[Flightgear-devel] finite

2005-05-06 Thread Martin Spott
Hello,
where is 'finite' expected to be declared ? I don't find a matching
declaration on my Solaris box:

make[2]: Entering directory `/usr/local/src/FlightGear/src/AIModel'
[...]
g++ -mcpu=hypersparc -mtune=hypersparc -DHAVE_CONFIG_H -I. -I.
 -I../../src/Include -I../.. -I../../src -I/opt/gnu/include
 -I/usr/local/include -I/opt/FlightGear/include -I/usr/local//include
 -O3 -D_REENTRANT -c -o AIAircraft.o `test -f 'AIAircraft.cxx' || echo
 './'`AIAircraft.cxx
AIAircraft.cxx: In member function `void 
FGAIAircraft::ProcessFlightPlan(double, time_t)':
AIAircraft.cxx:718: error: `finite' undeclared (first use this function)


Thanks,
Martin.
-- 
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[Flightgear-devel] Re: finite

2005-05-06 Thread Melchior FRANZ
* Martin Spott -- Friday 06 May 2005 08:33:
 where is 'finite' expected to be declared ? I don't find a matching
 declaration on my Solaris box:

$ man finite
NAME
   isinf, isnan, finite - test for infinity or not-a-number (NaN)

SYNOPSIS
   #include math.h

   int isinf(double value);

   int isnan(double value);

   int finite(double value);

DESCRIPTION
   The  isinf()  function  returns  -1 if value represents negative 
infinity, 1 if value represents positive
   infinity, and 0 otherwise.

   The isnan() function returns a non-zero value if value is not-a-number 
(NaN), and 0 otherwise.

   The finite() function returns a non-zero value if value is neither 
infinite nor  a  not-a-number  (NaN)
   value, and 0 otherwise.

NOTE
   C99 provides additional macros, such as the type-independent 
fpclassify(), isinf() and isnan().

CONFORMING TO
   BSD 4.3



Eeew ... BSD standard?

m.

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[Flightgear-devel] Re: opening window splash screen

2005-05-06 Thread Melchior FRANZ
* Ampere K. Hardraade -- Thursday 05 May 2005 20:43:
 Just an idea: would it be possible to throw in some random and irrelevent 
 messages in there as well, such as tying pilot's shoelase, so people can 
 have a laugh or two while waiting for FlightGear to load?

No. There are only a few messages at strictly defined points. There's no way
to add further ones. We would have to put renderer and initialization in
separate threads to do anything like that. The only possibility for aircraft
designers is to put a message into the optional title 
(/sim/startup/splash-title).

m.

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[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: source/src/Network net_ctrls.hxx, 1.18,

2005-05-06 Thread Martin Spott
Curtis L. Olson wrote:
 Update of /var/cvs/FlightGear-0.9/source/src/Network
 In directory baron:/tmp/cvs-serv347
 
 Modified Files:
   net_ctrls.hxx net_fdm.hxx 
 Log Message:
 32 bit integers are somewhat magical and handled pretty well across platforms
 in terms of predictable packing and byte ordering.

Now, as a first step of 'least intrusive' simplification would people
agree on this patch ?

--- FlightGear/src/Network/net_ctrls.hxx~   2005-05-06 12:15:48.879996000 
+0200
+++ FlightGear/src/Network/net_ctrls.hxx2005-05-06 12:15:48.880005000 
+0200
@@ -21,15 +21,11 @@
 
 #ifdef HAVE_STDINT_H
 # include stdint.h
-#elif defined( _MSC_VER ) || defined(__MINGW32__)
-typedef signed char  int8_t;
+#elif defined( _MSC_VER ) || defined(__MINGW32__) || defined(sun)
 typedef signed short int16_t;
 typedef signed int   int32_t;
-typedef signed __int64   int64_t;
-typedef unsigned charuint8_t;
 typedef unsigned short   uint16_t;
 typedef unsigned int uint32_t;
-typedef unsigned __int64 uint64_t;
 #else
 # error Port me! Platforms that don't have stdint.h need to define int8_t, 
et. al.
 #endif
--- FlightGear/src/Network/net_fdm.hxx~ 2005-05-06 12:15:39.01000 +0200
+++ FlightGear/src/Network/net_fdm.hxx  2005-05-06 12:15:39.110017000 +0200
@@ -23,15 +23,11 @@
 
 #ifdef HAVE_STDINT_H
 # include stdint.h
-#elif defined( _MSC_VER ) || defined(__MINGW32__)
-typedef signed char  int8_t;
+#elif defined( _MSC_VER ) || defined(__MINGW32__) || defined(sun)
 typedef signed short int16_t;
 typedef signed int   int32_t;
-typedef signed __int64   int64_t;
-typedef unsigned charuint8_t;
 typedef unsigned short   uint16_t;
 typedef unsigned int uint32_t;
-typedef unsigned __int64 uint64_t;
 #else
 # error Port me! Platforms that don't have stdint.h need to define int8_t, 
et. al.
 #endif


Martin.
-- 
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Re: [Flightgear-devel] Re: finite

2005-05-06 Thread Martin Spott
Melchior FRANZ wrote:

 $ man finite
 NAME
isinf, isnan, finite - test for infinity or not-a-number (NaN)
 
 SYNOPSIS
#include math.h

Ooops :

foehn: 13:47:03 ~ uname -a
SunOS foehn 5.8 Generic_117000-03 sun4m sparc
foehn: 13:47:06 ~ find /usr/include/ -name math\.h
/usr/include/math.h
foehn: 13:47:09 ~ grep finite /usr/include/math.h
foehn: 13:47:11 ~ man finite
NAME
 isnan, isnand, isnanf, finite, fpclass, unordered  -  deter-
 mine type of floating-point number

SYNOPSIS
 #include ieeefp.h

 int isnand(double dsrc);

 int isnanf(float fsrc);

 int finite(double dsrc);
[...]


I'll investigate if it works,
Martin.
-- 
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Re: [Flightgear-devel] Re: finite

2005-05-06 Thread Martin Spott
Martin Spott wrote:
 foehn: 13:47:11 ~ man finite
 NAME
  isnan, isnand, isnanf, finite, fpclass, unordered  -  deter-
  mine type of floating-point number
 
 SYNOPSIS
  #include ieeefp.h

If there's no suitable replacement for 'finite' then I'd suggest the
following patch:

--- FlightGear/src/AIModel/AIAircraft.cxx~  2005-05-06 13:53:21.620009000 
+0200
+++ FlightGear/src/AIModel/AIAircraft.cxx   2005-05-06 13:53:18.312280850 
+0200
@@ -32,6 +32,8 @@
 
 #include string
 #include math.h
+#if defined(sun)
+  #include ieeefp.h
+#endif
 #include time.h
 #ifdef _MSC_VER
 #  include float.h


Martin.
-- 
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Re: [Flightgear-devel] Big Nasal Changes

2005-05-06 Thread Martin Spott
Andy Ross wrote:

 More practically, this site seems to have good info, albeit not always
 complete:
 
   http://predef.sourceforge.net/

Good enough for me  ;-)

Thanks,
Martin.
-- 
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Re: [Flightgear-devel] Re: opening window splash screen

2005-05-06 Thread Gerard ROBIN
Le vendredi 06 mai 2005  11:24 +0200, Melchior FRANZ a crit :
 * Ampere K. Hardraade -- Thursday 05 May 2005 20:43:
  Just an idea: would it be possible to throw in some random and irrelevent 
  messages in there as well, such as tying pilot's shoelase, so people can 
  have a laugh or two while waiting for FlightGear to load?
 
 No. There are only a few messages at strictly defined points. There's no way
 to add further ones. We would have to put renderer and initialization in
 separate threads to do anything like that. The only possibility for aircraft
 designers is to put a message into the optional title 
 (/sim/startup/splash-title).
 
The result is pretty good. 
Don't try to be complicate.

Gerard


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2005-05-06 Thread Martin Spott
Martin Spott wrote:

 I found a third location:

Great, with the patches I posted these days and an additional
'-lpthread' to the final linker run we're up to date with Solaris
portability,

Martin.
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Re: [Flightgear-devel] Re: finite

2005-05-06 Thread Durk Talsma
On Friday 06 May 2005 14:00, Martin Spott wrote:
 Martin Spott wrote:
  foehn: 13:47:11 ~ man finite
  NAME
   isnan, isnand, isnanf, finite, fpclass, unordered  -  deter-
   mine type of floating-point number
 
  SYNOPSIS
   #include ieeefp.h

 If there's no suitable replacement for 'finite' then I'd suggest the
 following patch:


Hi Martin,

The finite check was added by me, while I was tracking down the possible 
cause(s) of a division by zero error in the AIAircraft code. I think I have 
nailed the problem in the latest release, but I opted to leave the finite 
check in there, just in case there were additional problems, assuming that 
this would be a portable function. 

I would like to keep this check around a little longer, until I'm more 
convinced I got everything nailed down. If there are portability issues 
though, I don't see any strong reasons for keeping it.

Cheers,
Durk


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[Flightgear-devel] Re: opening window splash screen

2005-05-06 Thread Melchior FRANZ
* James Turner -- Thursday 05 May 2005 10:54:
 I don't have much time to delve into this right now (hah!), but I  
 have some log calls in my local build, which have been fairly  
 consistent (haven't tested since your changes, Melchior - when I do,  
 I'll post those numbers).

Would be interesting. (But, of course, I didn't mean to say that the
topic is only worth to be discussed if you provide numbers. :-)  



 time between idle_state 0 and idle_state 1000
 
   33 sec
  10 sec
  10 sec

Of course, the idle_state  1000 will now take much longer. By about
the same amount that the pre-idle-loop is now shorter (+ a few times
rendering the splash screen, which will probably be much less than one
second altogether). I really really don't expect fgfs to take longer
for overall startup time, though. Of course, your reported 90 seconds
sound dramatic, almost unbearable. It's only around 30 seconds here.
I'd like to know how fgfs spends that extra minute on Apples. (Of course,
the time depends on the used options. Using AI takes probably longer,
or using a crowded airport like KSFO.)



 The third phase, *after* idle-state 1000, is the bit I was  
 referring to when I talked about starvation;

That's when all the scenery objects are loaded. The behavior was changed
a few months ago: before that, the 3D view appeard although not all objects
were loaded yet, which lead to some annoying stuttering on takeoff. Now
fgfs waits until all is loaded. You can get the old behavior like so

  $ fgfs --prop:/sim/sceneryloaded-override=1


 while it's doing this   
 wait, I see the splash screen, and see log output from subsystems  
 frequently (traffic manager, clouds, ephemeris), but it seems to sit  
 there for ages before showing the cockpit + scenery.

Yes, loading apt/nav data and initializing the subsystems are the
slowest parts by far.

m.

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Re: [Flightgear-devel] Introduction

2005-05-06 Thread Arnt Karlsen
On Thu, 5 May 2005 21:06:43 + (UTC), Martin wrote in message 
[EMAIL PROTECTED]:

 Mostyn Gale wrote:
 
  In the meantime I will just do a few warmup projects, i.e. A
  Robinson R22, Piper PA25 Pawnee and Cessna 152.
 
 Luckily you decided to choose the C152. In contrast to the C150 people
 already consider the former to be a real aircraft whereas the C150 is
 pretty close to an UL  ;-)

..make that an _over_weight_ UL.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...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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[Flightgear-devel] Re: opening window splash screen

2005-05-06 Thread Melchior FRANZ
* Gerard ROBIN -- Friday 06 May 2005 15:11:
 Le vendredi 06 mai 2005 à 11:24 +0200, Melchior FRANZ a écrit :
  No. There are only a few messages at strictly defined points. [...] The
  only possibility for aircraft designers is to put a message into the
  optional title (/sim/startup/splash-title). 
  
 The result is pretty good.

:-)


Maybe I should explain what the title is thought for: Umm ... for nothing
specific, actually. But I thought it might come in handy in some occasions,
for example:

- to display extra info in some distributions; could be the fgfs url for
  free give-away cdroms; the info would be in preferences.xml, but here's
  how it would look like:

  $ fgfs --prop:/sim/startup/splash-title=http://www.flightgear.org/

- to display some location info for fgfs installations
  (Sikorsky Simulation Group :-)

- other values/debugging stuff, e.g. press ?-key for aircraft help, or
  values copied over via nasal script. (this appear only after Nasal was
  initialized, which is quite late!)

  setprop(/sim/startup/splash-title, getprop(/sim/description));

- things that an aircraft designer wants to put there; should be used
  sparingly, though



Problems with the progress info:

- the splash screen is only updated whenever the text changes. So if you
  switch the virtual dekstop while the nav db is loaded, and immediately
  back, you may have to wait some seconds until the next update cycle

- the calculations for the geometry are based on /sim/startup/xsize  ysize
  These don't reflect the true window size if the window manager felt
  like not providing the requested size. So the text may end up cut off
  in some (hopefully) rare cases. I'll think about a solution.


Of course, the particular info text isn't set in stone, nor are the
position, color, font, fontsize. (But there's some reasoning behind each
of them: white seemed too obtrusive (and yellow fits the bo105 splash
screen ;-), smaller sizes and other fonts could quickly become unreadable.)

m.

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Re: [Flightgear-devel] New 3d clouds

2005-05-06 Thread Arnt Karlsen
On Thu, 5 May 2005 19:35:36 -0400, Ampere wrote in message 
[EMAIL PROTECTED]:

 On May 5, 2005 06:32 pm, Curtis L. Olson wrote:
  They look a lot nicer in 24bit depth, there are some issues, but I

..also be aware that ATI cards are strictly 24 bit, so running 16 or 15
bit is about as pointless as 32bit, 8bit _may_ be an idea if you dont
mind ugly performance.  Nvidea will do 15, 16 and 32 bit much better, 
because they went that extra mile (2*16bit  1*32 rather than just
1*24) on their hardware, AFAIU my web research of video cards.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...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] New 3d clouds

2005-05-06 Thread Jim Wilson
 From: Curtis L. Olson
 
 Ampere K. Hardraade wrote:
 
 The new 3D clouds are great!  However, on the ground, I noticed the clouds 
 seem a bit grainy.  They are also darker than they should be.  On closer 
 observation, I see this:
 http://www.students.yorku.ca/~ampere/fgfs-screen-006.jpg
 
 Does anybody know I am seeing these artifacts?  Would my use of 16-bits 
 depth 
 be one of the contributions
   
 
 
 Yes, the clouds look a lot nicer in 24 bit depth.  16bit depth only 
 gives you 4 bits each for RGB and A so you see a *lot* of banding with 
 alpha textures.
 
 They look a lot nicer in 24bit depth, there are some issues, but I 
 assume this is still a work in progress so I'll wait a bit longer before 
 I start complaining. 
 

It would be possible to improve that though by reducing the number of shades 
and doing appropriate dithering.

Best,

Jim



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[Flightgear-devel] new 3d clouds - strange movement

2005-05-06 Thread Karsten Krispin

Hi!

I've tried FG from CVS (05.05.05 haha...). Great work with the 3d-clouds.
But there are two things to mention:

If you bank your plane the clouds will move in the opposite direction as you 
turn
to - They move  to the right or to the left depending whether you turn
left or right. (And I'am not talking about the movements through the
wind ;)). It is strange to discribe this - The easiest way would be you try
it your self :) - You'll immediatly recognize what I mean. - Just do some hard 
and fast turns. Also it looks like if they get zoomed in or zoomed out...

Second thing: please make a switch for both cloud types. Flying with plain
3d-clouds  looks truly great, but not really realistic if there are more than
one layer or even there is just one, but it should be overcast.

Greetings,
Karsten


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Re: [Flightgear-devel] Re: finite

2005-05-06 Thread Andy Ross
Martin Spott wrote:
 If there's no suitable replacement for 'finite' then I'd suggest the
 following patch:

Alternatively we can just use something like the following (untested)
code.  All modern CPUs (and certainly all the ones we support) use
IEEE format for their floating point values.

int finite(double d)
{
int exp = ((*(uint64_t*)d)  52)  0x7ff;
return (exp != 0x7ff)  (exp != 0);
}

Andy

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Re: [Flightgear-devel] Re: finite

2005-05-06 Thread Martin Spott
Durk Talsma wrote:

 I would like to keep this check around a little longer, until I'm more 
 convinced I got everything nailed down. If there are portability issues 
 though, I don't see any strong reasons for keeping it.

It's your decision. If you want to keep it, then let's add the Solaris
workaround as well,

Martin.
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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-06 Thread Ampere K. Hardraade
On May 6, 2005 10:06 am, Karsten Krispin wrote:
 If you bank your plane the clouds will move in the opposite direction as
 you turn
 to - They move  to the right or to the left depending whether you turn
 left or right. (And I'am not talking about the movements through the
 wind ;)). It is strange to discribe this - The easiest way would be you try
 it your self :) - You'll immediatly recognize what I mean. - Just do some
 hard and fast turns. Also it looks like if they get zoomed in or zoomed
 out...
I know what you mean.  It seems you can never go inside the cloud.

Perhaps visibility should be decreased to a few meters when one is inside the 
clouds?



Ampere

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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-06 Thread Gerard ROBIN
Le vendredi 06 mai 2005  16:06 +0200, Karsten Krispin a crit :
 Hi!
 
 I've tried FG from CVS (05.05.05 haha...). Great work with the 3d-clouds.
 But there are two things to mention:
 
 If you bank your plane the clouds will move in the opposite direction as you 
 turn
 to - They move  to the right or to the left depending whether you turn
 left or right. (And I'am not talking about the movements through the
 wind ;)). It is strange to discribe this - The easiest way would be you try
 it your self :) - You'll immediatly recognize what I mean. - Just do some 
 hard 
 and fast turns. Also it looks like if they get zoomed in or zoomed out...
 
 Second thing: please make a switch for both cloud types. Flying with plain
 3d-clouds  looks truly great, but not really realistic if there are more than
 one layer or even there is just one, but it should be overcast.
 


I agree with Karsten. and in addition to these wishes  
the option --disable-clouds3d is not operational now. 


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[Flightgear-devel] new 3ds

2005-05-06 Thread h_a_l_o r
hi all;
i am trying to build new 3d aircrafts.i 've 3d models of nearly all fighters 
and trainers used today.
i easily can animate parts it in 3dsmax but i dont know how to import 
animations  in fg. also as a texture fg uses rgb type. cant we use others.

thanks for the help
_
Sohbet ve eglence, web kamera ve sesli sohbet Messenger'de. 
http://messenger.msn.com/?mkt=trDI=3490XAPID=2584

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[Flightgear-devel] Re: new 3ds

2005-05-06 Thread Melchior FRANZ
* h_a_l_o r -- Friday 06 May 2005 23:00:
 i easily can animate parts it in 3dsmax but i dont know how to import 
 animations in fg.

There's no way to import any animation info from other programs. You have
to write fgfs animation by hand. Just take a random aircraft and look how
it's done. (Hint: $FG_ROOT/Aircraft/*/Models/*.xml) Also, read the animaton
documentation: $FG_ROOT/Docs/model-howto.html



 also as a texture fg uses rgb type. cant we use others. 

No. SGI graphics (rgb) are a kind-of standard for textures. Every decent
graphics program can read and write them. There are free ones available
(GIMP, ImageMagick's convert, kolourpaint, ...).

m.

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Re: [Flightgear-devel] Problem with steering plane o WinXP

2005-05-06 Thread Lee Elliott
On Friday 06 May 2005 02:12, Tymoteusz Puciek Paul wrote:
 Well i got problem with flight gear on win xp, (amd athlon xp
 2600, 1,9ghz, 512 mb ram, ati radeon 9550, no joystick
 installed or plugged).
 When i start fly (after choosing plain, airport, setting that
 i use keyboard) the plain is going forward it self, and,
 usualy it rotate left or right (on helicoprtes he can even
 make more han 360 degre rotate without aking off ground.) it
 happends on all plains. When i start a plain, i need to manu
 all time to steer formward, other way adter some meters i'm
 out of starting road +_+
 I don't know why this happend, and this make me less happy :(

What aircraft have you tried?

Could you try an automatic take-off in the B-52F?  Select the 
B-52F and the default airport settings.

When FG has started press Shift-P and then 's' to get the 
'mini-panel'.

Either use Ctrl-b on the keyboard or click on the 'BRAKES' 
indicator on the panel (to release the parking brake) and then 
click on 'TO' on the 'AP Mode' instrument.

Does the B-52F start a take-off roll along the runway?

LeeE


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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-06 Thread Lee Elliott
On Friday 06 May 2005 17:29, Ampere K. Hardraade wrote:
 On May 6, 2005 10:06 am, Karsten Krispin wrote:
  If you bank your plane the clouds will move in the opposite
  direction as you turn
  to - They move  to the right or to the left depending
  whether you turn left or right. (And I'am not talking about
  the movements through the wind ;)). It is strange to
  discribe this - The easiest way would be you try it your
  self :) - You'll immediatly recognize what I mean. - Just do
  some hard and fast turns. Also it looks like if they get
  zoomed in or zoomed out...

 I know what you mean.  It seems you can never go inside the
 cloud.

 Perhaps visibility should be decreased to a few meters when
 one is inside the clouds?



 Ampere

Hmm... I've flown inside them pretty convincingly but I'm seeing 
a darkened region within the clouds, even when I'm outside them, 
between the horizon and what I presume to be the bottom of the 
sky-sphere.

I can post some screen shots of inside the clouds or of the 
horizon problem if anyone wants.

LeeE

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[Flightgear-devel] Re: Problem with steering plane o WinXP

2005-05-06 Thread Tymoteusz \Puciek\ Paul
It was the same as in all plains

On 5/6/05, Tymoteusz Puciek Paul [EMAIL PROTECTED] wrote:
 Well i got problem with flight gear on win xp, (amd athlon xp 2600,
 1,9ghz, 512 mb ram, ati radeon 9550, no joystick installed or
 plugged).
 When i start fly (after choosing plain, airport, setting that i use
 keyboard) the plain is going forward it self, and, usualy it rotate
 left or right (on helicoprtes he can even make more han 360 degre
 rotate without aking off ground.) it happends on all plains.
 When i start a plain, i need to manu all time to steer formward, other
 way adter some meters i'm out of starting road +_+
 I don't know why this happend, and this make me less happy :(
 --
 Contra spen vado
 


-- 
Contra spen vado

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Re: [Flightgear-devel] Re: Problem with steering plane o WinXP

2005-05-06 Thread Gerard ROBIN
Le samedi 07 mai 2005  01:23 +0200, Tymoteusz Puciek Paul a crit :
 It was the same as in all plains
 
 On 5/6/05, Tymoteusz Puciek Paul [EMAIL PROTECTED] wrote:
  Well i got problem with flight gear on win xp, (amd athlon xp 2600,
  1,9ghz, 512 mb ram, ati radeon 9550, no joystick installed or
  plugged).
  When i start fly (after choosing plain, airport, setting that i use
  keyboard) the plain is going forward it self, and, usualy it rotate
  left or right (on helicoprtes he can even make more han 360 degre
  rotate without aking off ground.) it happends on all plains.
  When i start a plain, i need to manu all time to steer formward, other
  way adter some meters i'm out of starting road +_+
  I don't know why this happend, and this make me less happy :(
  --
  Contra spen vado


I am not sr the answer is correct regarding your problem.

When you start on fgfs with an Aircraft whose the engine(s) is (are)
running and the parking-break  OFF. 
That Aircraft will begin to run and because of the wind and dynamics
effects will be pushed immediately on one side and never stay quietly in
place straight ahead.
Because you are the pilote As des As, you have to manage with the
rudder, in order to keep a straight way.It is not so easy
This depend partly on the mass off the aircraft:
-- C170 light hardly pushed
-- A380 heavy less pushed.

The helicoptere needs a specific pilote it is not aircraft generic
 
Let's conclude FGFS is not a game it does not look like any commercials
games.

Gerard


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[Flightgear-devel] Re: Problem with steering plane o WinXP

2005-05-06 Thread Tymoteusz \Puciek\ Paul
Well i know that, but let's look at cessna, when engines turned on,
brakes on so it stay in place but turn controler (as whole plain)
shake as he wan't to go but he can't (throttle set to 0)

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Re: [Flightgear-devel] Re: Problem with steering plane o WinXP

2005-05-06 Thread Gerard ROBIN
Le samedi 07 mai 2005  02:37 +0200, Tymoteusz Puciek Paul a crit :
 Well i know that, but let's look at cessna, when engines turned on,
 brakes on so it stay in place but turn controler (as whole plain)
 shake as he wan't to go but he can't (throttle set to 0)
 

OK: Every aircrafts move sightly more or less according to the mass and
the side area.
Throttle set to 0 does not mean no thrust. The RPM engine is about 700
and the pitch of the propeller is 22
 
The addition of forces (vibration thrust wind ) makes the aircraft
moving.

If you can look at the content of the FGFS programme source, you will
discover complexe calculations some of them  are close to real
simulators.  
In spite of simplifications
It try to be close to the reality.

Gerard


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