Re: [Flightgear-devel] Replay mode

2005-01-18 Thread Thomas Frster
Am Montag 17 Januar 2005 17:50 schrieb Jim Wilson:
 Having just hit it unintentionally, I'm wondering if the replay key should
 be bound to a combo key (a Ctrl+key) or Fxx key?  It has pretty dramatic
 and sudden effect.   Making it the r binding not very good UI design
 (unless one is doing more replays than flying).

 For some reason I thought r was reverser.  It'd be nice to have r and
 R for thrust reverser on/off,  which is a binding that is as fundamental
 for the jet aircraft as the brake keys or magnetos are for the others.

 If there is consensus on this one change (not a discussion of the entire
 layout again please :-)) then I can commit a change or wait for post
 release. It seems that this as a non-critical UI-bug.

IIRC, there is a keyboard.xml in $FG_ROOT where you can define the key 
bindings of FG. So no code change should be necessary.

Thomas

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Re: [Flightgear-devel] A380

2005-01-18 Thread Erik Hofman
Paul Surgeon wrote:
How would I model for instance the ECAM switching on an A340 at the moment?
The switches are located on the center pedestal but the displays are on the 
center panel. Would I have to add them to the properties tree?
How do I control the logic of those switches? If there is a failure I must be 
able to override those switch settings and display the failure without 
changing the position of the switch. Then the pilot must be able to 
acknowledge and override (yet again) those failures on the display.
How do I tell the PFD or ND to display the ECAM screens? (This can be done on 
real Airbus aircraft)
How do I close solenoid X if switch A is in postion Z but hydraulic pressure 
is between 1000 and 1500 psi and there is a failure on the blue hydraulic 
system?
FlightGear cannot and should not ever have to handle all these aircraft 
operating procedures.
I'm not convinced FlightGear cannot handle all this already (or 
requiring just a couple of small changes). But I agree that this will be 
a huge task.

Erik
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Re: [Flightgear-devel] A380

2005-01-18 Thread Ampere K. Hardraade
On January 18, 2005 02:21 am, Paul Surgeon wrote:
 Running Nasal code in the rendering loop to do tons of work would not be a
 very good idea in my opinion.
 I've looked through an A320 FCOM manual and it would take many thousands of
 lines of C++ to accomplish a half functional aircraft.
 I don't think Nasal is the tool for the job.
Each aircraft systems are tailored to that aircraft.  Using C++ here will be 
too restrictive and is not going to be a good idea.

 A central processing blackbox that contains all the logic for the
 aircraft that also get's updated in the rendering loop.
 The blackbox will simulate/handle the hydraulic and electrical systems,
 generate and feed the display data to the intruments, handle the logic for
 failures, receive input from all the simulated aircraft sensors and cockpit
 switches, etc.
Putting everything in one script is not a good way to do it either.  If the 
hydraulic system recieves a runtime error, the electrical system plus 
everything else are dead.

 A generic communications bus that can be used to hook instruments/switches
 and the blackbox together. Using a handful of sockets is not a good way to
 do it and properties maybe be a bit messy and I would require hundreds of
 them.
May be the bus can be simulated using the property tree, or inside a root-less 
node.

 Unfortunately this is going to sit on the backburner for a long time as
 it's tons of work to implement, I'm already too busy with other projects
 and I doubt anybody else would be willing to tackle it in the near future.
In the mean time, new planes will come out and they will be just as empty.



Ampere

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Re: [Flightgear-devel] Sidewinder Precision Pro Patch

2005-01-18 Thread Erik Hofman
Oliver C. wrote:
Hello and Merry Christmas!
i fixed the inverted view elevation setting for the 
sidewinder precision pro joystick because the view elevation was inverted 
under windows.
I've committed this file to CVS after changing the NASAL'ified section 
to be two separate sections, one for UNIX and one for Windows.

Erik
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Re: [Flightgear-devel] A380

2005-01-18 Thread Ampere K. Hardraade
The roll out is on, LIVE!
 http://www.tv-radio.com/station/public_senat/public_senat-150k.asx

For German user, they can tune to N-TV.

Right now, it is 6:00 here.  I woke up at 4:30 just to watch this!

The aircraft has yet been revealed.

Ampere

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Re: [Flightgear-devel] A380

2005-01-18 Thread Ampere K. Hardraade
On January 18, 2005 05:53 am, Ampere K. Hardraade wrote:
 The roll out is on, LIVE!
  http://www.tv-radio.com/station/public_senat/public_senat-150k.asx

 For German user, they can tune to N-TV.

 Right now, it is 6:00 here.  I woke up at 4:30 just to watch this!

 The aircraft has yet been revealed.

 Ampere

JUST UNVALILED!

Awsome!



Ampere


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Re: [Flightgear-devel] A380

2005-01-18 Thread Durk Talsma
On Tuesday 18 January 2005 08:21, Paul Surgeon wrote:
 On Tuesday, 18 January 2005 04:40, Ampere K. Hardraade wrote:
  On January 17, 2005 02:25 pm, Paul Surgeon wrote:
   We already have too many empty 3D models in FG without working FMCs,
   FMSs, ECAMs, NDs, etc.
  
   Paul
 
  It will be nice if you can implement these systems, perferablely by Nasal
  so that they can be flexible.

 Running Nasal code in the rendering loop to do tons of work would not be a
 very good idea in my opinion.
 I've looked through an A320 FCOM manual and it would take many thousands of
 lines of C++ to accomplish a half functional aircraft.

...[snap]...

 Unfortunately this is going to sit on the backburner for a long time as
 it's tons of work to implement, I'm already too busy with other projects
 and I doubt anybody else would be willing to tackle it in the near future.


So, are you suggesting we should do it ourselves and shift priorities? Work on 
glass cockpits Instead of creating 3D models, and FDMs? Doesn't sound like 
its gonna work. There are currently some really talented people working on 3D 
models, but these people are not necessarily great programmers. And the 
opposite is true as well. Good programmers might be lousy 3D modellers. 

So, shifting priorities wouldn't work here. I don't see why the 3D modelling 
people shouldn't continue to work on new models. My experience with 
FlightGear over the years has alway been that if there is something you can 
do *now*, that will benefit the program in the long run that do it[1].

Cheers,
Durk


[1]. As an example: In the early days, around 1997, Curt asked me if I could 
write some code that would return the latitude and longitude of the sun's 
current positin, for daylight computation purposes. Having written it, adding 
a visual representation of the sun, moon, and the planets at their exact 
position turned out to be pretty trivial to impliment, and the overhead to 
run the code neligable, so I went ahead and did it. 

I remember lots of complaints from people claiming that we were focusing on 
the wrong things, etc etc. However, there wasn't really an alternative for me 
to work on at the time, so shifting priorities wasn't really an option 
either. And see what we have now. I don't think it hurt when we sometimes 
impliment things in seemingly weird orders. :-)



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Re: [Flightgear-devel] A380

2005-01-18 Thread Durk Talsma
On Tuesday 18 January 2005 11:53, Ampere K. Hardraade wrote:
 The roll out is on, LIVE!
  http://www.tv-radio.com/station/public_senat/public_senat-150k.asx

 For German user, they can tune to N-TV.

 Right now, it is 6:00 here.  I woke up at 4:30 just to watch this!

 The aircraft has yet been revealed.

 Ampere


Also BBC-World, and German ZDF (the advantage of living the the 
Netherlands :-). Good coincedence I was at home today.

D.


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Re: [Flightgear-devel] A380

2005-01-18 Thread Ampere K. Hardraade
 JUST UNVALILED!

 Awsome!



 Ampere

http://i.a.cnn.net/cnn/2005/BUSINESS/01/18/airbus.380/top.unveiled.jpg

http://edition.cnn.com/2005/BUSINESS/01/18/airbus.380/index.html

After the unveiling, the aircraft still can't be seen clearly because of the 
blue light.  This continued for about another hour of speeches.  I must say, 
the German Chancellor has an excellent posture during his speech. =)

I waited patiently during that hour.  When the Christening came and the entire 
hangar is lit, the Aircraft/Airbus has a new livery.  Surprise, surprise. ;-)



Ampere

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[Flightgear-devel] Missing scenery

2005-01-18 Thread Jon Stockill
I've just noticed something a little odd while testing out my objects 
export code - I'd accidentally removed a chunk of scenery, and noticed 
that shared and static objects are not displayed when there is no 
terrain available in a tile. While this isn't a problem most of the time 
it means that it's not possible to place oil and gas rigs in the sea 
unless they're close enough to the coast to be on the same tile as the land.

--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] Missing scenery

2005-01-18 Thread Dave Martin
On Tuesday 18 Jan 2005 13:11, Jon Stockill wrote:
 I've just noticed something a little odd while testing out my objects
 export code - I'd accidentally removed a chunk of scenery, and noticed
 that shared and static objects are not displayed when there is no
 terrain available in a tile. While this isn't a problem most of the time
 it means that it's not possible to place oil and gas rigs in the sea
 unless they're close enough to the coast to be on the same tile as the
 land.

Aha! I wonder if that is why I couldn't find the Morcambe field?

Dave Martin

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Re: [Flightgear-devel] Removing PLIB SL dependencies

2005-01-18 Thread Martin Spott
Martin Spott wrote:

 I'd love to hear if it still builds working binaries. If this is the
 case then I'd post a second patch that removes unused declarations,

O.k., next time I'll add the patch right to the posting  :-)

--- configure.ac.original   Tue Jan 18 11:56:48 2005
+++ configure.acTue Jan 18 11:58:56 2005
@@ -148,10 +148,7 @@
 fi
 
 dnl add correct audio libs and configure for audio support
-LIBS=-lplibsl -lplibsm
-
-dnl search for FreeBSD library
-AC_SEARCH_LIBS(hid_init, usbhid)
+dnl LIBS=-lplibsl -lplibsm
 
 case ${host} in
 *-*-cygwin* | *-*-mingw32*)
@@ -213,6 +210,9 @@
 AC_SEARCH_LIBS(cos, m)
 AC_SEARCH_LIBS(dlclose, dl)
 
+dnl search for FreeBSD library
+AC_SEARCH_LIBS(hid_init, usbhid)
+
 base_LIBS=$LIBS
 
 dnl Check for SDL if enabled.
@@ -299,9 +299,6 @@
 
 opengl_LIBS=$LIBS
 LIBS=$base_LIBS
-
-dnl search for FreeBSD library
-AC_SEARCH_LIBS(hid_init, usbhid)
 
 dnl check for OpenAL libraries
 case ${host} in


Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Missing scenery

2005-01-18 Thread Jon Stockill
Dave Martin wrote:
Aha! I wonder if that is why I couldn't find the Morcambe field?
Most likely.
When you do find it, don't laugh at my model - it was done in about 5 
mins as a placeholder, while I was trying to work out why I couldn't 
find any of them (which is why it's high vis red and yellow :-)

I was only reminded of this problem today when I managed to remove 
w010n50 - starting at EGLC the dome is in front of you, but the terrain 
stops, and One Canada Square is also missing, because 0 degrees runs 
right between the two models.

--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] A380

2005-01-18 Thread Innis Cunningham

 Durk Talsma writes
On Tuesday 18 January 2005 08:21, Paul Surgeon wrote:
 On Tuesday, 18 January 2005 04:40, Ampere K. Hardraade wrote:
  On January 17, 2005 02:25 pm, Paul Surgeon wrote:
   We already have too many empty 3D models in FG without working 
FMCs,
   FMSs, ECAMs, NDs, etc.
  
   Paul
 
  It will be nice if you can implement these systems, perferablely by 
Nasal
  so that they can be flexible.

 Running Nasal code in the rendering loop to do tons of work would not be 
a
 very good idea in my opinion.
 I've looked through an A320 FCOM manual and it would take many thousands 
of
 lines of C++ to accomplish a half functional aircraft.

...[snap]...
 Unfortunately this is going to sit on the backburner for a long time as
 it's tons of work to implement, I'm already too busy with other projects
 and I doubt anybody else would be willing to tackle it in the near 
future.


So, are you suggesting we should do it ourselves and shift priorities? Work 
on
glass cockpits Instead of creating 3D models, and FDMs? Doesn't sound like
its gonna work. There are currently some really talented people working on 
3D
models, but these people are not necessarily great programmers. And the
opposite is true as well. Good programmers might be lousy 3D modellers.
Nice that you guys have brought this up at this time.
Here is what I need right now(only if you are interested of course) a way of 
swiching
the screens on the fly preferably in XML.My idea would to be to have all the 
ECAM(EICAS),
PFD,ND's,I think these days they are collectivly called MFD's,in one folder 
with the ability to
choose which one is displayed on which screen.The idea is to work along the 
lines of the
livery choice for the aircraft.But from what understand the livery choice is 
made at runtime.
This would have to be able to be done on the fly.
We probably have about 75% of the properties we need already in FG.One 
little
property I would like is total fuel onboard but as I dont know how to add 
properties to
the property tree I have to leave it to someone else.
The other thing that is urgently need is a moving map display on an 
instrument.So anyone
who has an idea to marry the atlas moving map to an instrument step forward.
The main thing with a glass cockpit is do you try and display all the 
screens that the aircraft
can produce or do you just do the screens that the pilots would normally fly 
with?.
Paul what do you consider an empty cockpit, do you for instance consider the 
747 an empty
cockpit and if so what instruments do you think constitutes a populated 
cockpit.
Do you think the 737 2D cockpit has enough instruments.
Anyway if you guys can come up with a way to do the switching on the fly I 
can do the
screens.

Cheers
Innis

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Re: [Flightgear-devel] A380

2005-01-18 Thread Erik Hofman
Innis Cunningham wrote:
Anyway if you guys can come up with a way to do the switching on the fly 
I can do the screens.
If all 3d instruments are contained in one 3d model file and separated 
with objects names (or object group names) then it could be as easy as 
using the select animation to turn on the appropriate instrument.

Erik
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Re: [Flightgear-devel] A380

2005-01-18 Thread Erik Hofman
Erik Hofman wrote:
Innis Cunningham wrote:
Anyway if you guys can come up with a way to do the switching on the 
fly I can do the screens.

If all 3d instruments are contained in one 3d model file and separated 
with objects names (or object group names) then it could be as easy as 
using the select animation to turn on the appropriate instrument.
I was just thinking, I expect it would be possible to name an included 
3d (sub)model like this:

 model
  nameRudderAndStickPilot/name
  pathAircraft/pc7/Models/rudderandstick.xml/path
  offsets
   x-m-0.25/x-m
   y-m0.0/y-m
   z-m0.15/z-m
  /offsets
 /model
and use the select animation on the provided name (RudderAndStickPilot 
in this case).

Erik
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Re: [Flightgear-devel] A380

2005-01-18 Thread Innis Cunningham

 Erik Hofman
Erik Hofman wrote:
Innis Cunningham wrote:
Anyway if you guys can come up with a way to do the switching on the fly 
I can do the screens.

If all 3d instruments are contained in one 3d model file and separated 
with objects names (or object group names) then it could be as easy as 
using the select animation to turn on the appropriate instrument.
I was just thinking, I expect it would be possible to name an included 3d 
(sub)model like this:

 model
  nameRudderAndStickPilot/name
  pathAircraft/pc7/Models/rudderandstick.xml/path
  offsets
   x-m-0.25/x-m
   y-m0.0/y-m
   z-m0.15/z-m
  /offsets
 /model
and use the select animation on the provided name (RudderAndStickPilot in 
this case).
The thing is that several screens models would be using the same area of 
panel.
How ,for example. could you turn the fuel system screen model off and the 
main engine
indicating screen model on.
Erik
Cheers
Innis

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Re: [Flightgear-devel] A380 - Virtual Screen inside Flightgear driven by SVG commands?

2005-01-18 Thread Oliver C.
On Tuesday 18 January 2005 08:21, Paul Surgeon wrote:
 On Tuesday, 18 January 2005 04:40, Ampere K. Hardraade wrote:
  On January 17, 2005 02:25 pm, Paul Surgeon wrote:
   We already have too many empty 3D models in FG without working FMCs,
   FMSs, ECAMs, NDs, etc.
  
   Paul
 
  It will be nice if you can implement these systems, perferablely by Nasal
  so that they can be flexible.

 Running Nasal code in the rendering loop to do tons of work would not be a
 very good idea in my opinion.
 I've looked through an A320 FCOM manual and it would take many thousands of
 lines of C++ to accomplish a half functional aircraft.
 I don't think Nasal is the tool for the job.

 What I would need to create a aircraft with glass cockpits is :

 1.
 A way to code self rendering OpenGL intruments. i.e. The renderer loops
 through the intruments and lets them do their own rendering.

 2.
 A central processing blackbox that contains all the logic for the
 aircraft that also get's updated in the rendering loop.
 The blackbox will simulate/handle the hydraulic and electrical systems,
 generate and feed the display data to the intruments, handle the logic for
 failures, receive input from all the simulated aircraft sensors and cockpit
 switches, etc.
 There are far too many aircraft specific systems than could ever be handled
 by FG properly. An aircraft like this is a simulation of its own.

 How would I model for instance the ECAM switching on an A340 at the moment?
 The switches are located on the center pedestal but the displays are on the
 center panel. Would I have to add them to the properties tree?
 How do I control the logic of those switches? If there is a failure I must
 be able to override those switch settings and display the failure without
 changing the position of the switch. Then the pilot must be able to
 acknowledge and override (yet again) those failures on the display. How do
 I tell the PFD or ND to display the ECAM screens? (This can be done on real
 Airbus aircraft)
 How do I close solenoid X if switch A is in postion Z but hydraulic
 pressure is between 1000 and 1500 psi and there is a failure on the blue
 hydraulic system?
 FlightGear cannot and should not ever have to handle all these aircraft
 operating procedures.

 3.
 A generic communications bus that can be used to hook instruments/switches
 and the blackbox together. Using a handful of sockets is not a good way to
 do it and properties maybe be a bit messy and I would require hundreds of
 them.

 Unfortunately this is going to sit on the backburner for a long time as
 it's tons of work to implement, I'm already too busy with other projects
 and I doubt anybody else would be willing to tackle it in the near future.

 Paul


Is it possible to implement a sort of virtual screen (like a texture but 
vector driven not bitmap driven) inside the Flightgear Window that can be put 
anywhere in the flightgear 3d world, for example inside of a cockpit as a 
instrument display.
Flightgear should then offer this screen to outside applications and do the 
rendering  but the commands what should be rendered is given by the outside 
application which are running outside of flightgear?

The commands that are sent to flightgear should be simple 2d vector 
primitives, to make sure that this solution is flexible enough to display 
everything.
FlightGear receives the 2d vectors primitives and put those on a virtual 
screen inside the FlightGear 3d world. For example a screen display in the 
cockpit.

Doing it this way would allow to do the complexity of such glass cockpits 
outside of flightgear.

And if we change atlas from bitmap to vector graphics
we could just sent from atlas the 2d primitives that flightgear could than 
render on a virtual screen inside flightgear.


As a 2d vector describing language we could use SVG.
FlightGear then needs only a SVG parser that puts the visuals on a screen 
inside flightgear.
There are allready SVG libarys available that do render SVG primitives
in OpenGL, maybe we could use such a library instead of writing an own SVG 
parser.

Take a look at this one:
http://svgl.sourceforge.net/


What do you think about such a solution?
Is this possible?

Best Regards.
 Oliver C.






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Re: [Flightgear-devel] A380

2005-01-18 Thread Erik Hofman
Innis Cunningham wrote:
The thing is that several screens models would be using the same area of 
panel.
How ,for example. could you turn the fuel system screen model off and 
the main engine indicating screen model on.
That would be no problem. You can draw them all in the same location 
(0,0,0) for instance. Selecting which one to turn on (or off) is done 
with one or more properties, for example like this:

!-- turn on moving map if /mdfs/mfd[0]/type=movingmap --
animation
  typeselect/type
  object-nameMap/object-name
  condition
   equals
property/mdfs/mfd[0]/type/property
valuemovingmap/value
   /equals
  /condition
 /animation
!-- turn on compass if /mdfs/mfd[0]/type=compass --
animation
  typeselect/type
  object-nameCompass/object-name
  condition
   equals
property/mdfs/mfd[0]/type/property
valuecompass/value
   /equals
  /condition
 /animation
(etcetera)
Erik
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Re: [Flightgear-devel] Sidewinder Precision Pro Patch

2005-01-18 Thread Oliver C.
On Tuesday 18 January 2005 11:07, Erik Hofman wrote:
 Oliver C. wrote:
  Hello and Merry Christmas!
 
  i fixed the inverted view elevation setting for the
  sidewinder precision pro joystick because the view elevation was inverted
  under windows.

 I've committed this file to CVS after changing the NASAL'ified section
 to be two separate sections, one for UNIX and one for Windows.

 Erik


Thank you, it works great now.

But there is one problem.
I found another bug, when I checked the complete config file today. 
This is my fault, sorry.
I missed to fix a small error in my last patch for the shift button
which was from days back, when i played around with the xml settings
to test a fix for the invert view elevation bug.

Here is the correction.
I added a diff file to this email. 

 button
  descGear Up./desc
  number
unix8/unix
windows9/windows
   /number
  repeatablefalse/repeatable
  binding
  commandproperty-assign/command
  property/controls/gear/gear-down/property
  value type=double0.0/value
  /binding
 /button


Sorry for circumstance this was my fault.
Could you apply this patch too?

Best Regards,
 Oliver C.





--- sidewinder-precision-pro.xml	2005-01-18 16:12:33.0 +0100
+++ ../sidewinder-precision-pro.xml	2005-01-18 16:15:01.0 +0100
@@ -259,25 +259,11 @@
 windows9/windows
/number  
   repeatablefalse/repeatable
-  !--
-binding
+  binding
   commandproperty-assign/command
   property/controls/gear/gear-down/property
   value type=double0.0/value
-/binding
-  --  
-  unix
-binding
-  commandproperty-assign/command
-  property/controls/gear/gear-down/property
-  value type=double0.0/value   
-/binding
-  /unix
-  windows  
-binding
-   commandview-cycle/command
-/binding
-  /windows
+  /binding
   
  /button
 
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Re: [Flightgear-devel] Sidewinder Precision Pro Patch

2005-01-18 Thread Erik Hofman
Oliver C. wrote:
I found another bug, when I checked the complete config file today. 
This is my fault, sorry.
I missed to fix a small error in my last patch for the shift button
which was from days back, when i played around with the xml settings
to test a fix for the invert view elevation bug.
This has been committed.
Erik
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Re: [Flightgear-devel] A380

2005-01-18 Thread Innis Cunningham

 Erik Hofman writes
Innis Cunningham wrote:
The thing is that several screens models would be using the same area of 
panel.
How ,for example. could you turn the fuel system screen model off and the 
main engine indicating screen model on.
That would be no problem. You can draw them all in the same location 
(0,0,0) for instance. Selecting which one to turn on (or off) is done with 
one or more properties, for example like this:

!-- turn on moving map if /mdfs/mfd[0]/type=movingmap --
animation
  typeselect/type
  object-nameMap/object-name
  condition
   equals
property/mdfs/mfd[0]/type/property
valuemovingmap/value
   /equals
  /condition
 /animation
!-- turn on compass if /mdfs/mfd[0]/type=compass --
animation
  typeselect/type
  object-nameCompass/object-name
  condition
   equals
property/mdfs/mfd[0]/type/property
valuecompass/value
   /equals
  /condition
 /animation
(etcetera)
Ok Erik thanks for this I will give it a try and see what the results are 
and get back.

Cheers
Innis

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Re: [Flightgear-devel] Sidewinder Precision Pro Patch

2005-01-18 Thread Oliver C.
On Tuesday 18 January 2005 16:29, Erik Hofman wrote:
 Oliver C. wrote:
  I found another bug, when I checked the complete config file today.
  This is my fault, sorry.
  I missed to fix a small error in my last patch for the shift button
  which was from days back, when i played around with the xml settings
  to test a fix for the invert view elevation bug.

 This has been committed.

 Erik

Thank you.

Best Regards,
 Oliver C.


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Re: [Flightgear-devel] Removing PLIB SL dependencies

2005-01-18 Thread Martin Spott
Martin Spott wrote:

 I'd love to hear if it still builds working binaries. If this is the
 case then I'd post a second patch that removes unused declarations,

I've tested successfully on FreeBSD and IRIX, so here's the second one
on top of the first one:

--- configure.ac.1stTue Jan 18 15:14:46 2005
+++ configure.acTue Jan 18 15:17:50 2005
@@ -147,24 +147,7 @@
 AC_DEFINE([HAVE_TIMEZONE], 1, [Define if system has timezone variable])
 fi
 
-dnl add correct audio libs and configure for audio support
-dnl LIBS=-lplibsl -lplibsm
-
-case ${host} in
-*-*-cygwin* | *-*-mingw32*)
-LIBS=$LIBS -lwinmm
-;;
-*-apple-darwin*)
-LIBS=$LIBS -framework IOKit -framework CoreFoundation
-;;
-*-*-irix* )
-LIBS=$LIBS -laudio
-;;
-
-esac
-audio_LIBS=$LIBS
 LIBS=
-AC_SUBST(audio_LIBS)
 
 dnl ENABLE_AUDIO_SUPPORT could be depricated at any time in favor of
 dnl just assuming we have audio support on all platform.  We can


Martin.
-- 
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Re: [Flightgear-devel] Removing PLIB SL dependencies

2005-01-18 Thread Martin Spott
Martin Spott wrote:

 I've tested successfully on FreeBSD and IRIX, so here's the second one
 on top of the first one:

Here you'll find the summary of both:

  ftp://ftp.ihg.uni-duisburg.de/FlightGear/Devel/FGconfigure.ac.diff

Martin.
-- 
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[Flightgear-devel] b1900d FDM

2005-01-18 Thread Dave Martin
Is anyone currently working on the b1900d FDM?

The reason I ask is that while the model is gorgeous, the FDM is relatively 
broken.

I've tried fixing the FDM before a couple of months ago but I didn't get 
anything acceptable.

The aircraft accelerates at a hell of a rate on the ground but wont unstick 
until about 160kts with flap and when it does, the torque effect requires 
full right aileron to counteract until the airspeed reaches 200kts. (which 
takes a matter of seconds).

Also, if you fight the aircraft level and then apply full-flap, cut the 
throttles and hold your altitude to the stall, you find that the stall occurs 
at 120kts and immediately causes a vicious spin.

For the Torque, don't the b1900d's have counter-rotating props?

As for the FDM's aerodynamics, I've yet to work out exactly what is wrong (the 
numbers look right but the result is rather like a dragster without wings).

Any thoughts?

Dave Martin

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Re: [Flightgear-devel] [OT] Terrain photo-real howto

2005-01-18 Thread Arnt Karlsen
On Mon, 17 Jan 2005 21:02:01 +0100, Robicd wrote in message 
[EMAIL PROTECTED]:

 Hi,
   Sorry, I know it's not a Developer's question but I don't find 
 anything in the docs so I ask here.
 
 How do I use photo-real terrains? I have some nice aerial pictures of 

..these pix _you_ owns the copyrights to?  Next step is GPL them, and
paint them onto the scenery tiles.

 the city I leave in and I would like to use them into FGFS but I
 really  don't know how to include them into a scenary. Any hint?

..search this list and the users list for photo and scenery, 
AFAIR this was discussed a year or less ago.
Also chk Jon Stockill's and Mat Churchill's sites.

-- 
..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] b1900d FDM

2005-01-18 Thread Jon S Berndt
On Tue, 18 Jan 2005 16:47:04 +
 Dave Martin [EMAIL PROTECTED] wrote:
Is anyone currently working on the b1900d FDM?
The reason I ask is that while the model is gorgeous, the FDM is 
relatively broken.
I know there is a YASim model, and I've wanted to work on a JSBSim 
model for some time, but as the coordinator for JSBSim, editor for the 
Houston AIAA chapter newsletter, trying to get somewhere on the 1st 
quarter JSBSim newsletter, being in the middle of a job transition, 
and being a father of four ... it's a near miracle that I've almost 
completed the code transition to support JSBSim config file v2.0. :-)

If you are interested in doing a JSBSim version of the B1900, I can 
probably put together a data packet to support that work.

Jon
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Re: [Flightgear-devel] b1900d FDM

2005-01-18 Thread Curtis L. Olson
Dave Martin wrote:
Is anyone currently working on the b1900d FDM?
The reason I ask is that while the model is gorgeous, the FDM is relatively 
broken.

I've tried fixing the FDM before a couple of months ago but I didn't get 
anything acceptable.

The aircraft accelerates at a hell of a rate on the ground but wont unstick 
until about 160kts with flap and when it does, the torque effect requires 
full right aileron to counteract until the airspeed reaches 200kts. (which 
takes a matter of seconds).

Also, if you fight the aircraft level and then apply full-flap, cut the 
throttles and hold your altitude to the stall, you find that the stall occurs 
at 120kts and immediately causes a vicious spin.

For the Torque, don't the b1900d's have counter-rotating props?
As for the FDM's aerodynamics, I've yet to work out exactly what is wrong (the 
numbers look right but the result is rather like a dragster without wings).
 

My guess is the approach speed is too high ... you have to be careful 
because as the file is setup, approach speed is 105 at 13 deg aoa, but 
full stall is 14 deg aoa.  This is saying the aircraft approaches at 105 
kts just above the edge of a stall.  Add some additional weight (which 
is often the case) and this could put you right up near 120 for a stall 
point.

I think that either the approach aoa should be dropped significantly, or 
the speed you can just barely fly without stalling needs to be 
decreased.  Just a guess, but I bet you could fly it down into the range 
of 80-85 kts full flaps without stalling it (given a moderate load and 
reasonable temp conditions.)

I don't have a b1900 POH, but I wouldn't be surprised if I ended up with 
one by the end of the year ...

I'd agree that the propellors should probably be made counter rotating 
by negating the moment on one of the sides.  The Beech99 is a similar 
airplane which actually flies pretty close to the POH numbers so you 
could probably yank data out of there and at least make the 1900 a bit 
more plausible.

Yes, the 3d model and 3d cockpit is gorgeous. :-)
Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d
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Re: [Flightgear-devel] A380 - Virtual Screen inside Flightgear driven by SVG commands?

2005-01-18 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Oliver C. schrieb:
 
 Is it possible to implement a sort of virtual screen (like a texture but 
 vector driven not bitmap driven) inside the Flightgear Window that can be put 
 anywhere in the flightgear 3d world, for example inside of a cockpit as a 
 instrument display.
 Flightgear should then offer this screen to outside applications and do the 
 rendering  but the commands what should be rendered is given by the outside 
 application which are running outside of flightgear?

In principle it is possible to set up the current OpenGL context to draw
 to an limited area and allow a plug in to render there.

But - probably - the better solution is to have the plugin code to
render to an off screen texture and use that dynamic texture as an
instrument.

I guess that that would be faster (no big changes in viewports, etc) and
create higher quality graphics (z buffer fighting, etc.)

 The commands that are sent to flightgear should be simple 2d vector 
 primitives, to make sure that this solution is flexible enough to display 
 everything.
 FlightGear receives the 2d vectors primitives and put those on a virtual 
 screen inside the FlightGear 3d world. For example a screen display in the 
 cockpit.

This is a totally different kind of problem. If the plugin is written
in C/C++ it should use OpenGL (OpenGL is fine as a 2D library and
there's no need to slow it down by wrapping it).

If the plugin is writen in NASAL then NASAL would need an OpenGL like
extension. That is - I guess - not hard to do. But - I guess - it'll be
too slow when the graphics gets complex.
I think the best would be, to add the OpenGL extension to NASAL (for
flexibility) *and* write the more complex things in native C/C++ and add
those to NASAL as well.

 Doing it this way would allow to do the complexity of such glass cockpits 
 outside of flightgear.

As long as the interface to FGFS is clear and easy it doesn't matter
where the code lives.

 And if we change atlas from bitmap to vector graphics
 we could just sent from atlas the 2d primitives that flightgear could than 
 render on a virtual screen inside flightgear.

Atlas is basically vector graphics. It tries really hard to generate the
bitmaps...

 As a 2d vector describing language we could use SVG.
 FlightGear then needs only a SVG parser that puts the visuals on a screen 
 inside flightgear.

Atlas can already create SVG. (Or it could when I added the SVG output a
few years ago...)

 There are allready SVG libarys available that do render SVG primitives
 in OpenGL, maybe we could use such a library instead of writing an own SVG 
 parser.

I don't think that that sould be a good solution.

It would be *much* better to use the geometry data that FGFS has already
loaded to the graphics hardware as it needs it for scenery.

CU,
Christian
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Re: [Flightgear-devel] A380

2005-01-18 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Paul Surgeon schrieb:
 Running Nasal code in the rendering loop to do tons of work would not be a 
 very good idea in my opinion.
 I've looked through an A320 FCOM manual and it would take many thousands of 
 lines of C++ to accomplish a half functional aircraft.
 I don't think Nasal is the tool for the job.
 
 What I would need to create a aircraft with glass cockpits is :
 
 1.
 A way to code self rendering OpenGL intruments. i.e. The renderer loops 
 through the intruments and lets them do their own rendering.

As I wrote in the other mail I think we need to explore how to render to
an texture and use that texture in an instrument.

Then it's no problem to write C/C++ code that renders (a part of) an
instument to that texture.

This could then be added to NASAL (plus some basic OpenGL commands) to
create a full MFD out of these bulding blocks.

 3.
 A generic communications bus that can be used to hook instruments/switches 
 and 
 the blackbox together. Using a handful of sockets is not a good way to do it 
 and properties maybe be a bit messy and I would require hundreds of them.

Why not use the property system for that?

So far I found the property system very good for unidirectional
communications (I'm responsible for system foo and tell everybody that
it is in the state bar).
But I couldn't solve a bidirectional point-to-point communication with
it (I need from system foo the state of bar at position lat/lon
somewhere on the world) - but it doesn't sound that you need such a
capability.

CU,
Christian
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RE: [Flightgear-devel] A380

2005-01-18 Thread Vivian Meazza
Erik Hofman wrote

 
 Paul Surgeon wrote:
 
  How would I model for instance the ECAM switching on an A340 at the
 moment?
  The switches are located on the center pedestal but the displays are on
 the
  center panel. Would I have to add them to the properties tree?
  How do I control the logic of those switches? If there is a failure I
 must be
  able to override those switch settings and display the failure without
  changing the position of the switch. Then the pilot must be able to
  acknowledge and override (yet again) those failures on the display.
  How do I tell the PFD or ND to display the ECAM screens? (This can be
 done on
  real Airbus aircraft)
  How do I close solenoid X if switch A is in postion Z but hydraulic
 pressure
  is between 1000 and 1500 psi and there is a failure on the blue
 hydraulic
  system?
  FlightGear cannot and should not ever have to handle all these aircraft
  operating procedures.
 
 I'm not convinced FlightGear cannot handle all this already (or
 requiring just a couple of small changes). But I agree that this will be
 a huge task.
 

This looks eminently doable in xml or Nasal (it's what Nasal was built for
after all). It would be big, but not all that big a task, either. 

Regards,

Vivian  



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[Flightgear-devel] QuickSilver MX - anyone making this?

2005-01-18 Thread Don Oliver
Is anyone in the process of making a QuickSilver MX
ultralight for Flight Gear?
If not, I would like to combine learning to make 3d
models in Turbocad with learning to make an aircraft
for Flight Gear.

The MX is a very simple aircraft, with no instruments,
and only a lever for throttle, and a joystick for
rudder/elevator. The ones that I flew in the early
80's didn't even have brakes.

Don



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Re: [Flightgear-devel] A380

2005-01-18 Thread Paul Surgeon
On Tuesday, 18 January 2005 13:04, Durk Talsma wrote:
 So, are you suggesting we should do it ourselves and shift priorities? Work
 on glass cockpits Instead of creating 3D models, and FDMs? Doesn't sound
 like its gonna work. There are currently some really talented people
 working on 3D models, but these people are not necessarily great
 programmers. And the opposite is true as well. Good programmers might be
 lousy 3D modellers.

 So, shifting priorities wouldn't work here. I don't see why the 3D
 modelling people shouldn't continue to work on new models. My experience
 with FlightGear over the years has alway been that if there is something
 you can do *now*, that will benefit the program in the long run that do
 it[1].

Point taken - model away!  :)
I just find it frustrating when I start up a nice aircraft to find out that 
there no way to navigate the thing across open oceans.
I don't think real world pilots use a magnetic compass to navigate where VOR's 
and NDB's don't live.

Paul

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Re: [Flightgear-devel] A380

2005-01-18 Thread Paul Surgeon
On Tuesday, 18 January 2005 15:34, Innis Cunningham wrote:
 Paul what do you consider an empty cockpit, do you for instance consider
 the 747 an empty
 cockpit and if so what instruments do you think constitutes a populated
 cockpit.

Primarily a working FMC/FMS and ND so that one can enter waypoints in the FMS 
and then navigate via the ND using compass, rose or arc modes.
I think this is the most important thing to get working first.

Overhead, pedestal and main panels with working switches so that from a pilot 
perspective the aircraft functions in a procedurally correct manner.

Once we have about 30% of the above functionality I'll consider a cockpit as 
being not empty.  :)

Paul

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Re: [Flightgear-devel] QuickSilver MX - anyone making this?

2005-01-18 Thread Dave Martin
On Tuesday 18 Jan 2005 18:45, Don Oliver wrote:
 Is anyone in the process of making a QuickSilver MX
 ultralight for Flight Gear?
 If not, I would like to combine learning to make 3d
 models in Turbocad with learning to make an aircraft
 for Flight Gear.

 The MX is a very simple aircraft, with no instruments,
 and only a lever for throttle, and a joystick for
 rudder/elevator. The ones that I flew in the early
 80's didn't even have brakes.

 Don

I was mucking about with a flexwing design for a while. I did think of doing a 
Quicksilver but I decided against it because I like 'navigable' aircraft ;-)

It'd be really good to have a fairly detailed aircraft like the Quicksilver 
with an 'ultra-open' cockpit to check out the scenery that we are starting to 
build.

I also wondered about trying to simulate a BRS system that you see on many 
Quicksilvers but I'm not sure if the FDMs would support such a thing.

Look forward to seeing it :-)

Dave Martin

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Re: [Flightgear-devel] [OT] Terrain photo-real howto

2005-01-18 Thread Robicd
Hi,
How do I use photo-real terrains? I have some nice aerial pictures of 

..these pix _you_ owns the copyrights to?  Next step is GPL them, and
paint them onto the scenery tiles.
Sorry no, I can't distribute them because they are copyrighted but I'd 
like to have them for private use (that's allowed) and that will help me 
positioning a few 3d objects I'm currently building into the right place 
in the scenery.

   Roberto

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Re: [Flightgear-devel] QuickSilver MX - anyone making this?

2005-01-18 Thread Don Oliver

--- Dave Martin [EMAIL PROTECTED] wrote:

 
 It'd be really good to have a fairly detailed
 aircraft like the Quicksilver 
 with an 'ultra-open' cockpit to check out the
 scenery that we are starting to 
 build.
 
 I also wondered about trying to simulate a BRS
 system that you see on many 
 Quicksilvers but I'm not sure if the FDMs would
 support such a thing.
 
 Look forward to seeing it :-)

Dave,
Thanks for the encouragement. It will take me some
time, as I have a lot of learning to do. I have found
information on how to get a model into Flight Gear,
once it is made, but not too much success yet in
finding info on how to actually make the model. At the
moment, I am working on the assumption that I will
find a way to convert the Turbocad format to Flight
Gear format.

Don



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Re: [Flightgear-devel] A380

2005-01-18 Thread Durk Talsma
On Tuesday 18 January 2005 19:28, Paul Surgeon wrote:
 On Tuesday, 18 January 2005 13:04, Durk Talsma wrote:
  So, are you suggesting we should do it ourselves and shift priorities?
  Work on glass cockpits Instead of creating 3D models, and FDMs? Doesn't
  sound like its gonna work. There are currently some really talented
  people working on 3D models, but these people are not necessarily great
  programmers. And the opposite is true as well. Good programmers might be
  lousy 3D modellers.
 
  So, shifting priorities wouldn't work here. I don't see why the 3D
  modelling people shouldn't continue to work on new models. My experience
  with FlightGear over the years has alway been that if there is something
  you can do *now*, that will benefit the program in the long run that do
  it[1].

 Point taken - model away!  :)

:-)

 I just find it frustrating when I start up a nice aircraft to find out that
 there no way to navigate the thing across open oceans.
 I don't think real world pilots use a magnetic compass to navigate where
 VOR's and NDB's don't live.


I can imagine that. My gut feeling is though that as soon as there is a 
breakthough in the design of glass cockpits these changes can be traversed 
back to the existing models relatively quickly. I'm glad to see some 
discussion  in this area.

Cheers,
Durk


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Re: [Flightgear-devel] A380

2005-01-18 Thread Roy Vegard Ovesen
On Tuesday 18 January 2005 19:28, Paul Surgeon wrote:
 I just find it frustrating when I start up a nice aircraft to find out that
 there no way to navigate the thing across open oceans.
 I don't think real world pilots use a magnetic compass to navigate where
 VOR's and NDB's don't live.

You can use the GPS. You can add a GPS driven HSI to your favorite aircraft 2D 
panel, like this:

  instrument include=../../Instruments/hsi-bk-hi.xml
   nameGPS driven HSI/name
   params
gs-needle/instrumentation/gps/wp/alt-deviation-ft/gs-needle
vor-needle/instrumentation/gps/wp/wp[1]/course-error-nm/vor-needle

radial-selected-deg/instrumentation/gps/wp/wp[1]/desired-course-deg/radial-selected-deg
to-flag/instrumentation/gps/wp/wp[1]/to-flag/to-flag
vor-in-range/instrumentation/gps/serviceable/vor-in-range
has-gs/instrumentation/gps/serviceable/has-gs
heading-deg/instrumentation/gps/indicated-track-true-deg/heading-deg

autopilot-heading-deg/instrumentation/gps/tracking-bug/autopilot-heading-deg
   /params
   x264/x
   y-25/y
   w115/w
   h115/h
  /instrument

The CDI is bound to to waypoint2 (wp[1]), the to-waypoint. You can set it in 
the GPS Settings dialog from the Equipment menu. Note that the compass rose 
shows true tracking.

-- 
Roy Vegard Ovesen

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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-18 Thread Jim Wilson
Curtis L. Olson said:

 Jon Berndt wrote:
 
 In addition to the status tag, I also support a author and version
 tags.  It would be great if people could go through and fill in these
 fields as they can.
 
 
 
 Is that for the FDM? JSBSim v2 config files will feature this header
(partially in working
 with the DAVE-ML spec):
 
 fileheader
   authorTony Peden/author
   filecreationdate1999/filecreationdate
   descriptionModels a 1997 Cessna 172R./description
   version$Id: c172x.xml,v 1.25.2.16 2005/01/13 13:52:39 jberndt$/version
   reference refID=None author=n/a title=n/a date=n/a /
 /fileheader
   
 
 
 Actually, for building the web page, the script is looking in the 
 aircraft-set.xml file(s).
 

I'm done doing thumbs for now.  Feel free to replace the ones I've posted with
improved versions, especially authors may want to.

Related(?) question: Would it be possible to combine all the c172 stuff under
one directory (or maybe two, since the c172p model is a complete package)? 
Otherwise we probably should  tell people they've got to download the
c172_*.tar.gz file as a pre-requisite in order for the c172le, c172r, c172x,
etc. to work.

Best,

Jim


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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-18 Thread Curtis L. Olson
Jim Wilson wrote:
I'm done doing thumbs for now.  Feel free to replace the ones I've posted with
improved versions, especially authors may want to.
 

Hi Jim,
Thanks for all your efforts (and thanks to everyone else who's generated 
thumbnail images or filled in missing fields.)

Related(?) question: Would it be possible to combine all the c172 stuff under
one directory (or maybe two, since the c172p model is a complete package)? 
Otherwise we probably should  tell people they've got to download the
c172_*.tar.gz file as a pre-requisite in order for the c172le, c172r, c172x,
etc. to work.
 

I understand how we got where we are with the c172 stuff, but I think I 
can say that it is a big hairy mess.  It would be nice to get someone to 
clean it up and break all those of the bizarre and twisted dependencies.

On a similar subject, I vote that for aircraft with only one variant, we 
get rid of all alias entries.  We can add them back later if we need 
to differentiate between a jsbsim vs. yasim version, but many aircraft 
have a single alias pointing to a single model and there probably will 
only ever be that one model.  The unneeded alias just clutters things up 
in my opinion.   Any one want to work on cleaning some of those up?

Once we are happy with the current state of things, I'd like to propose 
we add category tags to the aircraft-set.xml files.  We can debate the 
categories and we should allow multiple categories.  This will allow us 
to better organize the aircraft downloads page which will become 
increasingly important as more aircraft are added.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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[Flightgear-devel] [BUG] *-set.xml files refer to non-existent files (via include=...)

2005-01-18 Thread Melchior FRANZ
$FG_ROOT/Aircraft/c172/c172-ifr-set.xml refers to
$FG_ROOT/Aircraft/c172/c172-set.xml

$FG_ROOT/Aircraft/c310u3a/c310-3d-set.xml refers to
$FG_ROOT/Aircraft/c310u3a/c310u3a-3d-jsbsim-set.xml

$FG_ROOT/Aircraft/c172p/c172-larcsim-set.xml refers to
$FG_ROOT/Aircraft/c172p/../c172p/c172p-base.xml

none of which exist. (Can't fix it myself. I'm busy with something else
that should go into the release. And I wouldn't know which c172* need
which base files, anyway. Maybe the one who broke it can fix it too.  ;-)

m.

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[Flightgear-devel] Aircraft downloads

2005-01-18 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

the web page is comming along nicely!

There's one thing that could be added: when you click on the thumbnail a
normal sized picture should open.

It also would be great if there'd be a thumbnail of the cockpit for that
plane as well.

CU,
Christian
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.0 (MingW32)
Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org

iD8DBQFB7Xn9lhWtxOxWNFcRAsK7AKC9BXKP7D84/fDG7lGHV2z6S7wHrQCgvcS/
IatYStdya8WuDCb5aH7inWM=
=vtLk
-END PGP SIGNATURE-

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Re: [Flightgear-devel] Aircraft downloads

2005-01-18 Thread Oliver C.
On Tuesday 18 January 2005 22:05, Christian Mayer wrote:
 Hi,

 the web page is comming along nicely!

 There's one thing that could be added: when you click on the thumbnail a
 normal sized picture should open.

 It also would be great if there'd be a thumbnail of the cockpit for that
 plane as well.

 CU,
 Christian

And some information data and text about the aircraft itself.
This could be also usefull later for a in game menu.

Best Regards,
 Oliver C.
 

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Re: [Flightgear-devel] Aircraft downloads

2005-01-18 Thread Curtis L. Olson
Christian Mayer wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi,
the web page is comming along nicely!
There's one thing that could be added: when you click on the thumbnail a
normal sized picture should open.
It also would be great if there'd be a thumbnail of the cockpit for that
plane as well.
 

Maybe for the *next* release!
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] Aircraft downloads

2005-01-18 Thread Oliver C.
On Tuesday 18 January 2005 22:05, Christian Mayer wrote:
 Hi,

 the web page is comming along nicely!

 There's one thing that could be added: when you click on the thumbnail a
 normal sized picture should open.

 It also would be great if there'd be a thumbnail of the cockpit for that
 plane as well.

 CU,
 Christian


One thing more, that i have forgotten in my last message.

A way to filter the aircrafts on the webpage by their status, fdm
and aircraft type.

Best Regards,
 Oliver C.


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Re: [Flightgear-devel] Antonov AN-225.

2005-01-18 Thread Lee Elliott
On Monday 17 January 2005 20:25, Dave Martin wrote:
 On Monday 17 Jan 2005 17:06, Vivian Meazza wrote:
  Dave Martin wrote
 
   On Monday 17 Jan 2005 15:31, Martin Spott wrote:
Dave Martin wrote:
 http://www.airshowphotography.com/videos/videos2.html
   
Nice, a 45 degree turn just one wing-span AGL  :-)
   
Martin.
  
   I've been playing with the FDM and changing the line in
   the yasim file:
  
flap1 start=0.75 end=0.95 lift=1.15 drag=1.3/
  
   to
  
flap1 start=0.75 end=0.95 lift=2.0 drag=1.3/
  
   seems to give a realistic response at low speed.
  
   Just changing the lift factor of the aileron makes the
   detail in the videos
   flyable and doesn't seem to give any unrealistic behavior
   at full deflection
   etc (50% deflection seems about the same as 100% at low
   speeds).
  
   If anyone else would like to try her out with that lift
   factor change we can
   compare notes :-)
 
  The AN-225 is Lee Elliot's pet, but remember that air-shows
  are very often done with minimum fuel and no load.
  Heuristically, a lift factor of 2.0 is perhaps too high for
  a plain aileron. 1.2 - 1.5 would be normal, and with drag to
  match. But I agree that as it is the aircraft seems on the
  sluggish side.
 
  Regards,
 
  Vivian

 I was originally testing with absolute minimum fuel and I
 could still get it into situations where it wouldn't lift the
 inner wing from 45' bank at 170kts.

 I'm going to have a go with a figure of 1.5 for lift.

 One thing tho; the lift figure is the 'maximum' ie: at full
 deflection. Could we expect that the Aeileron might make that
 much at full deflection but such a deflection would also be
 structurally damaging to the aircraft at above takeoff /
 landing speeds.

 In the videos, the aeileron deflection used to induce high
 rates of roll doesn't appear that much.

 Dave Martin

By all means have a go at tweaking any of the a/c I've done:)

Be aware that flight testing is a very time consuming process 
though;)

The point about the low fuel load for displays is pretty 
important - with a very low proportion of fuel on board the TOW 
is going to be around 700,000 lbs but the total thrust available 
i still going to be around 300,000 lbs - that's a pretty good 
thrust to weight ratio.  On that other hand, at MTOW the AN-225 
can't even taxi i.e. turn on the ground.

In the video it looks like it's getting roll rates of about 20-30 
deg/sec - I'll have a look into it myself a bit later.

One thing that's just occurred to me is that I'd expect the roll 
rate to be higher at low TOWs because there's less mass to move.

Has anyone any idea of what the minimum required roll rate would 
be for something like this?

Another important factor with the AN-225 in the low speed regime 
are the slats but they don't seem to produce the pitch-up I'd 
expect.  Dunno...

LeeE

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Re: [Flightgear-devel] Antonov AN-225.

2005-01-18 Thread Dave Martin
On Tuesday 18 Jan 2005 22:07, Lee Elliott wrote:

 By all means have a go at tweaking any of the a/c I've done:)

 Be aware that flight testing is a very time consuming process
 though;)

 The point about the low fuel load for displays is pretty
 important - with a very low proportion of fuel on board the TOW
 is going to be around 700,000 lbs but the total thrust available
 i still going to be around 300,000 lbs - that's a pretty good
 thrust to weight ratio.  On that other hand, at MTOW the AN-225
 can't even taxi i.e. turn on the ground.

 In the video it looks like it's getting roll rates of about 20-30
 deg/sec - I'll have a look into it myself a bit later.

 One thing that's just occurred to me is that I'd expect the roll
 rate to be higher at low TOWs because there's less mass to move.

 Has anyone any idea of what the minimum required roll rate would
 be for something like this?

 Another important factor with the AN-225 in the low speed regime
 are the slats but they don't seem to produce the pitch-up I'd
 expect.  Dunno...

 LeeE


I've been trying to get the aircraft to do the display detail with the outer 
tanks empty and light fuel load on the inners.

Does the FDM accurately model roll inertia when the outer tanks are full?

Fantastic model btw :-)

Dave Martin

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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-18 Thread Lee Elliott
On Monday 17 January 2005 18:49, Curtis L. Olson wrote:
 For the upcoming release of FG, I'm working on a couple
 scripts to create/manage a web page for individual downloads. 
 Here is where I'm at so far.  There is plenty room for
 improvement, but this will at least get us started:

 http://www.flightgear.org/Downloads/aircraft/

 If aircraft developers put a 171x128 pixel image in the top
 aicraft directory called thumbnail.png, this will
 automatically get picked up and put on the web page.  There's
 no need to get these all populated before the v0.9.8 image,
 but it would be great if people could start filling thes in
 with nice pictures.  The one's I created can be replaced if
 someone comes up with something better.

 Aircraft developers can continue to use our base package cvs,
 or they can maintain their files locally and submit a ready to
 install .tgz package ... either way will work fine.

 As part of this, I hope to significantly trim down the default
 base package.

 There are obvious areas of improvement such as categorizing
 the aircraft and putting them in their own sections (and we
 should do that eventually) but this at least is a workable
 starting point for this release.

 Regards,

 Curt.

I loved the entry for the ufo:)

LeeE

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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-18 Thread Dave Martin
On Tuesday 18 Jan 2005 22:31, Lee Elliott wrote:


 I loved the entry for the ufo:)

 LeeE

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Dammit!

Its a conspiracy!

Dave Martin

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Re: [Flightgear-devel] A380 - Virtual Screen inside Flightgear driven by SVG commands?

2005-01-18 Thread Lee Elliott
On Tuesday 18 January 2005 14:26, Oliver C. wrote:
 On Tuesday 18 January 2005 08:21, Paul Surgeon wrote:
  On Tuesday, 18 January 2005 04:40, Ampere K. Hardraade wrote:
   On January 17, 2005 02:25 pm, Paul Surgeon wrote:
We already have too many empty 3D models in FG without
working FMCs, FMSs, ECAMs, NDs, etc.
   
Paul
  
   It will be nice if you can implement these systems,
   perferablely by Nasal so that they can be flexible.
 
  Running Nasal code in the rendering loop to do tons of work
  would not be a very good idea in my opinion.
  I've looked through an A320 FCOM manual and it would take
  many thousands of lines of C++ to accomplish a half
  functional aircraft. I don't think Nasal is the tool for the
  job.
 
  What I would need to create a aircraft with glass cockpits
  is :
 
  1.
  A way to code self rendering OpenGL intruments. i.e. The
  renderer loops through the intruments and lets them do their
  own rendering.
 
  2.
  A central processing blackbox that contains all the logic
  for the aircraft that also get's updated in the rendering
  loop. The blackbox will simulate/handle the hydraulic and
  electrical systems, generate and feed the display data to
  the intruments, handle the logic for failures, receive input
  from all the simulated aircraft sensors and cockpit
  switches, etc.
  There are far too many aircraft specific systems than could
  ever be handled by FG properly. An aircraft like this is a
  simulation of its own.
 
  How would I model for instance the ECAM switching on an A340
  at the moment? The switches are located on the center
  pedestal but the displays are on the center panel. Would I
  have to add them to the properties tree? How do I control
  the logic of those switches? If there is a failure I must be
  able to override those switch settings and display the
  failure without changing the position of the switch. Then
  the pilot must be able to acknowledge and override (yet
  again) those failures on the display. How do I tell the PFD
  or ND to display the ECAM screens? (This can be done on real
  Airbus aircraft)
  How do I close solenoid X if switch A is in postion Z but
  hydraulic pressure is between 1000 and 1500 psi and there is
  a failure on the blue hydraulic system?
  FlightGear cannot and should not ever have to handle all
  these aircraft operating procedures.
 
  3.
  A generic communications bus that can be used to hook
  instruments/switches and the blackbox together. Using a
  handful of sockets is not a good way to do it and properties
  maybe be a bit messy and I would require hundreds of them.
 
  Unfortunately this is going to sit on the backburner for a
  long time as it's tons of work to implement, I'm already too
  busy with other projects and I doubt anybody else would be
  willing to tackle it in the near future.
 
  Paul

 Is it possible to implement a sort of virtual screen (like a
 texture but vector driven not bitmap driven) inside the
 Flightgear Window that can be put anywhere in the flightgear
 3d world, for example inside of a cockpit as a instrument
 display.
 Flightgear should then offer this screen to outside
 applications and do the rendering  but the commands what
 should be rendered is given by the outside application which
 are running outside of flightgear?

 The commands that are sent to flightgear should be simple 2d
 vector primitives, to make sure that this solution is flexible
 enough to display everything.
 FlightGear receives the 2d vectors primitives and put those on
 a virtual screen inside the FlightGear 3d world. For example a
 screen display in the cockpit.

 Doing it this way would allow to do the complexity of such
 glass cockpits outside of flightgear.

 And if we change atlas from bitmap to vector graphics
 we could just sent from atlas the 2d primitives that
 flightgear could than render on a virtual screen inside
 flightgear.


 As a 2d vector describing language we could use SVG.
 FlightGear then needs only a SVG parser that puts the visuals
 on a screen inside flightgear.
 There are allready SVG libarys available that do render SVG
 primitives in OpenGL, maybe we could use such a library
 instead of writing an own SVG parser.

 Take a look at this one:
 http://svgl.sourceforge.net/


 What do you think about such a solution?
 Is this possible?

 Best Regards.
  Oliver C.

The HUDs do something like this, don't they?

LeeE

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Re: [Flightgear-devel] Antonov AN-225.

2005-01-18 Thread Lee Elliott
On Tuesday 18 January 2005 22:40, Dave Martin wrote:
 On Tuesday 18 Jan 2005 22:07, Lee Elliott wrote:
  By all means have a go at tweaking any of the a/c I've
  done:)
 
  Be aware that flight testing is a very time consuming
  process though;)
 
  The point about the low fuel load for displays is pretty
  important - with a very low proportion of fuel on board the
  TOW is going to be around 700,000 lbs but the total thrust
  available i still going to be around 300,000 lbs - that's a
  pretty good thrust to weight ratio.  On that other hand, at
  MTOW the AN-225 can't even taxi i.e. turn on the ground.
 
  In the video it looks like it's getting roll rates of about
  20-30 deg/sec - I'll have a look into it myself a bit later.
 
  One thing that's just occurred to me is that I'd expect the
  roll rate to be higher at low TOWs because there's less mass
  to move.
 
  Has anyone any idea of what the minimum required roll rate
  would be for something like this?
 
  Another important factor with the AN-225 in the low speed
  regime are the slats but they don't seem to produce the
  pitch-up I'd expect.  Dunno...
 
  LeeE

 I've been trying to get the aircraft to do the display detail
 with the outer tanks empty and light fuel load on the inners.

The fuel tank arrangement is currently very primitive - just five 
equally sized tanks.  Try it with just the fuselage (last) tank.


 Does the FDM accurately model roll inertia when the outer
 tanks are full?

I don't know but I'd be surprised if it didn't.


 Fantastic model btw :-)

Thank you.  It could really do with some panels and the u/c is 
pretty basic.


 Dave Martin


LeeE

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Re: [Flightgear-devel] A380

2005-01-18 Thread Ampere K. Hardraade
On January 17, 2005 01:51 pm, Christian Mayer wrote:
 When do we have a flyable A380?

 It can't be that Airbus was faster than we are:
 http://slashdot.org/articles/05/01/17/0437202.shtml?tid=126

 CU,
 Christian ;)

Of course not.  Check out: http://flightgear.org/Gallery/



Ampere

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Re: [Flightgear-devel] A380

2005-01-18 Thread Innis Cunningham
 Paul Surgeon writes
I don't think real world pilots use a magnetic compass to navigate where 
VOR's
and NDB's don't live.
I don't know I guess the pilots that ferry Cessna's from America to 
Australia don,t
have the luxury of an FMS system
Paul
Cheers
Innis

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[Flightgear-devel] B1900D

2005-01-18 Thread Syd
Hi all ... I see someone else is having problems with the B1900D.
It was my first attempt  at a yasim aircraft ... and I still cant get it 
to fly right !
I dont know about the counter rotating props ... it was a LOT of guess 
work. So if someone can find a cure for it or give me specs , I'll be 
happy to attempt to fix it . ( It is a long way from being finished).
I did read somewhere that it had a wing incidence of about +3.5 at the 
root and -1 at the tip , but it crashes the program every time I try to 
implement it .
Im currently fixing the panel for plib 1.8.4 , should be able to send an 
update tonight.
Im afraid Ive tweaked the FDm to the point where it crashes FGFS AND 
FGRUN :) ... so I'll leave that out .Cheers
Syd

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Re: [Flightgear-devel] C++ question

2005-01-18 Thread Paul Kahler
It sounds to me like you should just drop the virtual function
declaration in the abstract A class (or make it non-virtual). It
serves no purpose other than trying to enforce your design on the
subclasses. Since you require the foo() function to take a parameter of
the subclass type, only a B can foo a B, and only a C can foo a C. Let
us not use complex language constructs (templates for example) just to
allow the compiler to check that you're following your own convention.
Put a comment in the base class that defines this requirement on
subclasses and call it a day. OTOH, if generic code is going to tell an
X to foo another X (somehow knowing they are the same type) this might
not work. H. I think another option is to declare A:foo(A p1) and
then have the B class explicitly cast the parameter p1 to a B inside
B:foo when using the B-specific functionality of the parameter. I don't
know how to do templates, so this is what I might do until it got too
ugly.

Hope that helps,
Paul

On Sat, 2005-01-15 at 15:12 +0100, Christian Mayer wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Hi,
 
 can someone help me to solve thise problem:
 
 Imagine I've got this class hierachy:
 
 class A
 {
   virtual bool foo( A bar ) = 0;
 }
 
 class B : A
 {
   bool foo( B bar )
   {
 ...
   }
   
 }
 
 int main( void )
 {
   B foobar;
 }
 
 this won't compile as my class B is still abstract as I didn't provide a
 bool foo( A bar ) member.
 
 But I only want class A to be an interface that tells everybody what to
 expect from it's derivated classes. And one of these things is, that
 every child must have a member that is called foo and has one
 parameter of the type of the child itself.
 
 How do I achieve that?
 
 
 The only workaround I can come up with is, that I have:
 class B
 {
   friend bool foo( class B, class B );
 }
 
 bool foo( class B bar1, class B bar2 )
 {
  ...
 }
 
 I this doesn't guarantee me, that every child of A must have a foo
 function...
 
 Thanks,
 Christian



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Re: [Flightgear-devel] B1900D

2005-01-18 Thread Dave Martin
On Wednesday 19 Jan 2005 01:14, Syd wrote:
 Hi all ... I see someone else is having problems with the B1900D.
 It was my first attempt  at a yasim aircraft ... and I still cant get it
 to fly right !
 I dont know about the counter rotating props ... it was a LOT of guess
 work. So if someone can find a cure for it or give me specs , I'll be
 happy to attempt to fix it . ( It is a long way from being finished).
 I did read somewhere that it had a wing incidence of about +3.5 at the
 root and -1 at the tip , but it crashes the program every time I try to
 implement it .
 Im currently fixing the panel for plib 1.8.4 , should be able to send an
 update tonight.
 Im afraid Ive tweaked the FDm to the point where it crashes FGFS AND
 FGRUN :) ... so I'll leave that out .Cheers
 Syd

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Lovely model!

Well, so far, I've counter-rotated the props for now till I can find out if 
they do in real life.

I've got the thing flying reasonably and the stall normalised at about 80-85 
dirty / 100ish clean.

I've already experienced what you mention with the incidence at the tips (the 
twist of the wing). I'm trying to work out if I can make an average between 
the two that wont make Yasim throw the toys out of the pram.

I've also managed to reduce the 'dragster' runway performance a bit but it 
needs more work to match up things like rate-of-climb etc to the real 
figures.

Cheers

Dave Martin

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Re: [Flightgear-devel] B1900D

2005-01-18 Thread Curtis L. Olson
Dave Martin wrote:
Lovely model!
Well, so far, I've counter-rotated the props for now till I can find out if 
they do in real life.

I've got the thing flying reasonably and the stall normalised at about 80-85 
dirty / 100ish clean.

I've already experienced what you mention with the incidence at the tips (the 
twist of the wing). I'm trying to work out if I can make an average between 
the two that wont make Yasim throw the toys out of the pram.

I've also managed to reduce the 'dragster' runway performance a bit but it 
needs more work to match up things like rate-of-climb etc to the real 
figures.
 

Yasim has a magic solver that is sometimes sensitive to specific 
inputs.  In the back of my head I imagine a little robot trying to climb 
to the highest point on the map by always going up ... but then coming 
to the top of a smaller hill and getting stuck.

The solver tunes the lift and drag coefficients to make the aircraft hit 
the numbers you specify ... so if you provide engines that are too weak, 
you will end up with a super slick model which an incredibly efficient 
wing ... thus it can still hit the numbers but has really slow 
acceleration and climb.  On the other end of the spectrum, if you 
provide too much power, you end up with a high drag, low lift model (so 
you don't blow past the provide performance numbers.)  This will give 
you great ground acceleration and probably great climb, but will still 
top out at whatever numbers you specify.

So once you have your basic YAsim model flying, you can tune things like 
rate of climb by adjusting actual engine output.  You can tune 
roll/pitch rates by adjusting the size or effectiveness of the control 
surfaces.

I'm not convinced you could get a YASim model close enough in every area 
to get FAA level 3 certification or higher, but you can get a really 
fine flying model in most regimes with a bit of tweaking and 
understanding (at least at a simple level) how various configuration 
options relate to each other.

The other thing that confused me early on was how YAsim handles weight.  
I don't remember the rules well enough off the top of my head to 
summarize them here, but the solver solves at 80% fuel load I believe.  
This means that unless you are very careful with your fuel load and the 
weight the solver uses, you won't hit your performance numbers exactly  
... those number only are for one particular aircraft weight.  Once you 
figure out how to control the weight the solver uses and figure out how 
to configure the aircraft at that exact same weight, you do hit the 
performance numbers dead on.

For someone like me with zero aeroengineering background, YAsim is a 
*really* fun tool to play around with.  After a few hours with it, I 
almost feel like I understand it enough to build pretty plausible 
numbers.  When it comes to stability derivatives and aero coefficients, 
I'm still pretty much as clueless as the day I was born.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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[Flightgear-devel] Aircraft included in base package

2005-01-18 Thread Curtis L. Olson
I know we can debate this endlessly so I hesitate to even bring this up, 
but are there any particular aircraft that absolutely, positively, must 
be in the base package.  Now that we have a separate aircraft download 
page, there's no need to include every aircraft in the base distribution.

I went through our list and tried to come up with a variety of aircraft 
that represents some of the major aircraft types as well as includes 
examples from many of our major aircraft designers.  Here's the list I 
came up with.  It's still probably too long.  If you suggest a different 
aircraft, you have to tell me why it's better than two aircraft on my 
list so I can reduce the size of my list.

So here's what I have ...
737 - large commercial jet.  Reasonably well done.  Flies pretty well.  
Nice 2d panel with some simple glass elements.
A-10 - A gorgeous external 3d model by Lee with nice flight dynamics and 
really well done gear animation.
bo105 - I could say a lot of nice things, but why bother, it's our only 
helicopter so it has to be included anyway.
c172, c172-le, c172p, c172r, c172x - I don't have the energy to sort out 
the dependencies so throw it all in.
c310, c310u3a - light twin, again I think there are cross dependencies 
so just include them both for now.
dhc2 - Our only sea plane, a cool aircraft, nicely done 3d cockpit, 
flies well.
f16 - A nicely done high performance military jet.
j3cub - Another nicely done aircraft, simple, easy to fly.
Hunter - A classic/early jet.  Well done.  3d cockpit, european 
representation.
p51d - A classic WWII fighter ... also well done.  Full 3d cockpit.
ufo - handy for debugging.
wrightFlyer1903 - First successful powered flyer.

So what did I miss and why should I replace something on my list with it?
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] [OT] Terrain photo-real howto

2005-01-18 Thread Arnt Karlsen
On Tue, 18 Jan 2005 20:08:00 +0100, Robicd wrote in message 
[EMAIL PROTECTED]:

 Hi,
 
   How do I use photo-real terrains? I have some nice aerial pictures
   of 
  
  
  ..these pix _you_ owns the copyrights to?  Next step is GPL them,
  and paint them onto the scenery tiles.
 
 Sorry no, I can't distribute them because they are copyrighted but I'd
 like to have them for private use (that's allowed) and that will help
 me positioning a few 3d objects I'm currently building into the right
 place  in the scenery.

..ok, the rest of my advice stands, and if you document how you do it,
that's gonna be useful to anyone who _can_ redistribute pix this way for
use in FG photo sceneries.

-- 
..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] QuickSilver MX - anyone making this?

2005-01-18 Thread Arnt Karlsen
On Tue, 18 Jan 2005 11:17:15 -0800 (PST), Don wrote in message 
[EMAIL PROTECTED]:

 
 --- Dave Martin [EMAIL PROTECTED] wrote:
 
  
  It'd be really good to have a fairly detailed aircraft like the
  Quicksilver  with an 'ultra-open' cockpit to check out the 
  scenery that we are starting to build.
  
  I also wondered about trying to simulate a BRS system that you see
  on many  Quicksilvers but I'm not sure if the FDMs would support
  such a thing.
  
  Look forward to seeing it :-)
 
 Dave,
 Thanks for the encouragement. It will take me some  time, as I have a
 lot of learning to do. I have found information on how to get a model
 into Flight Gear,  once it is made, but not too much success yet in
 finding info on how to actually make the model. At the moment, I am
 working on the assumption that I will find a way to convert the
 Turbocad format to Flight Gear format.

..Turbocad has support for several export file formats, no?

-- 
..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] Aircraft included in base package

2005-01-18 Thread David Megginson
On Tue, 18 Jan 2005 20:57:48 -0600, Curtis L. Olson
[EMAIL PROTECTED] wrote:

 c172, c172-le, c172p, c172r, c172x - I don't have the energy to sort out
 the dependencies so throw it all in.

We should try to sort them out and include just the C172p by default
-- in any case, you should be able to remove the c172-le, c172r and
c172x without any damage (I think that all the dependencies are
downwards on c172).  Since that's three removed, it might be worth
including a Cherokee (pa28-161), since it is the other common
entry-level trainer at flight schools, and that way we'd have most
student pilots covered.

Do we have a glider that's well enough along to include?  That seems
to be one big gap on the list (I'd remove one of the military jets to
make room, if you have to).

It might also be nice to include the Sopwith Camel so that we have WW I biplane.


All the best, and thanks for putting together the list,


David

-- 
http://www.megginson.com/

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RE: [Flightgear-devel] Aircraft included in base package

2005-01-18 Thread Jon Berndt
  c172, c172-le, c172p, c172r, c172x - I don't have the energy to sort 
  out the dependencies so throw it all in.

The C-172X is purely a development model It should definitely NOT be released.

Jon


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[Flightgear-devel] Announce v0.9.8

2005-01-18 Thread Curtis L. Olson
I have finalized the v0.9.8 release and rolled up the source and base 
packages, updated the web site, and made the new files available on the 
ftp site.  Everyone should be clear to start building binary versions 
for their favorite platforms.

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] QuickSilver MX - anyone making this?

2005-01-18 Thread Don Oliver
Arnt Karlsen [EMAIL PROTECTED] wrote:

.Turbocad has support for several export file formats, no?

Yeah, I should have looked before I said that, instead of after. g

Don

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[Flightgear-devel] Web site changes

2005-01-18 Thread Don Oliver

Curt,

I think that the changes made to the web site recently make it much better; especially the aircraft download area. Maybe you could think about adding the aircraft downloads to the Quick Links?

Don
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Re: [Flightgear-devel] Announce v0.9.8

2005-01-18 Thread Martin Spott
Curtis L. Olson wrote:
 I have finalized the v0.9.8 release and rolled up the source and base 
 packages, updated the web site, and made the new files available on the 
 ftp site.  Everyone should be clear to start building binary versions 
 for their favorite platforms.

Great ! Is there any consensus wether to build PLIB for the binary
releases with or without the 'Plib_ssgDList2' patch as in

  ftp://ftp.ihg.uni-duisburg.de/FlightGear/Devel/Plib_ssgDList2-20050105.diff

Cheers,
Martin.
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Re: [Flightgear-devel] A380

2005-01-18 Thread Durk Talsma
On Wednesday 19 January 2005 00:58, Ampere K. Hardraade wrote:
 On January 17, 2005 01:51 pm, Christian Mayer wrote:
  When do we have a flyable A380?
 
  It can't be that Airbus was faster than we are:
  http://slashdot.org/articles/05/01/17/0437202.shtml?tid=126
 
  CU,
  Christian ;)

 Of course not.  Check out: http://flightgear.org/Gallery/


Cool. Is this what you were working on with Innis? Looks good...

Cheers,
Durk


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Re: [Flightgear-devel] Aircraft downloads

2005-01-18 Thread Durk Talsma
On Tuesday 18 January 2005 22:05, Christian Mayer wrote:
 Hi,

 the web page is comming along nicely!

 There's one thing that could be added: when you click on the thumbnail a
 normal sized picture should open.

 It also would be great if there'd be a thumbnail of the cockpit for that
 plane as well.


Another thought: There are some other hangar pages out there like the ones 
made by David Culp and Wolfram Kuss. Would it be an idea to add a link to 
these pages at the bottom of the aircraft download page?

Presumably we can't merge these pages due to licence incompatibilities...

Cheers,
Durk


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Re: [Flightgear-devel] A380

2005-01-18 Thread Innis Cunningham

 Durk Talsma writes
On Wednesday 19 January 2005 00:58, Ampere K. Hardraade wrote:
 On January 17, 2005 01:51 pm, Christian Mayer wrote:
  When do we have a flyable A380?
 
  It can't be that Airbus was faster than we are:
  http://slashdot.org/articles/05/01/17/0437202.shtml?tid=126
 
  CU,
  Christian ;)

 Of course not.  Check out: http://flightgear.org/Gallery/

Cool. Is this what you were working on with Innis? Looks good...
Told ya there would be something around the 18th of January. :-)
And if you ask Ampere nicely he might upload it for you.
Cheers,
Durk
Cheers
Innis

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