we can do is present a consistent picture to the
developers.
As confused as you might be, I assure you it would only be worse if we
all had to remember which subsystem used which array indexing
convention.
Andy

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Re: [Flightgear-devel] Why ZERO

2004-05-12 Thread Curtis L. Olson
Ampere K. Hardraade wrote:

Oh... I have to learn Fortran next year.
 

Fortran is pretty much just like BASIC but the line numbers are 
optional.  You can get the feel of it here:

   http://www.westnet.com/mirrors/99bottles/beer_d_h.html#f90

Curt.

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