Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-05 Thread Durk Talsma
My observations are similar to this. However, I don't think that it's a 
problem with the accuracy of the calculations as such. The route manager code 
is relatively old and tries to set a straight course to it's next waypoint. 
It doesn't consider the wind blowing the aircraft off its lateral track. The 
autopilot tries to compensate by keeping the aircraft on a heading straight 
to the next waypoint. Now, as we get closer, this happens at an increasingly 
greater rate, until the rate of required course adjustment exceeds maximum 
turn-rate. I've seen a few occasions where the 747 couldn't reach the next 
waypoint because of this phenomenon and started flying around it in endless 
circles, until I manually popped it. 

Cheers,
Durk

On Saturday 05 June 2004 03:28, Ampere K. Hardraade wrote:
 The violent maneuvers I was describing occur when the plane is a few
 kilometers away from the waypoint.  Therefore, it should have little to do
 with the way that pid controller reacts to the jump in waypoints.

 One explanation for the violent maneuvers that I thought of is this: as the
 distance between the plane and the waypoint decreases, the accuracy
 required in the course calculations increases.  Since it takes time for the
 autopilot to respond, and takes even more time for the plane itself to
 respond to the commands of the autopilot, the plane will never align itself
 perfectly with the waypoint.  Hence, the autopilot will keep trying to
 catch the waypoint until the very last moment, thus causing the violent
 maneuvers.

 One solutions to the above problem is to pop the waypoint when the plane is
 still some distance away, thereby preventing the autopilot from making all
 those course adjustments.



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Re: [Flightgear-devel] fgfs CVS: build a breeze! running gives OpenAL errors galore.

2004-06-05 Thread Erik Hofman
Lee Elliott wrote:
On Saturday 05 June 2004 00:20, Chris Metzler wrote:
OK, I finally got a big block of time to commit to building plib,
SimGear, and FlightGear from CVS, only to find that I didn't need
it.  I was expecting to have to solve lots of problems; instead,
the builds went like a breeze.  No problems at all.
Unfortunately, running it was problematic.  I guess between
version 0.9.4 in Debian testing/unstable and the current CVS,
sound was switched to OpenAL.  I ran into one problem and one
oddity:
1.  constant pops, crackles, etc., while error messages of the
form
} Oops AL error in sample set_volume()! 1.3 for
/home/cmetzler/Projects/FlightGear-0.9//data/Sounds/coughing.wav
scroll up the screen by the score.  I don't know anything about
OpenAL; but I'm surprised to have sound problems, since this
is a system that's been built/tuned for doing audio work, with
Robert Love/Andrew Morton's patches in place and a lot of
latency testing done.
2.  the c172 sound in the cockpit is very different from outside
it.  From a view outside the cockpit, it sounds like it did in
version 0.9.4.  But from the cockpit view, it has a high pitch
and more distorted-sounding noise.  This may be intentional; maybe
cockpit noise really does differ in such a way (I only wish I was
a pilot).  But I figured I'd check anyway.
Any advice, especially on #1, would really be appreciated.
Thanks.
-c

I think #1 is due to the volume scaling set up in the corresponding sound.xml 
config - it looks like the volume level that's generated is  1.

I had this with all the a/c I've done when the OpenAL switch occurred and had 
to adjust the sound configs to ensure that the max volume wouldn't exceed 1.
Yes, that's correct. Some one has to go through all (or at least the 
most important) sound configuration files to update the files.
Probably of most importance is the default aircraft.

For #2, there were some sound changes to the c172 sound file to try to 
mimic the difference between internal and external sounds for at least 
the c172. The changes were made prior to switching to OpenAL though, so 
that might needs some more attention also.

Erik
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Re: [Flightgear-devel] new world scenery build

2004-06-05 Thread Erik Hofman
Curtis L. Olson wrote:
We should probably start thinking seriously about doing our next 
FlightGear release soon so that we can have an official release out 
there that can take advantage of some of the new scenery features.
While I agree with you we should be careful with this release because of 
some major changes to the code base. Switching to OpenAL still has some 
lingering glitches to solve, the AIModel (and AITraffic) code has had a 
lot of updates which quite frankly didn't make FlightGear any faster.

So we might want to think about limiting the demo scenario, and possibly 
disabling the Traffic code for this release.

BTW. The radio towers really make the scenery come alive! It's a very 
nice build this time.

Erik
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Re: [Flightgear-devel] SID, STAR, and airway data

2004-06-05 Thread Jorge Van Hemelryck
On Sun, 30 May 2004 21:58:12 +0200
Durk Talsma wrote:

 I hadn't really thought about that so much. However, while these SIDs and 
 STARs wouldn't be very useful for AI traffic, they probably wouldn't be too 
 problematic either. As long as there is an initial and a final waypoint, the 
 expect vectors  would then simply be the most direct route between these 
 two. 

More precisely, you can define some arbitrary waypoints. For instance,
if the SID says climb to zzz ft, you can determine the point (distance)
at which the aircraft reaches that altitude, and have it marked as a
waypoint in the internal AI flight plan. The next waypoint would then be
the first en-route waypoint. Likewise, if the STAR says expect
vectors, and if you are supposed to go for an instrument final
approach, you can safely assume that ATC will try and vector you to a
point approximately 4-6NM before the Final Approach Point, on the same
axis as the final approach.

 I'm currently again leaning more toward a straight-in straight-out take on 
 AI traffic as the first step, because that would simplify automatic flight 
 plan/waypoint generation by quite a bit. Then next, if we have the data 
 available on approach and departure procedures, these could be used instead. 

And that's more or less the way it works in real life, usually the first
step is writing the flight plan, and for this you usually try and find
SID and STAR flight paths. If you can't find them, you fall back on
direct-to-waypoint-type paths.

A good thing to do would be to try and implement the way ATC works as
close to real life as possible. You can define these default flight
plans for AI aircraft, and implement a clearance limit, which means
that the aircraft can follow the flight plan safely up to a given point
(usually a waypoint); you can also have altitude clearance (usually in
order to avoid other traffic). Before reaching a clearance, an AI
aircraft could ask for further directions/clearance from the ATC. If
the ATC has a radar, it can detect that the aircraft is approaching the
limit and give further directions without having to be asked for them.

You might be interested in the rules of ATC (traffic separation using
time or distance or altitude), most of it should be in the ICAO document
. I don't know where to get it, but I had been given one while I was
preparing for the ATPL theory exam. I did a little search with Google,
and apparently the document (official title Procedures for Air
Navigation Services - Air Traffic Management or PANS-ATM, ICAO document
number ) is for sale for $161 on the ICAO website...

-- 
Jorge Van Hemelryck

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[Flightgear-devel] Linspire to provide FlightGear binaries

2004-06-05 Thread Erik Hofman

Hi,
I just received the Linspire weekly mailing and they now provide 
binaries for Linspire users for free at:
http://info.linspire.com/mailers/ww/02-0504.html

Erik
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Re: [Flightgear-devel] Linspire to provide FlightGear binaries

2004-06-05 Thread Erik Hofman
Erik Hofman wrote:

Hi,
I just received the Linspire weekly mailing and they now provide 
binaries for Linspire users for free at:
http://info.linspire.com/mailers/ww/02-0504.html
Looking at the changes they made I think it would be a good idea to 
incorporate most of them in FlightGear:

http://www.linspire.com/lindows_products_details.php?id=1671pg=specs
Does anybody have any objections?
Erik
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Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Roy Vegard Ovesen
On Saturday 05 June 2004 00:25, Lee Elliott wrote:
 This might be due to the ordering of the transparent objects relative to
 the non-transparent parts.  Is/are the model objects in .AC format?

I use Blender, and export to .AC format.

  If so
 (I don't know if this also applies to other object formats such as .3DS)
 try moving the transparent parts to the bottom of the object
 hierarchy/list.

How do I do that? Editing the .AC file with a text editor?

-- 
Roy Vegard Ovesen


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Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Erik Hofman
Roy Vegard Ovesen wrote:
If so
(I don't know if this also applies to other object formats such as .3DS)
try moving the transparent parts to the bottom of the object
hierarchy/list.
How do I do that? Editing the .AC file with a text editor?
In AC3D I can trick the program in doing that by selecting just one 
object and select merge. I don't know if other editors behave similarly.

Erik
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[Flightgear-devel] Re: King Air cockpit progress (and question)

2004-06-05 Thread Melchior FRANZ
* Roy Vegard Ovesen -- Saturday 05 June 2004 11:10:
 On Saturday 05 June 2004 00:25, Lee Elliott wrote:
  try moving the transparent parts to the bottom of the object
  hierarchy/list.
 
 How do I do that? Editing the .AC file with a text editor?

Either that, but I prefer to let the computer do the boring stuff. A simple Perl
script (attached) sorts all objects (to make diffs smaller) and puts the listed
ones at the top. It is called from a Makefile that does also modify the material
entries etc.

I call it like this for the bo105:

  cat ${AC}|ac3d-sort shadow_fuselage shadow_rotor strobe_halo_T strobe_halo_B \
  beacon_halo_T beacon_halo_Bf beacon_halo_B nav_halo_L \
  nav_halo_R tailrotor  ${AC}.tmp  mv ${AC}.tmp ${AC}

The sctips doesn't work for *.ac files with object groups, though. (Which isn't a
problem, as Blender doesn't export groups, anyway.)

m.  


ac3d-sort
Description: Perl program
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Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Roy Vegard Ovesen
On Saturday 05 June 2004 04:08, Ampere K. Hardraade wrote:
 I don't know how things are done in other 3D modelling softwares, but in 3D
 Studio, each effect has a seperated mapping channel.  For example, if you
 want transparency in certain areas of a texture, you need to assign a map
 to the transparency channel of that texture inorder for those certain
 portions of the latter to possess true transparency.  Usually, the map can
 be the same file as the texture itself, though you have to play around with
 the options a bit so that the transparency is based on the Alpha instead of
 RGB.

 Check this out: http://waylon-art.com/uvw_tutorial/tut401_a.jpg
 Notice the various mapping channels: ambient, diffuse, specular color,
 specular level, glossiness, self illumination; the list is quite long.

 As I said, I don't know how things are done in other 3D modelling
 softwares. Your best bet will be looking for the dialog box that allows you
 to apply different effects to a texture in the 3D modelling software that
 you are using.

In Blender one can select, at least, opaque or alpha, but I guess that this 
does not get carried through in the export to AC3D format. AC3D uses alpha. 
But as you can see from the screenshot the holes _are_ transparent because 
you can see the other panel texture through it.But you can't see the gauge 
face texture through it. The difference between the other panel texture and 
the gauge face texture is that the panel texture is part of the plane 3d 
model, and the gauge face texture is included to the model through the model 
xml config file. I suspect that this is what is causing the problem.



 Regards,
 Ampere

 On June 4, 2004 06:25 pm, Lee Elliott wrote:
  On Friday 04 June 2004 21:44, Roy Vegard Ovesen wrote:
   Here is a shot of the King Air cockpit i'm modeling:
  
   http://home.tiscali.no/rvovesen/king-air-cockpit.jpg
  
   Also I have a question: The fuel panel texture on the left has two
   semi circles that have alpha 0% (transparent) in order to show fuel
   level gauges that are supposed to be placed slightly behind the panel.
   The fuel level gauge that is visible on the right side of the fuel
   panel actually has a textured face, but it is not visible through the
   transparent semi circle. Note that the Fuel system circuit breakers
   panel texture is visible through the transparent semi circle.
  
   The fuel level gauge has been included in the model xml file as a
   model tag. Could this be the reason why the gauge face texture is not
   visible? I believe David Megginson's Piper cockpit uses the same
   technique: A panel texture with transparent holes and instruments
   behind those holes, so I guess it should be possible.

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-- 
Roy Vegard Ovesen


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Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Jim Wilson
Roy Vegard Ovesen said:

 Here is a shot of the King Air cockpit i'm modeling:
 
 http://home.tiscali.no/rvovesen/king-air-cockpit.jpg
 
 Also I have a question: The fuel panel texture on the left has two semi 
 circles that have alpha 0% (transparent) in order to show fuel level gauges 
 that are supposed to be placed slightly behind the panel. The fuel level 
 gauge that is visible on the right side of the fuel panel actually has a 
 textured face, but it is not visible through the transparent semi circle. 
 Note that the Fuel system circuit breakers panel texture is visible through 
 the transparent semi circle.
 
 The fuel level gauge has been included in the model xml file as a model tag. 
 Could this be the reason why the gauge face texture is not visible? I believe 
 David Megginson's Piper cockpit uses the same technique: A panel texture with 
 transparent holes and instruments behind those holes, so I guess it should 
 be possible.
 

So far this cockpit is really looking great!  Very nice work on the control box.

Scanning the other responses, I don't think this has been answered yet (sorry
if it has).  If your fuel panel is part of the main model, then it should be
lower on the stack and what you expect should be working.  However, I think
this might be affected by a select animation especially if the fuel panel is
grouped with objects like the fuel guage models (or other animations, but I
assume the only animation on a fuel panel would be select).  In any case the
problem isn't going to be solved by changing texture/polygon/color properties.
 That hole looks sufficiently transparent to me :-)

If none of this helps, then send your models and configs and I'll take a look.
 That wouldn't be until Sunday night at the earliest, because of a trip down
to Portland.

FWIW when modeling flat panels with bezeled guages I'm not sure there is any
advantage to using this method unless there's something specific being modeled
below the panel surface (e.g. certain mag compasses).  For example on the p51d
and the cub it isn't all that obvious that the faces aren't below the surface.
 On the other hand you may need this method for that side fuel panel, because
it is so close...not sure.  I guess I would always try it without the
transparency to see what looks like first.  Keep in mind that there is a
performance cost to rendering things through a transparency.

Best,

Jim


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Re: [Flightgear-devel] c172 autopilot

2004-06-05 Thread Jorge Van Hemelryck
On Thu, 27 May 2004 17:00:17 -0400
David Megginson wrote:

 shammake wrote:
 
  Has anyone tried taking the c172 autopilot and converting it into a 
  graphical representation?  For possible use into Simulink? 
 
 Do you mean creating a 2D or 3D instrument?

Actually, I think he meant a graphical representation of the algorithms
used, with boxes and links...

Examples of simulink uses:

http://www.ecpsystems.com/subPageImages/rtlt_sim_download.gif

http://www.mathworks.com/cmsimages/sl_mainimage_wl_4221.gif

http://www.mathworks.com/products/demos/stateflow/sfcar.jpg

http://www.mathworks.com/products/demos/stateflow/sf_electrohydraulic.jpg


-- 
Jorge Van Hemelryck

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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-05 Thread Jorge Van Hemelryck
All these issues are a matter of adjusting the autopilot coefficients to
specific aircraft dynamic characteristics.

In order to avoid the spiral into waypoint problem, you should try and
implement something like this: compute a track to the waypoint from the
present position, memorize it, and subsequently correct the trajectory
so as to remain on that track (not heading). It's also better to correct
this by using a lateral error (distance to the memorized track, not only
angle), which makes these corrections independent from the distance to
the waypoint. The inputs are: aircraft track (not heading, or you have
to allow for a difference between held heading and desired track),
desired track, lateral error. The output is a rate of turn.

The pop waypoint condition is more efficient this way: aircraft beyond
a line orthogonal to the desired track to the waypoint, and located at a
distance 'd' from the waypoint (see diagram attached).

In real-life IFR, if you are flying a non-RNAV aircraft, you're actually
supposed to overfly the waypoints. I know, it sounded weird to me too.
Of course, no one will really scold you if you manage to nicely
anticipate the turn in order to find yourself just on track to the next
waypoint. RNAV aircraft are supposed to anticipate every turn so as not
to overshoot airways.

-- 
Jorge Van Hemelryck
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Re: [Flightgear-devel] Does Flight Gear Support Multiple Aircraft

2004-06-05 Thread Jorge Van Hemelryck
On Fri, 28 May 2004 11:00:47 -0400
shammake wrote:

 being simulated at once.  For instance, if you wanted to show Aerial
 Re-fueling, with a 747 tanker, and a UAV?

What exactly do you have in mind ? Actually, there are several ways to
see other aircraft in your FlightGear. There are AI aircraft (work in
progress, ask David Megginson and David Culp), or if you want aircraft
with actual FDMs, you can have other FlightGear programs running on
other computers and connected to your own computer via the network for
instance (multiplayer mode). Or you can have external FDMs controlling
3D models on your computer (a little bit more complicated).

-- 
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Re: [Flightgear-devel] Linspire to provide FlightGear binaries

2004-06-05 Thread Lee Elliott
On Saturday 05 June 2004 09:43, Erik Hofman wrote:
 Erik Hofman wrote:
  Hi,
 
  I just received the Linspire weekly mailing and they now provide
  binaries for Linspire users for free at:
  http://info.linspire.com/mailers/ww/02-0504.html

 Looking at the changes they made I think it would be a good idea to
 incorporate most of them in FlightGear:

 http://www.linspire.com/lindows_products_details.php?id=1671pg=specs

 Does anybody have any objections?

 Erik

What changes are you referring to?  I couldn't see any on those links.

I was a bit amused to see them call the Piper Cub a 'Cessna' and the 1903 
Wright Flyer an old school biplane  :)

LeeE

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Re: [Flightgear-devel] Re: King Air cockpit progress (and question)

2004-06-05 Thread Josh Babcock
Melchior FRANZ wrote:
* Roy Vegard Ovesen -- Saturday 05 June 2004 11:10:
On Saturday 05 June 2004 00:25, Lee Elliott wrote:
try moving the transparent parts to the bottom of the object
hierarchy/list.
How do I do that? Editing the .AC file with a text editor?

Either that, but I prefer to let the computer do the boring stuff. A simple Perl
script (attached) sorts all objects (to make diffs smaller) and puts the listed
ones at the top. It is called from a Makefile that does also modify the material
entries etc.
I call it like this for the bo105:
  cat ${AC}|ac3d-sort shadow_fuselage shadow_rotor strobe_halo_T strobe_halo_B \
  beacon_halo_T beacon_halo_Bf beacon_halo_B nav_halo_L \
  nav_halo_R tailrotor  ${AC}.tmp  mv ${AC}.tmp ${AC}
The sctips doesn't work for *.ac files with object groups, though. (Which isn't a
problem, as Blender doesn't export groups, anyway.)
m.  


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Actually, it does.  All you have to do is parent objects under and empty, and 
the empty becomes the group in the .ac file.  It's worth reading the comments at 
the start of the python export script, it can do a few other tricks as well.

Josh
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Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Frederic Bouvier
Roy Vegard Ovesen wrote:

 On Saturday 05 June 2004 00:25, Lee Elliott wrote:
  This might be due to the ordering of the transparent objects relative to
  the non-transparent parts. Is/are the model objects in .AC format?

 I use Blender, and export to .AC format.

  If so
  (I don't know if this also applies to other object formats such as .3DS)
  try moving the transparent parts to the bottom of the object
  hierarchy/list.

 How do I do that? Editing the .AC file with a text editor?

I recently discovered that you can do that in the .xml animation file
using the 'null' animation type.

If you have in your model say Object1, Object2 and Object3 and want this
order reversed, just add :

animation
  object-nameObject3/object-name
  object-nameObject2/object-name
  object-nameObject1/object-name
/animation

and each mentionned object will be reparented and reordered.
You can also have :

animation
  nameNewSubBranch/name
  object-nameObject3/object-name
  object-nameObject1/object-name
/animation

animation
  object-nameObject2/object-name
  object-nameNewSubBranch/object-name
/animation

to make new sub branches if you want to without the need to create an
'empty' object with Blender.

You can have a look at ggb-fb.xml. At the end, there is :

!-- Transparency fix branch --
 animation
  object-nameBridge/object-name
  object-nameSolidLights/object-name
  object-nameStreetNightLights/object-name
 /animation

Bridge will be drawn first, then SolidLights will be blended with Bridge,
and finally, StreetNightLights will be blended with the first 2, without
z fighting, and no matter blender will rearange them in the .blend file or
in the generated .ac file.

I also used that trick in sutro-fb.xml

Cheers,
-Fred



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[Flightgear-devel] Re: King Air cockpit progress (and question)

2004-06-05 Thread Melchior FRANZ
* Josh Babcock -- Saturday 05 June 2004 19:10:
 Melchior FRANZ wrote:
  The sctips doesn't work for *.ac files with object groups, though. (Which isn't a
  problem, as Blender doesn't export groups, anyway.)

 Actually, it does.  All you have to do is parent objects under and empty, and 
 the empty becomes the group in the .ac file.  It's worth reading the comments at 
 the start of the python export script, it can do a few other tricks as well.

OK. I've never really used groups. At least the python importer doesn't handle them
correctly. It messes up all group/object names. So, if you import the Hunter and
export it again there are no groups or wrong object names. FlightGear didn't like
that and preferred to crash.

m.

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Re: [Flightgear-devel] new world scenery build

2004-06-05 Thread Josh Babcock
Curtis L. Olson wrote:
I'm pretty close to being finished with the new world scenery build.
A quick check with du shows that the previous build consumed 11.7 Gb 
(extracted.)  The new build consumes about 17.8 Gb extracted, which is 
about 50% larger.  I haven't had a chance to look closely, but I believe 
much of this increase is due to the much higher terrain resolution for 
europe, asia, africa, and south america.

I have just started building tarballs of the 10x10 degree chunks a few 
minutes ago.  I'm guessing this will run a while.  In the mean time you 
can rsync or terrasync the latest scenery from 
scenery.flightgear.org::Scenery-0.9.5

We should probably start thinking seriously about doing our next 
FlightGear release soon so that we can have an official release out 
there that can take advantage of some of the new scenery features.

Regards,
Curt.
Hmm, I did this:
[EMAIL PROTECTED] FlightGear]$ rsync -r scenery.flightgear.org::Scenery-0.9.5
@ERROR: Unknown module 'Scenery-0.9.5'
rsync: connection unexpectedly closed (51 bytes read so far)
rsync error: error in rsync protocol data stream (code 12) at io.c(150)
Has anyone successfully grabbed these files?
Josh
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Re: [Flightgear-devel] new world scenery build

2004-06-05 Thread Curtis L. Olson
Oops, you are right.  I have fixed the configuration on the server.  I 
also updated the default module in cvs terrasync.cxx.

Regards,
Curt.
Josh Babcock wrote:
Curtis L. Olson wrote:
I'm pretty close to being finished with the new world scenery build.
A quick check with du shows that the previous build consumed 11.7 
Gb (extracted.)  The new build consumes about 17.8 Gb extracted, 
which is about 50% larger.  I haven't had a chance to look closely, 
but I believe much of this increase is due to the much higher terrain 
resolution for europe, asia, africa, and south america.

I have just started building tarballs of the 10x10 degree chunks a 
few minutes ago.  I'm guessing this will run a while.  In the mean 
time you can rsync or terrasync the latest scenery from 
scenery.flightgear.org::Scenery-0.9.5

We should probably start thinking seriously about doing our next 
FlightGear release soon so that we can have an official release out 
there that can take advantage of some of the new scenery features.

Regards,
Curt.
Hmm, I did this:
[EMAIL PROTECTED] FlightGear]$ rsync -r 
scenery.flightgear.org::Scenery-0.9.5
@ERROR: Unknown module 'Scenery-0.9.5'
rsync: connection unexpectedly closed (51 bytes read so far)
rsync error: error in rsync protocol data stream (code 12) at io.c(150)

Has anyone successfully grabbed these files?
Josh
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HumanFIRST Program  http://www.humanfirst.umn.edu/
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[Flightgear-devel] bump map clouds

2004-06-05 Thread Curtis L. Olson
How do I turn off the bump mapped cloud feature?  Under some conditions 
it looks great, and other times it looks horrible.  I'd like to turn it 
off to compare.

Here's what I'm seeing right now at KSFO:
  http://www.flightgear.org/~curt/tmp/clouds.jpg
Thanks,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Roy Vegard Ovesen
On Saturday 05 June 2004 14:16, Jim Wilson wrote:
 So far this cockpit is really looking great!  Very nice work on the control
 box.

Thanks. I found some very detailed close-up photos of a cockpit that I've 
recreated with a vector drawing program (OpenOffice Draw).


 Scanning the other responses, I don't think this has been answered yet
 (sorry if it has).  If your fuel panel is part of the main model, then it
 should be lower on the stack and what you expect should be working. 
 However, I think this might be affected by a select animation especially if
 the fuel panel is grouped with objects like the fuel guage models (or other
 animations, but I assume the only animation on a fuel panel would be
 select).  In any case the problem isn't going to be solved by changing
 texture/polygon/color properties. That hole looks sufficiently transparent
 to me :-)

Frederic's solution to change the order using select animation in the xml file 
worked great. I also think that that was by far the most attractive solution 
too. Thanks Fred. I suspect that moving the fuel panel all the way to the 
bottom of the of the AC model file would not have worked. When including the 
fuel level gauge as another AC model, it would be placed below everything 
else anyway, right?


 If none of this helps, then send your models and configs and I'll take a
 look. That wouldn't be until Sunday night at the earliest, because of a
 trip down to Portland.

 FWIW when modeling flat panels with bezeled guages I'm not sure there is
 any advantage to using this method unless there's something specific being
 modeled below the panel surface (e.g. certain mag compasses).  For example
 on the p51d and the cub it isn't all that obvious that the faces aren't
 below the surface. On the other hand you may need this method for that side
 fuel panel, because it is so close...not sure.  I guess I would always try
 it without the transparency to see what looks like first.  Keep in mind
 that there is a performance cost to rendering things through a
 transparency.

Is there perhaps a difference when using a perfectly transparent er... 
transparency and a semi-transparent transparency, performance wise?!

I've also thought about using a textured needle instead of an object colored 
one. The textured one might look a lot better with variable alpha creating an 
anti-alias effect, but I'm concerned about performance.

-- 
Roy Vegard Ovesen


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Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Roy Vegard Ovesen
On Saturday 05 June 2004 21:34, Roy Vegard Ovesen wrote:


 Frederic's solution to change the order using select animation in the xml
 file worked great.

Ooops! That wasn't select animation it was just null animation or whatever I 
should call it.

-- 
Roy Vegard Ovesen


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[Flightgear-devel] Re: bump map clouds

2004-06-05 Thread Alex Romosan
Curtis L. Olson [EMAIL PROTECTED] writes:

 How do I turn off the bump mapped cloud feature?  Under some
 conditions it looks great, and other times it looks horrible.  I'd
 like to turn it off to compare.

 Here's what I'm seeing right now at KSFO:

http://www.flightgear.org/~curt/tmp/clouds.jpg

i see the same thing (only on my desktop with an nvidia card. on my
laptop with an ati card i don't see it at all) but setting
/sim/rendering/bump-mapping=false didn't help. i actually starting
seeing this when some recent changes to the cloud rendering were made,
but i can't find the cvs commit message to know what to revert. maybe
erik can help since i am pretty sure it was his commit.

--alex--

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

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Re: [Flightgear-devel] Re: bump map clouds

2004-06-05 Thread Frederic Bouvier
Alex Romosan wrote:

 Curtis L. Olson [EMAIL PROTECTED] writes:
 
  How do I turn off the bump mapped cloud feature?  Under some
  conditions it looks great, and other times it looks horrible.  I'd
  like to turn it off to compare.
 
  Here's what I'm seeing right now at KSFO:
 
 http://www.flightgear.org/~curt/tmp/clouds.jpg
 
 i see the same thing (only on my desktop with an nvidia card. on my
 laptop with an ati card i don't see it at all) but setting
 /sim/rendering/bump-mapping=false didn't help. i actually starting
 seeing this when some recent changes to the cloud rendering were made,
 but i can't find the cvs commit message to know what to revert. maybe
 erik can help since i am pretty sure it was his commit.

I am surprised --prop:/sim/rendering/bump-mapping=false don't work for
you. I am also able to turn it on and off with the property browser
during flight.

The default value is set in fg_init.cxx. Search bump-mapping in that 
file.

-Fred



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Re: [Flightgear-devel] Linspire to provide FlightGear binaries

2004-06-05 Thread Erik Hofman
Lee Elliott wrote:
What changes are you referring to?  I couldn't see any on those links.
There is a link further down the page while links to a diff near Link 
to Source Code
I was a bit amused to see them call the Piper Cub a 'Cessna' and the 1903 
Wright Flyer an old school biplane  :)
Yeah, I noticed that too :-)
Erik
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[Flightgear-devel] Re: bump map clouds

2004-06-05 Thread Alex Romosan
Frederic Bouvier [EMAIL PROTECTED] writes:

 I am surprised --prop:/sim/rendering/bump-mapping=false don't work for
 you. I am also able to turn it on and off with the property browser
 during flight.

it turns the bump mapping off but the ugly clouds are still there. i
am convinced it has something to do with some other cloud rendering
changes. this all started to happen with a 2 line commit, or something
like that. i've been trying to track it down.

--alex--

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

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Re: [Flightgear-devel] Linspire to provide FlightGear binaries

2004-06-05 Thread Lee Elliott
On Saturday 05 June 2004 22:36, Erik Hofman wrote:
 Lee Elliott wrote:
  What changes are you referring to?  I couldn't see any on those links.

 There is a link further down the page while links to a diff near Link
 to Source Code

Ah - right! - found it.  Most of it was over my head though:)

Hmm... possible name for the news letter perhaps;)


  I was a bit amused to see them call the Piper Cub a 'Cessna' and the 1903
  Wright Flyer an old school biplane  :)

 Yeah, I noticed that too :-)

 Erik


LeeE

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Re: [Flightgear-devel] Linspire to provide FlightGear binaries

2004-06-05 Thread Curtis L. Olson
Lee Elliott wrote:
On Saturday 05 June 2004 22:36, Erik Hofman wrote:
 

Lee Elliott wrote:
   

What changes are you referring to?  I couldn't see any on those links.
 

There is a link further down the page while links to a diff near Link
to Source Code
   

Ah - right! - found it.  Most of it was over my head though:)
Hmm... possible name for the news letter perhaps;)
 

What, Linspire? Flinspire?
How about
Slipping the Surly Bonds ...
... of proprietary software.
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Linspire to provide FlightGear binaries

2004-06-05 Thread Lee Elliott
On Saturday 05 June 2004 23:48, Curtis L. Olson wrote:
 Lee Elliott wrote:
 On Saturday 05 June 2004 22:36, Erik Hofman wrote:
 Lee Elliott wrote:
 What changes are you referring to?  I couldn't see any on those links.
 
 There is a link further down the page while links to a diff near Link
 to Source Code
 
 Ah - right! - found it.  Most of it was over my head though:)
 
 Hmm... possible name for the news letter perhaps;)

 What, Linspire? Flinspire?

 How about

 Slipping the Surly Bonds ...

 ... of proprietary software.

 Curt.

Nonononono:)  I meant 'Over my head'

:)

LeeE

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Re: [Flightgear-devel] Linspire to provide FlightGear binaries

2004-06-05 Thread Ampere K. Hardraade
LOL... got to love instance inspiration. :P

Regards,
Ampere

On June 6, 2004 12:28 am, Lee Elliott wrote:
 On Saturday 05 June 2004 23:48, Curtis L. Olson wrote:
  Lee Elliott wrote:
  On Saturday 05 June 2004 22:36, Erik Hofman wrote:
  Lee Elliott wrote:
  What changes are you referring to?  I couldn't see any on those links.
  
  There is a link further down the page while links to a diff near
   Link to Source Code
  
  Ah - right! - found it.  Most of it was over my head though:)
  
  Hmm... possible name for the news letter perhaps;)
 
  What, Linspire? Flinspire?
 
  How about
 
  Slipping the Surly Bonds ...
 
  ... of proprietary software.
 
  Curt.

 Nonononono:)  I meant 'Over my head'

 :)

 LeeE

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