Re: [Flightgear-devel] Landing Lights (was Re: Release of v0.9.9 source code)

2005-11-21 Thread Dave Martin
On Monday 21 November 2005 11:43, Buchanan, Stuart wrote:

 Where are they located on the C-172, C-182, C-310 - on the wing or on the
 nose like I've seen in pictures of a C-210?


It varies depending on year of production, model and production location ie: 
France / US.

For example, Our default '81 172p would have a single unit in the nose fairing 
under the prop. (although the texture seems to suggest the earlier model) 

The earlier 172p's would have two larger lights behind a perspex screen in the 
leading-edge of the port wing around the last rib before the wing tapers. One 
light (the outboard one) was angled to illuminate the area immediately 
infront of the aircraft when on the ground (taxi) and the other (inboard) was 
angled to illuminate the nominal glideslope (landing).

Dave Martin
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Re: [Flightgear-devel] Re: Landing Lights

2005-11-21 Thread Dave Martin
On Monday 21 November 2005 14:29, Buchanan, Stuart wrote:
 Ouch... OK I deserved that.

 I thought I was doing quite well - avoiding top-posting, snipping etc. My
 sincere apologies that you had to be part of my learning process.

 It seems that there have been a few instances lately like this, were
 newbies like myself have caused offence by missing out on some netiquette.
 Could we put a couple of lines on the mailing list pages explaining the
 conventions so newcomers don't start on the wrong foot?

Well, it's mainly common sense. (especially on not posting e:mail addys)

Just use Common Sense(tm) and you'll do fine.

 Even better would be a filter on the mailing list software to parse out
 email addresses in message bodies.

Well, there's no arguments there

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Re: [Flightgear-devel] Instrument Making

2005-11-02 Thread Dave Martin

On Wednesday 02 November 2005 01:53, Innis Cunningham wrote:
 Hi All
 Now that I have been converted to 3D instrument making
 I am wundering if we should start an instrument repository
 like we have for the Aircraft and Scenery.This way a panel
 could be built quite quickly as people would not have to
 start from scratch every time.
 For this to work each instrument would have to be totally
 self contained like the instruments in the 747 and hunter
 and a few others that don't come to mind.
 The Beech b1900d system would appear not to be able to
 be used in this way because all the instruments use only a couple
 of texture sheets which would appear to me to mean you could
 not take an instrument in isolation and use it in another panel without
 having to modify it.Please correct me if I am wrong on this.

 Anyway thems is my thoughts what do you think

Sounds like a good idea.

I don't know if you'd be interested in finishing them, but I have a set of fairly generic 3D GA instruments that I made (IIRC, they mainly need animating)

Few bits of eye-candy:

http://www.cyfinity.com/fgfs/3dins2.jpg (shows bezel glasses)

http://www.cyfinity.com/fgfs/3dins2.jpg (sun on glass)

http://www.cyfinity.com/fgfs/kx155.jpg (radio stack)

Unfortunately, if you try to use textures to show digital instruments you get results like this:

http://www.cyfinity.com/fgfs/navcomerror.jpg Should read 120.50 and 118.85 etc but we never found a way to fix this. 

For eg: The B1900 instruments now utilise 2d panel elements to render the digits, hence you can't easily seperate 2d and 3d elements.

Anyway, when I finally gave up my project (ran out of time and have none now), I'd done a full-panel mockup of the instruments I had made:

http://www.cyfinity.com/temp/3dkitmockupfinal.jpg

I *think* the models and .xml files might still be kicking around on another system (or even worse) a backup CD!! *somewhere*. If someone is genuinely interested in working with them, I'll look them out and put them somewhere they can be grabbed (assuming they still exists)

Let me know, cheers.


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Re: [Flightgear-devel] Instrument Making

2005-11-02 Thread Dave Martin
On Wednesday 02 November 2005 11:34, Dave Martin wrote:

 Sounds like a good idea.

 I don't know if you'd be interested in finishing them, but I have a set of
 fairly generic 3D GA instruments that I made (IIRC, they mainly need
 animating)

 Few bits of eye-candy:

 http://www.cyfinity.com/fgfs/3dins2.jpg (shows bezel glasses)

 http://www.cyfinity.com/fgfs/3dins2.jpg (sun on glass)

 http://www.cyfinity.com/fgfs/kx155.jpg (radio stack)

 Unfortunately, if you try to use textures to show digital instruments you
 get results like this:

 http://www.cyfinity.com/fgfs/navcomerror.jpg Should read 120.50 and 118.85
 etc but we never found a way to fix this.

 For eg: The B1900 instruments now utilise 2d panel elements to render the
 digits, hence you can't easily seperate 2d and 3d elements.

 Anyway, when I finally gave up my project (ran out of time and have none
 now), I'd done a full-panel mockup of the instruments I had made:

 http://www.cyfinity.com/temp/3dkitmockupfinal.jpg

 I *think* the models and .xml files might still be kicking around on
 another system (or even worse) a backup CD!! *somewhere*. If someone is
 genuinely interested in working with them, I'll look them out and put them
 somewhere they can be grabbed (assuming they still exists)

 Let me know, cheers.


 -- Dave Martin

 http://museum.bounce-gaming.net

Last screenshot corrected link: 
http://www.cyfinity.com/fgfs/3dkitmockupfinal.jpg

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Re: [Flightgear-devel] FlightGear as a real time synthetic view

2005-10-29 Thread Dave Martin
On Saturday 29 October 2005 19:20, Curtis L. Olson wrote:
 There is a neat flightgear connection here which I've probably mentioned
 before, but would like to mention again (with pictures.)

 http://www.flightgear.org/~curt/Models/Special/Rascal110_2/

 This is a manually flown UAV (also pictured on the same page.)  It has
 an onboard camera angled 45 degrees down.  It also has a gps/imu sending
 data to the ground via a radio modem, so we can feed that into
 flightgear and show a live synthetic view from the aircraft
 perspective.  We can angle the flightgear view 45 degrees down and it
 matches pretty darn close with the real camera view.  We had a guy
 create a small chunk of photo real scenery for the area so it's really
 neat to see the synthetic and video views match tree for tree, road for
 road, building for building.

That is extremely nifty. 

I'm suprised you can get that sort of 'resolution' in the GPS/IMU downlink.

Glad you got back in the air so soon too :)


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Re: [Flightgear-devel] c150 low G.

2005-10-28 Thread Dave Martin

  ..one check
  before reaching 650' QNH and turning crosswind. 

Just re-read my mail this-morning.

Worryingly, thats not the first time I've confused QNH and QFE.

Hmm, I don't remember the ground being *that* close in the circuit. 

;)

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Re: [Flightgear-devel] Santa's r[ae]i?ndeer

2005-10-27 Thread Dave Martin
On Thursday 27 October 2005 14:19, Vivian Meazza wrote:

 What happened to the poor reindeers' antlers?

 V.

I take it you're not aware of Reindeer Service Bulletin 63-11-05 SE 15?

The antlers were removed to improve 'engine out' characteristics after the 
infamous 'Rudolph food-poisoning' incident.


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Re: [Flightgear-devel] Santa's r[ae]i?ndeer

2005-10-27 Thread Dave Martin
On Thursday 27 October 2005 15:18, George Patterson wrote:

 Correct me if I am wrong but isn't there supposed to be eight reindeers?
 What became of the other four?


 George Patterson

Cutbacks.

The Lapland Reindeer Union fought it but Santa Inc. won in the end.

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[Flightgear-devel] c150 low G.

2005-10-27 Thread Dave Martin
Just been having a muck about with the C150, apart from the low weight due to 
lack of pilot mass, I've been flying it much like I used to fly the real 
thing.

One thing we used to do on climbout was 'clear ahead', just push the nose down 
for a moment to check we weren't about to eat another aircraft.

When this is done on the FG c150, the engine stutters (FDM program fuel 
starvation on neg-G?)

According to the HUD, it stutters at about +0.30G.

In the real aircraft, we could make 0G manouevers that could last for a couple 
of seconds without the engine missing.


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Re: [Flightgear-devel] c150 low G.

2005-10-27 Thread Dave Martin
On Friday 28 October 2005 02:03, Vassilii Khachaturov wrote:

 In a real gravity-fed Cessna, there are 2 aspects relevant to the engine
 problems resulting from negative Gs that I was told about by the
 instructors. One is the fuel flow (tanks/carb/engine intake manifold)
 and the other is the oil flow that has gravity-induced return of the oil
 into the sump. If that stops, it's as disastrous as oil leak --- permanent
 damage can be done. (As opposed to just engine out due to momentary fuel
 absense which goes away as soon as one pulls back up and the gravity is
 restored). 

This is quite true but it only becomes a problem after a few seconds of 
sustained *negative* G as opposed to zero G. (Some 152 Aerobats have inverted 
oil systems to prevent this all together).

I have more information on the survivability of engines starved of oil but 
it's probably not relevant here ;)


 As for the clearing the climb path, I was told to do some gentle S-turns
 rather than pushing over the nose in order not to screw up the airspeed
 and hence the time-to-climb calculations, as well as be less nauseating
 for the passengers (of course, if executed in a properly coordinated
 matter).

We were training in a busy traffic area (EGBE UK) where other aircraft in 
unexpected places were a regularity. Typically we would make one check before 
reaching 650' QNH and turning crosswind. The trick to making the check is to 
leave the trim set to climb and just push forward momentarily while scanning 
ahead for anything resembling your own aircraft. Typically, aircraft would 
re-stabilise in its nominal climb in 10 seconds or so - not an issue when 
climbing for the training circuit.

I can quite safely say that while you would have 'your heart in your mouth' as 
you pushed forward, it was certainly not even a zero-G motion and the engine 
certainly wouldn't waiver.

Also, in low-G manouvers such as a high-AoA entry to an incipient spin or a 
0-G pushover where very low positive G (certainly lower than 0.3G) is 
sustained for maybe 2 to 3 seconds, the engine would behave as in the cruise.

Having flown the manouvers during PPL training (not required but none the less 
useful) I am adamant that the IO-200 will experience no power-loss down to a 
small fraction of a G even when sustained for several seconds.

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[Flightgear-devel] Driving real instruments.

2005-10-25 Thread Dave Martin
Just wondering if anyone (pos historically) has driven physical instruments 
using FlightGear on Linux.

I'm thinking the analog variety (ASI AI ALT etc) from the likes of SimKits. 
Obviously the SimKits stuff couldn't work directly because their proprietary 
software to drive the CCU is for Windows and MSFS only.

So are there, or have there been any examples of someone succesfully driving 
analog instruments using FlightGear on Linux?

Cheers


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Re: [Flightgear-devel] Driving real instruments.

2005-10-25 Thread Dave Martin
On Tuesday 25 October 2005 14:07, Curtis L. Olson wrote:

 For the FAA Level 3 FTD certified sims I work with, we draw the
 instruments on an LCD screen, then place a panel cutout with bezels on
 top of that.  Fools a *lot* of people into thinking they are real, even
 though they aren't. 

I did think of this trick too :) Although it also threw up a problem..

 The simkits stuff are driven by standard servos, 
 right?  So you could get a little PIC board to run your servos and take
 position commands in from the serial port ... then you just need to send
 the data out the serial port from FG (with perhaps a small amount of
 interface coding.)  It might be a little time consuming to get all the
 pieces in place and working, but once you figure out how to generate the
 PWM servo signal, there's nothing technically difficult there.

 Curt.

The problem being the 'setting' of an instrument.

If you wanted to directly set an instrument you'd need some sort of encoder 
(eg: to rotate a VOR direction wheel). This could be done easily enough, of 
course, in the case of the LCD behind the panel, the major hurdle being the 
depth of the control in the panel.

When it comes to physical gauges, the system itself would need to know the 
precise position of a direction wheel so it would have to be read from a 
sensor in the instrument (SimKits do this). 

The only way forward I spotted was using 'Phidgets' interface cards to run the 
servos and also read from analog sensors in the instruments.

Unfortunately my total lack of software development skills and apparent 
numerical dyslexia would preclude this. That is, unless now or in the future 
enough people might become interested in doing this (I may not code but I'm 
quite the engineer when it comes to physical stuff ;) )

I think I could drive an ASI, AI, TC, VSI and engine guages using Phidgets 
just by writing FG values to a phidgets device in the correct sense but 
anything more is rocket-science to me due to the code involved.



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Re: [Flightgear-devel] Driving real instruments.

2005-10-25 Thread Dave Martin
On Tuesday 25 October 2005 14:07, Curtis L. Olson wrote:

 For the FAA Level 3 FTD certified sims I work with, we draw the
 instruments on an LCD screen, then place a panel cutout with bezels on
 top of that.  Fools a *lot* of people into thinking they are real, even
 though they aren't.  

Just another quick thought on this idea. (I'd like to try it)

If I've got my facts right, a standard gauge is about 3 1/8inch (approx 80mm) 
diameter mount. So does that suggest a 19inch or 20inch LCD screen for the 
c172-610x panel?

I've also had a couple of bright ideas for providing gauge adjustment controls 
infront of the LCD, do you have a trick to do this or do you set them 
separately (via a normal key/mouse interface)?

Thanks

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Re: [Flightgear-devel] Driving real instruments.

2005-10-25 Thread Dave Martin


 A really good setup requires the following:

 * The server, displaying the panel and running the FDM.
 * A dual core machine for every display as a slave to the main server.

 Erik

What is the reason for using a dual-core machine for each 'out the window' 
view?

(Asking out of ignorance)

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Re: [Flightgear-devel] Driving real instruments.

2005-10-25 Thread Dave Martin
On Tuesday 25 October 2005 15:34, Curtis L. Olson wrote:

 There are adjustments in the proper place on the panel.  I'm just a
 software guy, so I don't know all the hardware tricks that are being
 done.  But I do know the end result has a nice solid feel and is very
 convincing.

 Curt.

Well, I think I could get the adjusters in place (experimentation time)

My next question would have to be (bear with me) Does FreeGLUT support 
multiple mice yet?

Alternatively, does FreeGLUT rely on X11 for it's mouse definitions. I think I 
may have found a method in X.org which will allow multiple USB mice to behave 
as a single 'logical' mouse - albeit with loads of scroll-wheels etc. ;)

The idea being that a mouse is possibly the cheapest off-the-shelf 'encoder'  
on the market (not strictly an encoder but good for the purpose). Not sure 
about x.org's limitations but the USB interface will support 127 devices per 
channel; more than enough for a light-aircraft cockpit interface.

Cheers.

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Re: [Flightgear-devel] Driving real instruments.

2005-10-25 Thread Dave Martin
On Tuesday 25 October 2005 16:45, Curtis L. Olson wrote:

 We are using multiple machines, one for each display.  My feeling is
 that if it is a bit excessive, it is only a small bit excessive and I
 can put up with it.  :-)  You are welcome to try running a multiheaded
 machine (with support for opengl on all your displays.)  I'd be
 interested in hearing your results.


I had a go at this a while back using the nvidia proprietary driver's TwinView 
option.

TwinView can be configured to stretch the X display across 2 screens and 
provide acceleration on both. The nvidia driver hides the fact that the 
display spans two screens. So 2x 1024x768 displays are presented to the X 
server as a single 2048x768 wide screen.

Using FlightGear across both of the displays is as simple as launching with 
--geometry=2048x768 and the performance is the same as you'd expect 
displaying the same size window on a single display. You can adjust the FOV 
to say 90deg to give a realistic panorama and I'd love to try it with two 
projectors :)

Note that I tried --enable-game-mode but didn't get it working, however I'm 
sure this was down to my setup at the time and not the TwinView config.

For displaying a panel (and avoiding the performance hit of two instances) 
perhaps you could configure the TwinView as 'top and bottom' monitors, the 
top one providing the out-the-window view and the bottom one showing the 
panel. The panel would probably have to be specifically designed to only fill 
1/2 your display area - the 610x panel seems to scale to the longest edge in 
all circumstances.

Personally, I'd favour the aforementioned 2 systems, one for panel, FDM, input 
and sound and one (or more) for the out-the-window view. (Hopefully thereby 
boosting the 3d display's performance a bit?)

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Re: [Flightgear-devel] Crash carnage

2005-09-24 Thread Dave Martin
On Saturday 24 September 2005 16:28, Curtis L. Olson wrote:
 This is somewhat off topic, but in the spirit of open source I'd like to
 share the tragedies as well as the triumphs ...

 http://www.flightgear.org/~curt/Models/Special/Rascal110_1/

 This is part of a university project I'm helping out with.  We have a
 backup plane and our expensive instrumentation survived intact, so this
 shouldn't be a severe setback to us.

Ouch! :(

Just a thought, many years ago I watched a demo of a BRS for a model plane at 
Cosford in the UK. Apparently it was very lightweight but had clever 
triggering. In the event that the radio signal (controller to plane) was 
lost, the system cut the fuel off to the motor and released a spring loaded 
BRS which brought the model down for a vertical but gentle landing.

Could you fit something like this on the UAV for loss of contact events?

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Re: [Flightgear-devel] Crash carnage

2005-09-24 Thread Dave Martin
On Saturday 24 September 2005 20:07, Curtis L. Olson wrote:

 It's definitely an interesting thought.  Anyone know what size parachute
 a person would need to gentle let down about 15 lbs (7kg)?  Many R/C
 receivers have a failsafe mode so you can trigger the servos to go to
 preset locations in the event of a transmitter signal loss.  The danger
 is probably similar to the danger the full size BRS units have ... if
 you deploy the chute at a high speed, you are going to tear your
 airplane to shreads.

Not sure on weights for the chutes but from my school days I remember only 
needing a few grams of parachute to retard the fall of a 3kg rubber brick.

The speed risk issue would probably have to be dealt with like the real BRS 
systems which cause a pitch-up when deployed to share the aerodynamic load 
between airframe and parachute. You could perhaps experiment with a 'slider' 
to hold the chute partly closed until the speed drops.

Just on the subject of BRS; there was a Flight Designs CT on a test-flight 
which exceeded Vne in a dive causing the wing to fail; The BRS was opened at 
195mph and worked!

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Re: [Flightgear-devel] Crash carnage

2005-09-24 Thread Dave Martin
On Saturday 24 September 2005 16:28, Curtis L. Olson wrote:
 This is somewhat off topic, but in the spirit of open source I'd like to
 share the tragedies as well as the triumphs ...

 http://www.flightgear.org/~curt/Models/Special/Rascal110_1/

 This is part of a university project I'm helping out with.  We have a
 backup plane and our expensive instrumentation survived intact, so this
 shouldn't be a severe setback to us.


Just done some more reading of your page and incident analysis; I was just 
thinking that a useful tool would be a couple of camcorders. (and a friend to 
operate one of them).

If you set one up on a tripod looking at the transmitter, you could at least 
see what control positions you were *trying* to get at any given time. 

The second camera could be kept on the aircraft itself.

Both cameras would need to be synced to keep the correct time (for comparison 
with your UAV data).

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Re: [Flightgear-devel] Question: Online forums?

2005-09-14 Thread Dave Martin
On Wednesday 14 September 2005 18:03, Curtis L. Olson wrote:
 I have a question I'd like to toss out to the group for discussion/comment.

 What would people think of abandoning our mailing lists and converting
 over to online/web-based forums?

I quite like the idea of forums at least for the 'average' FG Userbase. 

If anything, just in order to make Flightgear more 'accesible' to the masses.


I'd like to offer to host / administer a forum for FlightGear as it is 
something I have experience in / am good at.

Curtis: feel free to e:mail me directly if you'd like to discuss further.

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Re: [Flightgear-devel] Announcement: First TerraGear landcover database export

2005-09-10 Thread Dave Martin
On Saturday 10 September 2005 10:25, Jon Stockill wrote:

 Here's a couple of pics, the first is looking west over the gherkin, and
 the second is looking out over regents park. Generation time was over an
 hour for that tile on a 1GHz athlon (the resource limits in
 fgfs-construct needed a significant increase). Memory usage was ok at
 around 140MB.

 http://flightgear.stockill.org.uk/scenery/osmroads1.jpg
 http://flightgear.stockill.org.uk/scenery/osmroads2.jpg

 It shows up a few limitations in the source data. The road segments are
 currently all represented seperately and not tied into a road object,
 this results in lots of short roads, and visible breaks on the outside
 of corners. This will improve as the open streetmap system matures (it's
 still very early days).

 Jon

That's really impressive Jon! 

I have a feeling as we get more road data, we're going to be seeing slight 
placement errors at the airports. Currently EGBB is placed over the A45 on 
the 0.9.8 scenery. If I can get that road mapped by GPS and a few others 
around it, we can probably move the airport to its correct location.

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Re: [Flightgear-devel] Announcement: First TerraGear landcover

2005-09-10 Thread Dave Martin
On Saturday 10 September 2005 15:39, Martin Spott wrote:

 We have to be careful about simply dropping a shapefile into our
 landcover database. Wenever we add a road, river or some other data
 to the database we'll have to have a look if the respective object is
 already represented there.

Is it possibly to remove the existing shapefile for a certain area from the 
landcover DB? Perhaps the UK landcover generated by Jon via openstreetmap.org 
could be kept seperately until more or less complete and then used to 
generate UK scenery.

Interestingly, I did a bit of poking around the openstreetmap documentation 
and it does actually provide for defining areas such as 
woodland/built-up/lakes etc.

Further to this amateur cartography, it might be interesting to try to start a 
'community' of people in the UK who can use a GPS to map their local area - 
maybe 150 or so 'adventurous' cartographers could get the majority of the 
UK's road layout done in a year or so (being a small island ;) )

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Re: [Flightgear-devel] Announcement: First TerraGear landcover database export

2005-09-09 Thread Dave Martin
On Friday 09 September 2005 12:47, Jon Stockill wrote:

 Excellent - I'll give it a try. I'm also experimenting with some early
 data from openstreetmap.org to add accurate roads to scenery.

Don't know why I didn't find openstreetmap.org when I was searching about for 
'royalty free' mapping last week. Now that you've mentioned the site I'm all 
grins. Thanks very much Jon. :)

-- 
Dave Martin
museum.bounce-gaming.net

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Re: [Flightgear-devel] Announcement: First TerraGear landcover database export

2005-09-09 Thread Dave Martin
On Friday 09 September 2005 18:36, Jon Stockill wrote:

 There's anot a huge amount of data there yet, it's still in the very
 early stages, but if you own a GPS you could help change that ;-)

I think I can get access to a suitable GPS but with fuel prices at £1/litre I 
think I'm going to be dusting off my bicycle and getting some much-needed 
exercise ;)

 I've just finished downloading and processing all the data to get my
 scenery build system back up and running after a disk crash, it's
 building tiles for a test of the OSM roads at the moment. I'll grab some
 screenshots when it's done.

I look forward to seeing that.



-- 
Dave Martin
http://museum.bounce-gaming.net

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Re: [Flightgear-devel] Re: [Flightgear-users] RE: Turbine Engine (Concorde, Hunter and Citation Information Needed)

2005-09-03 Thread Dave Martin
On Saturday 03 September 2005 17:43, Vivian Meazza wrote:
 the deal? :)

 No idea. I suppose flameouts and relights could enliven a dull mission.
 Then we could do compressor surge, and bird strikes ... nah, forget it :-)

 Vivian

Would it be a first if FlightGear implemented a real-time AI flocking bird 
hazard? ;)

Dave Martin

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Re: [Flightgear-devel] Multiplayer VATSIM-IVAO Network

2005-08-14 Thread Dave Martin
On Sunday 14 August 2005 21:56, Erik Hofman wrote:
 [EMAIL PROTECTED] wrote:
  Hi all!
  Yes, I know this topic has already been discussed and I know
  also that someone of you is working on the FG multiplayer code...
  anyway I think that it will be an advantage to the FG comunity to
  interface to IVAO and/or VATSIM networks. Ok, They don't want that a
  GPL tools is used to interface their network for secutity reasons (I
  think this is understandable)

 I'm opposed to it because it imposes a security risk to FlightGear.
 There's no way of knowing how secure their code is without the
 possibility to look at it.

 Erik

I'd be opposed to it to for the above mentioned and that VATSIM appear to only 
cater for the Windows OS. 

FlightGear has a diverse userbase using everything from SGI thru Linux to Mac 
so it would seem to be somewhat unsuitable for FlightGear.

Dave Martin.

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Re: [Flightgear-devel] 3D Cockpit view, L410 Turbolet

2005-08-11 Thread Dave Martin
On Thursday 11 August 2005 11:54, Jon Berndt wrote:
  We used red and green in Europe :-(
 
  Erik

 Did you look at it, anyhow? The blue and green channels both are set for
 the right eye. Red/Green glasses should work, too.

 Jon


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I had a look with a red / green pair and it's quite an impressive effect. I'd 
love to have a go at making a true stereo HMD (dual display) because the 
immersion effect 'feels' great.

The cockpit itself is stunning; top marks to its creators.

Just one point on the anaglyph; the difference in the seats is too great 
(doesn't work visually) - I think this is probably down to the selected FOV 
and proximity of the viewpoint to the seats.

Dave Martin.

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Re: [Flightgear-devel] 3D Cockpit view, L410 Turbolet

2005-08-11 Thread Dave Martin
On Thursday 11 August 2005 14:23, Jon Berndt wrote:

 The red and green/blue images could be registered better in the
 post-processing phase. However, had I done that, I would have had to crop
 the images more horizontally. I didn't feel like doing that at the time. It
 was sort of a quick-and-dirty post-processing effort. I agree, though, that
 it would be cool to have a stereo flight simulator. I've got no idea on the
 mechanics of the visuals though - how that could be implemented.

 Jon

I was looking into driving a stereo HMD thru FlightGear a while back (all 
theory - nothing practical yet).

One idea I had was to produce the offset visuals using a dual-cpu system with 
2 instances of FlightGear's 'out-the-window' engine running as if the cpus 
were 2 networked systems doing the same. The advantage (I presumed) would be 
that the video frames would be closer to being synced than if 2 seperate 
machines were used. Either 2 video cards or one very-high performance one 
running 1 display per framebuffer could be used.

The FDM and everything else could be run a networked machine or you could 
maybe step up your main system to quad cpus and use the same 
'locally-networked' trick.

Dave Martin.

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Re: [Flightgear-devel] feature request: MultiPlayer's Callsigns

2005-07-31 Thread Dave Martin
On Sunday 31 July 2005 14:34, Martin Spott wrote:
 Jon Stockill wrote:
  http://www.voip-info.org covers practically everything out there.

 Just an idea: In order to stick to 'standard' interfaces it might make
 sense to integrate a simple SIP or IAX (Inter Asterisk Exchange) client
 into FG with just enough features to connect to an Asterisk VoIP
 server,

 Martin.

I noticed a while back that openh323.org had a tool called openmcu.

openmcu is basically a conference server for h323/sip etc clients and it also 
supports 'rooms' which could be viewed as 'frequencies'. Most h323 clients 
support 'rooms' and switching with the notable exception of Netmeeting on 
Windows.

IIRC openmcu can handle packets produced by speex etc.

Dave Martin.

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[Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-07-30 Thread Dave Martin
I don't know if anyone has brought this up yet but the 1.0-7667 driver from 
NVIDIA for linux breaks the drawn shadows as in they don't appear at all.

This tested and confirmed on a FX5800U and 6600GT PCIE

Dave Martin

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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-07-30 Thread Dave Martin
On Saturday 30 July 2005 15:40, Oliver C. wrote:

 No, it works here.
 You just need to start flightgear in 24 bit mode.
 fgfs --bpp=24


 Best Regards,
  Oliver C.


Thanks for that :)

Dave Martin.

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Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet

2005-07-29 Thread Dave Martin
On Friday 29 July 2005 14:18, Arnt Karlsen wrote:

 ..and, this latter bit can get us some seriously fat funding:
 FlightGear helps war game authors teach soldiers how
 to prevent war crimes.

Or even just helps Fight Pilots avoid Friendly-Fire incidents ;)

Dave Martin.

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Re: [Flightgear-devel] Free simulator of the Frecce Tricolori aerobatic jet

2005-07-28 Thread Dave Martin

 Congratulation to the Author.

 The flight is wonderful, very accurate.

 Only little difficulties under Linux with the Upper-case, Lower-case
 mixing (direct.xml = Direct.xml, *.ase = *.ASE, instruments name, and
 flap = Flap).

 Arrh MS Windows.


I would fix the faults and make a cross-platform version available but 
apparently the License doesn't allow this :(

Dave Martin.

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Re: [Flightgear-devel] Free simulator of the Frecce Tricolori aerobatic jet

2005-07-28 Thread Dave Martin

  Is it better to ask to the Author to solve it?
 I did it on my side

 We could wonder about the License compatibility with GNU.

 FlighGear Team should probably discuss that with HCI Lab of the
 University of Udine, before official FG distribution.
 That licence goes against our up to now policy.
 The HCI Lab licence look like many External developers MSFS Aircraft.

Quite probably better to ask; my 'get stuck in' mentality is getting the 
better of me :-)

The license is obviously not GNU/GPL compliant but then it doesn't have to be 
because the a/c is not part of the FlightGear 'distribution'. (although it 
would be nice ;-) )

Dave Martin.

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[Flightgear-devel] Any pictures of the 747 simulator at Scale 3x?

2005-02-14 Thread Dave Martin
Hint hint Curtis :-)

Really hope you remembered the camera last weekend :-)

Dave Martin.

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Re: [Flightgear-devel] Any pictures of the 747 simulator at Scale 3x?

2005-02-14 Thread Dave Martin
Just to follow up on my own thread.

I found 1 picture from day 1.

http://www.socallinuxexpo.org/images/pictures/scale3x_day1_7.jpg

Must say, that is *extremely* impressive!

Think the 747 simulator could do with an 'F10' key somewhere on the panel 
tho ;-P

Dave Martin.

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[Flightgear-devel] Flightgear to demo 747 at Scale 3x.

2005-02-07 Thread Dave Martin
Just found this at http://www.linuxgames.com

Although the news story appears broken / mislinked, it states that someone 
will be demoing a full-scale 747 cockpit driven by FlightGear at Scale 3x 
this coming weekend.

Any idea who's hardware / project it is?

Dave Martin

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Re: [Flightgear-devel] Flightgear to demo 747 at Scale 3x.

2005-02-07 Thread Dave Martin
On Monday 07 Feb 2005 20:18, Erik Hofman wrote:
 Dave Martin wrote:
  Just found this at http://www.linuxgames.com
 
  Although the news story appears broken / mislinked, it states that
  someone will be demoing a full-scale 747 cockpit driven by FlightGear at
  Scale 3x this coming weekend.
 
  Any idea who's hardware / project it is?

 It's the topmost item at Curt's weblog:

 http://www.flightgear.org/~curt/

 Erik

Thanks.

I hope it goes really well for them :-)

Dave Martin

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Re: [Flightgear-devel] Flightgear to demo 747 at Scale 3x.

2005-02-07 Thread Dave Martin
On Monday 07 Feb 2005 23:40, Curtis L. Olson wrote:

 Finally, there is a little bit larger description of the project with a
 few pictures here:

 http://www.flightgear.org/Projects/747-JW/

 I hope to have a few more pictures and info after the event is
 finished.  John will be the first to point out the flaws and
 shortcomings of his sim (it's a lot of work to fully replicate a 747
 cockpit and he's not quite done yet.)  But to the average flight sim
 enthusiast or aviation enthusiast (and hopefully to the average linux
 geek) this is going to be a really awsome demo.  John has done some
 really impressive work with his cockpit both in software and hardware.

 Regards,

 Curt.

Please take plenty of pictures :-)

Hope all goes well for you.

Dave Martin.

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Re: [Flightgear-devel] Moving to 0.9.8 kills model rotations

2005-02-02 Thread Dave Martin
On Wednesday 02 Feb 2005 18:35, Vance Souders wrote:
 I've been working on an aircraft model under 0.9.5 and after moving it over
 to 0.9.8 the model's rotating parts fail to move.  This includes all of the
 gauges, although the parts of gauges animated with textranslate still
 function properly.  I'm building Flightgear against plib 1.8.4 and the
 latest release of simgear. Any idea what might be causing this?



 -Vance

Are they 3d instruments?

If so do the 'faces' (which you want to rotate) have more than 1 surface?

I got stuck trying to animate single-faced polys; it just doesn't work.

Simplest test is just to subdivide one face.

Dave Martin.

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Re: [Flightgear-devel] [Fwd: Dreamcast porting competition]

2005-02-01 Thread Dave Martin
On Tuesday 01 Feb 2005 20:26, Curtis L. Olson wrote:
 I suspect a flightgear dreamcast port is outside the realm of
 possibility, but I am forwarding this to our developers list in case
 someone wants to take a whack at it.  It looks like you can get a
 dreamcast unit for pretty cheap, and it looks like the development tools
 are open source.  However, the dreamcast has pretty wimpy specs by
 today's standards and I'm not sure the amount of main RAM and video RAM
 is even close to big enough to run flightgear without severe
 modifications or rearchitecting the code.  There appears to be an SDL
 port for the dreamcast, but I suspect that there is no opengl available.

 If anyone is interested, feel free to run with this and contact Max
 directly for more information.

 Regards,

 Curt.

You been smoking the 'whacky-baccy?' ;-P

The Dreamcast is RISC based which may be a hurdle but the specs are *really* 
low.

SH-4 RISC CPU @ 206Mhz
8MB PowerVR2 Graphics
16MB RAM
12speed GD-ROM.

Who knows, perhaps FG would 'run' but I can't see it running 'fast' ;-)

Dave Martin

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Re: [Flightgear-devel] Alcatraz

2005-01-28 Thread Dave Martin
On Friday 28 Jan 2005 16:01, Curtis L. Olson wrote:
 With help from Thomas Markowitz, I have posted a side by side comparison
 of the FlightGear Alcatraz model versus a real photo here:

 http://www.flightgear.org/Gallery/

 Good work Frederic!

 Regards,

 Curt.

It really cuts the mustard.

Was the terrain at Alcatraz designed 'by hand' or is it the regular terrain 
data?

Dave Martin

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Re: [Flightgear-devel] Secondary display - game mode

2005-01-28 Thread Dave Martin
On Friday 28 Jan 2005 17:25, Drew wrote:
 Well, FYI, it can be done with Windoes.

 The difference is I want the instructor station on the PRIMARY
 display, but right now I get the unsightly window border on the
 secondary display.


Does Windows allow you to switch the 'border' attribute on a window?

I use this on Linux to switch FlightGear from Windowed to fullscreen without 
needing any 'locking' control over the WM.

If you can do that on Windows, just start FG with the correct geometry and 
then set the window as 'borderless' or something along those lines.

Dave Martin

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Dave Martin
On Friday 28 Jan 2005 21:21, Paul Surgeon wrote:

 Yes, I'm sure there are plenty of users who are happy with the current
 scenery engine and one of the advantages it has is that there is no paging
 of huge textures while flying. This allows for high speed flights without
 any pausing and can also be run on older hardware or where CPU cycles are
 best used elsewhere like instrument updates or FDM's.
 Last time I tried a Mach 5 flight in FS2004 I ended up with blank/grey
 scenery tiles because it couldn't build and page the textures fast enough. 
 :) For sub-sonic speeds and VFR flight an eye candy terrain engine would be
 very much appreciated.

 Paul


One of the drawbacks of *photographic* scenery is manky shadows on flat 
buildings / bridges etc.

The 'suspension of disbelief' tends to be better when the scenery is less 
'realistic' but has no shadows etc to spoil the mental picture.

I believe that satellite photos can be used well in certain circumstances but 
on the whole 'blanket coverage' can look far worse - you literally get the 
feeling that you are flying over a 'polaroid'.

Dave Martin

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[Flightgear-devel] Indicated Turn Rate.

2005-01-27 Thread Dave Martin
I'm working on a new aircraft model and have just come to putting some 
instruments in place.

I discovered a problem with the turn-coordinator which takes input 
from /instrumentation/turn-indicator/indicated-turn-rate

Unfortunately, as soon as FG starts, this value quickly drops to -2.50 and 
holds there. (regardless of how you move the aircraft).

Has anyone got any ideas how I broke this?

The TC doesn't need to be an electrical system does it?

Thanks

Dave Martin.

Note: I'm using a weekend CVS build and the TC works in the other aircraft.

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Re: [Flightgear-devel] Indicated Turn Rate.

2005-01-27 Thread Dave Martin
On Thursday 27 Jan 2005 18:06, Curtis L. Olson wrote:


 I believe the default TC is designed to run off an electricly driven
 gyro ... so if you have no juice, the gyro will spin down (or never spin
 up) and  you'll see symptoms like you describe.  I would suggest
 dropping in the generic electrical system config to see if that takes
 care of the problem.

 Curt.

Thank's that fixed it :-)

I think I should probably look into making a good electrical system for this 
model.

Cheers

Dave Martin

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Re: [Flightgear-devel] Secondary display - game mode

2005-01-27 Thread Dave Martin
On Thursday 27 Jan 2005 23:39, Ivo wrote:
 On Thursday 27 January 2005 23:08, Drew wrote:
  Does anyone know the easiest way to run flight gear in game mode on a
  secondary display.
 
  It runs just fine if I drag the window over and maximize it on the
  secondary display, but I can't figure out how to make it work in game
  mode.

 As I don't have Xinerama running here, it is just a guess, but I suppose
 this should work:

 export DISPLAY=localhost:0.1
 fgfs

 If the window appears on the secondary display, then enabling game-mode
 should run it fullscreen.

 --Ivo

IIRC Xinerama doesn't yet work with OpenGL.

I'm actually running a multi-head system but I use a 2nd card and normal x.org 
definitions for the second display; the drawback is that x.org doesn't (yet) 
support dragging one window to the other.

So, unless I'm pleasantly mistaken, I'd have to presume Ivo is running 
Windows?

Dave Martin

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Re: [Flightgear-devel] Secondary display - game mode

2005-01-27 Thread Dave Martin
On Friday 28 Jan 2005 00:02, Dave Martin wrote:
 On Thursday 27 Jan 2005 23:39, Ivo wrote:
  On Thursday 27 January 2005 23:08, Drew wrote:
   Does anyone know the easiest way to run flight gear in game mode on a
   secondary display.
  
   It runs just fine if I drag the window over and maximize it on the
   secondary display, but I can't figure out how to make it work in game
   mode.
 
  As I don't have Xinerama running here, it is just a guess, but I suppose
  this should work:
 
  export DISPLAY=localhost:0.1
  fgfs
 
  If the window appears on the secondary display, then enabling game-mode
  should run it fullscreen.
 
  --Ivo

 IIRC Xinerama doesn't yet work with OpenGL.

 I'm actually running a multi-head system but I use a 2nd card and normal
 x.org definitions for the second display; the drawback is that x.org
 doesn't (yet) support dragging one window to the other.

 So, unless I'm pleasantly mistaken, I'd have to presume Ivo is running
 Windows?

 Dave Martin

Just to correct myself, that was mean to read 'Drew' not 'Ivo'. :-)

Dave Martin

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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against

2005-01-27 Thread Dave Martin
On Friday 28 Jan 2005 01:34, Arnt Karlsen wrote:

  Did Sun do anything wrong to you, did they steal your sandwitch ?

 ..no, they haven't done me any harm except as a member of the F/OSS
 world and except for funding TSCOG's scam lawsuit by buying a
 US$ 12 mill license, forcing me to spend time at Groklaw to learn
 enough to save my own wee business, it's what funds my gasification
 work, without Groklaw, I probably would have had to liquidate my linux
 business, 2 years back, TSCOG etc was all over the media here.

Well, here's thanking you for having the backbone to look after your 
operation.

Its a shame that (the) Sun is slowly burning away. I just hope that not too 
many more *nix based business are going to go the same way. (I'm still trying 
to buy a good SGI 02 but I'm having no luck)

Dave Martin

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Re: [Flightgear-devel] OT: Open Source 3d video card

2005-01-25 Thread Dave Martin
On Wednesday 26 Jan 2005 03:33, Oliver C. wrote:
 This might be very interesting for people who are looking
 for a new 3d video card with full open source drivers:

 http://kerneltrap.org/node/4622


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I'm buying one when they reach market :-)

But thats only to find out what they're really like.

The cards are to be powered by Xilinx Spartan III FPGA cores. Now, I'm told, 
the top of the range Spartan III has 5 Million transistors on (90nm) die.

A quick comparison with the first generation GeFarce with 23 Million on die 
and things don't look so good.

While the cards should be reasonably capable - I wouldn't expect better than 
Geforce (1) performance. (and hence FlightGear might be a stretch for this 
card).

Dave Martin.

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 13:37, Oliver C. wrote:
 On Monday 24 January 2005 11:05, Erik Hofman wrote:
  Vivian Meazza wrote:
   Thanks for this explanation. Why does it only seem to work one way? The
   description 'enhanced lighting' is not particularly helpful.
 
  Oh, this is about enhanced (runway) lighting. That's a different story,
  I was talking about specular highlights which the original was talking
  about also.

 No, i was talking about enhanced runway lightning, this is
 what i get when running flightgear with this option:
  --enable-enhanced-lighting

 I was not talking about specular highlights.

   Why is it so expensive of frame-rate?
 
  This is very hardware and driver dependent. Some OpenGL features are
  just not implemented in hardware on some display adapters.

 The only consumer videocards we have today are from Ati and NVidia,
 do their newest models support this?
 If not, then we should move it to the advanced options.

 I also want to mention, that MS FS2004 has something similar, but without
 framerate drop, so there must be another way to display runway lights in
 such a way.

 Best Regards,
  Oliver C.

I've also been confused by the monumental frame drop that even the simple 
runway lighting can produce at airports such as EGLL.

And I do have a fairly hefty system which has been known to run graphical 
behemoths like Doom3 at a fair lick.

The obvious response from the 'non-programmers' perspective ie: 'user' is:

Why on earth do these little dots bring my new Model-X video card to its 
knees?

So what's the crack? ;)

Dave Martin

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 14:01, Oliver C. wrote:
 On Monday 24 January 2005 15:05, Dave Martin wrote:
  I've also been confused by the monumental frame drop that even the simple
  runway lighting can produce at airports such as EGLL.
 
  And I do have a fairly hefty system which has been known to run graphical
  behemoths like Doom3 at a fair lick.
 
  The obvious response from the 'non-programmers' perspective ie: 'user'
  is:
 
  Why on earth do these little dots bring my new Model-X video card to its
  knees?
 
  So what's the crack? ;)
 
  Dave Martin

 I assume that this feature is not supported by the hardware on the consumer
 video cards.
 So OpenGL falls back to software mode.
 That's why we get 1-3 fps here.

Well, thats interesting; would that also explain why the normal 'point' 
lighting has such a crippling effect on the frame-rate?

Dave Martin

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 14:24, Erik Hofman wrote:
 Dave Martin wrote:
  On Monday 24 Jan 2005 14:01, Oliver C. wrote:
 I assume that this feature is not supported by the hardware on the
  consumer video cards.
 So OpenGL falls back to software mode.
 That's why we get 1-3 fps here.
 
  Well, thats interesting; would that also explain why the normal 'point'
  lighting has such a crippling effect on the frame-rate?

 To be honest, I don't exactly know why it has this effect on framerate
 (or why it isn't supported very well).

 An alternative might be to use pentagonal vertex-fans and alpha blending
 which supposedly should perform quite well on all modern hardware.

 Erik

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How about basic poly with a tiny texture set as 'spherical' (much as is done 
with the bo105 lights) 

Would that allow for better performance on consumer hardware or is that too 
simmilar to the method in use?

(I really don't know the first thing about this and I'm guessing)

Dave Martin

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 14:47, Erik Hofman wrote:
 Dave Martin wrote:
  How about basic poly with a tiny texture set as 'spherical' (much as is
  done with the bo105 lights)
 
  Would that allow for better performance on consumer hardware or is that
  too simmilar to the method in use?

 It might be a good idea to test both methods and see which one looks
 best and/or has the best performance.

 Erik

It's probably a bit beyond my abilities to do either - I assume it would need 
some coding to place the polys on the runway light locations without loading 
*every* one individually from an XML file.

It would be nice to find a 'solution' to better frame-rates at illuminated 
airports tho because landing at EGLL at night can be near impossible even on 
'good' hardware.

Dave Martin

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 15:44, Vivian Meazza wrote:

  It would be nice to find a 'solution' to better frame-rates at
  illuminated airports tho because landing at EGLL at night can be near
  impossible even on
  'good' hardware.

 This is a good question: just haw are people managing this one? It's OK for
 me, but I've got good hardware tied to a 21 in screen.

 Regards,

 Vivian

Well, I'm basically showing it the sharp-end of an AMD 3200XP with 1GB 
dual-channel and a 128Mb GeFarce FX5800 Ultra-Leaf-Blower and hoping for the 
best.  ;-)

I'm also driving a 21 screen @ 1600x1200x32bpp so it does flog its guts out 
to hold 15-20fps on approach to London Heathrow at night. (even w/o the 
'enhanced' lighting)

At any other time (no runway lights in sight) I can expect 100fps or more - 
rarely dipping under 50fps when there are many buildings etc in sight.

Dave Martin.

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 17:50, Jim Wilson wrote:
 Erik Hofman said:
  Dave Martin wrote:
   On Monday 24 Jan 2005 14:01, Oliver C. wrote:
  I assume that this feature is not supported by the hardware on the
   consumer video cards.
  So OpenGL falls back to software mode.
  That's why we get 1-3 fps here.
  
   Well, thats interesting; would that also explain why the normal 'point'
   lighting has such a crippling effect on the frame-rate?
 
  To be honest, I don't exactly know why it has this effect on framerate
  (or why it isn't supported very well).
 
  An alternative might be to use pentagonal vertex-fans and alpha blending
  which supposedly should perform quite well on all modern hardware.

 That might work quite well.  I've kind of wondered myself what the deal is.
 It does not seem logical that adding that property should cause the driver
 to drop into software rendering.  It ought to just ignore it.


If its of any interest, my GeFarce spits out that it is using OpenGL version 
1.5.2 (NVIDIA 6629) and uses glx 1.3 and glu 1.3

Don't even know if thats useful tho :-)

Dave Martin

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 19:39, Curtis L. Olson wrote:

 Something about runway lighting has changed recently.  Either newer
 nvidia drivers/cards have intentionally slowed down some things, or we
 are doing something different.  I don't recall a change on our end, but
 previously, I never saw any where near the slowdown I'm seeing now when
 runway lights come on.

 Regards,

 Curt.

I will 'regress' my way back through the Nvidia drivers and check :-)

Dave Martin

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 20:15, Dave Martin wrote:
 On Monday 24 Jan 2005 19:39, Curtis L. Olson wrote:
  Something about runway lighting has changed recently.  Either newer
  nvidia drivers/cards have intentionally slowed down some things, or we
  are doing something different.  I don't recall a change on our end, but
  previously, I never saw any where near the slowdown I'm seeing now when
  runway lights come on.
 
  Regards,
 
  Curt.

 I will 'regress' my way back through the Nvidia drivers and check :-)

 Dave Martin

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I'm getting roughly the same fps hit due to runway lights with Nvidia drivers 
down to 4496. 

Would anyone else like to try and then compare notes?

Dave Martin

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 20:22, Vivian Meazza wrote:
 Erik wrote:
  Vivian Meazza wrote:
   Erik Hofman
   An alternative might be to use pentagonal vertex-fans and alpha
   blending
  
^^^
   And in English that is ... ? :-) Is that some voodoo?
 
  Oh sorry, just a disc constructed from five polygons.

 OK I'm trying pentagonal vertex-fans and alpha blending for the nav lights
 I'm just doing for the Hunter.

 Regards,

 Vivian

Any chance you could stack-up a hundred or so of them and see how the 
frame-rate goes ;-)

Dave Martin

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[Flightgear-devel] Nav radio and 3d instrument output.

2005-01-23 Thread Dave Martin
I noticed that you (Curtis) added a different output format for the Navradio 
frequencies in CVS.

I had a quick play with this on both my own NavCom and the Citation's - 
unfortunately it still displays the wrong value on the panel.

Last time I asked about this here, the discussion went into 'floating point' 
issues (and sailed clean over my head). ;-)

Is this the same issue causing this and does anyone have an idea for an 
alternative?

***If you missed the discussion before:

When taking a value from 
say /instrumentation/nav/frequencies/selected-mhz-fmt[0] and using it to 
texture translate a number on the frequency display of a 3d instrument (nav 
radio) the value will be shown incorrectly.

ie: if the frequency is 110.10 the 3d instrument will display 110.09 - at some 
frequencies it may read correctly; at other frequencies the error is greater.

Cheers

Dave Martin


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Re: [Flightgear-devel] Model animation

2005-01-23 Thread Dave Martin
On Sunday 23 Jan 2005 19:35, Jon Stockill wrote:
 I've recently produced a model of a wind turbine, which I'm in the
 process of adding to the scenery, but when they're clustered together in
 groups it looks rather unnatural as they're all spinning round in
 perfect synchronisation. Is it possible to introduce some random offset
 to make things look a little bit more natural? If so, how?

If you're modelling them individually can you give them an angular offset for 
their starting point (of rotation?)

Alternatively, would it be possible to use 2 or three versions of the same 
model with the initial rotation 'hard-coded' by the modeller?

Also, I was actually thinking about Wind Turbines earlier today; are you 
having them face into-wind and altering the rotation speed depending on 
windspeed? They don't vary that much in real-life (they are governed) but 
obviously they stop at a certain point.

Dave Martin



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Re: [Flightgear-devel] Model animation

2005-01-23 Thread Dave Martin
On Sunday 23 Jan 2005 21:30, Jon Stockill wrote:
 Frederic Bouvier wrote:
  Jon Stockill a écrit :
  I've recently produced a model of a wind turbine, which I'm in the
  process of adding to the scenery, but when they're clustered together
  in groups it looks rather unnatural as they're all spinning round in
  perfect synchronisation. Is it possible to introduce some random
  offset to make things look a little bit more natural? If so, how?
 
  I did something for the radio towers. they don't blink at unisson. I
  introduced the use-personality tag but this is done only for the timed
  animation.
 
  What animation do you want to have personality ? spin, rotation ? this
  must be implemented in animation.cxx

 Spin.

 I'd like to be able to have either a random rotational offset, just so
 all the blades don't line up, or preferably a small percentage variation
 in the speed.

I'm not in the know but could 'property-randomize' be used to slightly vary 
the spin rate?

I think it is formatted:

commandproperty-randomize/command
property/thepropertyyouwantouse/property
min1/min
max10/max
  
Or something along those lines.

I'm not even sure if that is usable because it looks like it writes to the 
property rather than making it available for an effect (if you follow me).

Anyone in the know on the above?

Dave Martin

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Re: [Flightgear-devel] Model animation

2005-01-23 Thread Dave Martin
On Sunday 23 Jan 2005 23:39, Frederic Bouvier wrote:
 Jon Stockill a écrit :
  Frederic Bouvier wrote:
  If you look at the tower-medium.xml, you will have an idea on how it
  is made.
  Jon, I will see if I can do something during the week for the spin
  animation.

 Soon on your screen :
 http://frbouvi.free.fr/flightsim/fg-spin-perso.jpg

 -Fred



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Brilliant :-)

Self destructing radio masts no less (they cut their own guy ropes) ;-)

Any insight into the method you used for the randomisation?

Cheers

Dave Martin

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[Flightgear-devel] EU Software Patents *Fisheries* A-List Monday (Again)

2005-01-21 Thread Dave Martin
Sorry to be spammy again but I'm still firmly of the belief that this is 
something that could affect FlightGear or any other FOSS in future.

The EU Council is once again pushing the patent bill back onto the A-List of 
the *Fisheries and Agriculture* meeting on Monday. This is *extremely* 
underhand and I am personally furious at such erosion of the democratic 
system in Europe.

The Council has obviously realised that they could push this for a Monday 
meeting without having it discovered until the preceeding Friday making 
counteraction hard.

From the FFII:

On Monday, software patents are likely to be passed by the
Fisheries and Agriculture Ministries.

Dear FFII supporter [1],

at the Agricultural Council's meeting next Monday, the
Software Patent Directive is likely to be inserted into the
list of agenda items in the last minute. The aim seems
to be to preempt ongoing efforts in the European
Parliament for a restart of the procedure. [2]

Please write today to your minister of Agriculture,
Fisheries and other political representatives, 
and ask to have the software patent directive taken off 
the agenda.

Usable argumentation can be found on the webdemo
page at

   http://www.ffii.org/index.en.html

Kind regards, Felix Klee, Holger Blasum

Please note, this method is being used (abused) to get an entirely unmoderated 
bill passed.

If you are an EU Citizen and feel you want/need to help then please, at least 
sign the FFIIs protest letter: http://demo.ffii.org/cons0501/support_ltr.php

Text of the letter: http://demo.ffii.org/cons0501/letter.html

Many Thanks

Dave Martin 

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Re: [Flightgear-devel] Rain and snow videos or photos

2005-01-21 Thread Dave Martin
On Saturday 22 Jan 2005 01:14, Roman Grigoriev wrote:
 Thanx Martin for you reply!
 I looked on pc7 - so good but you understand that it's simple texture
 scrolled over cabin.
 The main problem for fgfs - refuse to use shaders and over cool things and
 we have not state-of-the-art rendering for uor super flight dynamics. I
 don't want to offend you but it's true.
 to my rain simulation:
 thing i've done - blur OTW view based on distance (render to texture and
 then gaussian blur on fragment shader ) looks good but haven't seen rain
 drops.
 to simulate it I deside to use particle system that will be connected to
 aircraft.
 Thanx Dave for your observations I try to implement it.
 But I think the main problem will be simulate drops on wind screen and
 windscreen wipers.
 My question here: When does pilots use them(whipers)? only on take-off and
 landing or on route too?
 Thanx in advance
 Bye

Wipers are typically only used during takeoff / landing and taxying for large 
jets. IIRC, on the early 737s, the wipers don't have the 'guts' to counteract 
the airflow over a certain speed.

Most light-aircraft are not fitted with wipers and instead rely on direct 
airflow from the prop (SEP) or often on multi-engine they have a ducted 
air-blower but this is mainly for keeping the screen clear of ice regardless 
of the aircrafts known-icing clearance.

Dave Martin

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Re: [Flightgear-devel] Rain and snow videos or photos

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 18:48, Roman Grigoriev wrote:
 Hi guys!
 I try to model rain and snow in flightgear but have some difficutlies
 because I haven't seen it in real flight from cabin of aircraft. Maybe
 someone can explain me some features when you have take-off or landing in
 rain and snow. Is it similar to car? Or maybe someone have videos or
 photos? Thanx in advance
 Bye


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I think it was Erik had a model working with the PC-7 for rain.

Essentially, rain or snow almost immediately appears to be coming straight at 
you in 'tunnel' effect the moment that the aircraft begins moving into it.

If you slip the aircraft, the centre of the tunnel effect moves toward the 
direction of slip. 

Rain specifically also has the effect of an 'upward waterfall' on windscreens 
which are not actively cleared - spreading towards the outside edges at the 
top.


Another thing is scenery textures for snowfall - I had a go at looking for 
ways to make the default scenery appear to be covered in snow but I haven't 
found anything all that convincing yet.

Dave Martin.

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

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 14:42, Jim Wilson wrote:
 getting an aircraft working
 is about 2 parts theory and 1 part voodoo (the part that the basic formulas
 don't cover).

 Best,

 Jim

Any sufficiently advanced technology is indistinguishable from magic - Sir 
Arthur C Clarke.

Dave Martin

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Re: [Flightgear-devel] v1.0 musings (was: Aircraft included in basepackage)

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 15:38, Jon Berndt wrote:

 I hear you. Coincidentally, I was thinking of this last night: what do we
 (JSBSim) need to do before we finally call it a production 1.0 release? The
 gear problem is the first thing I thought of, as well. Right now I am so
 focused on getting the new configuration file format ready I had not had
 time to visit (or revisit) other problems. I also recall that Mathias has
 worked on this with (as I recall) a lot of success.

 Jon

As an outsider to JSBSim, I do agree that the gear issue would make operating 
JSBSim FDMs a lot more pleasant.

Some YASIM FDMs are actually nicely taxiable now so you can do the whole 
flight from apron to apron which helps greatly with perceived realism for 
extended sessions.

Dave Martin.

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

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 16:13, Jim Wilson wrote:
 Dave Martin said:
  On Thursday 20 Jan 2005 14:42, Jim Wilson wrote:
   getting an aircraft working
 
   is about 2 parts theory and 1 part voodoo (the part that the basic
   formulas don't cover).
 
  Any sufficiently advanced technology is indistinguishable from magic -
  Sir Arthur C Clarke.

 Ok wrong word.  Let me just say that it seems to lack some magic.  Setting
 up the p51d in Yasim was not my original intention as Jon S. Berdnt was
 claiming at the time I started the 3D that he had a nearly working JSBSim
 model.  Doing the yasim model was a juggling act that started with
 geometric specifications, a couple software patch submissions, and then an
 endless number of tweaks. The tweaks were really comprimises that ended
 up producing something that was sort of close to performance
 specifications, but not really accurate in any respect.

 Best,

 Jim

Thats litterally what I've just been doing with the B1900D FDM.

The numbers in the FDM file don't all match up to the numbers in the POH but 
the FDM does now match with the *performance* figures in the POH - Which I 
hope is the right thing to aim for.

Dave Martin

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Re: [Flightgear-devel] FlightGear 0.9.8, Mac OS X build

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 16:43, Christian Brunschen wrote:
 Hi,

 The Mac OS X build of FlightGear 0.9.8, as available from
 http://prdownloads.sourceforge.net/macflightgear/FlightGear-0.9.8.dmg?
 download, contains a file called 'How to Get to Heaven.rtf', at the
 root level (beside the OpenAL installer package and the FlightGear
 application directory), with bible quotes and essentially religious
 proselytizing. Here's a screenshot of the Mac OS X Finder window for
 the FlightGear-09.8 disk image:

I find it rather bizarre if anything. Although third party distributions of FG 
are compiled / packaged independently I can see how it leave a 'bad taste' to 
have someones unrelated morals not neccesarily *inflicted* but certainly 
presented to you.

Technically it could be called 'spam' as it is unsolicited ie: You wanted 
FlightGear for OSX - You were given FlightGear for OSX + religious spam.

And anyway, everyone knows how to get to heaven; just keep pulling up! :-P

Dave Martin.

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Re: [Flightgear-devel] Re: FlightGear 0.9.8, Mac OS X build

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 17:35, Melchior FRANZ wrote:
 * Christian Brunschen -- Thursday 20 January 2005 17:43:
  Is it really a good idea to have essentially religious propaganda
  shipped in the semi-official build of FlightGear for Mac OS X?

 No! I'm utterly disgusted by this abuse! It's an offense to all Jews,
 Muslim, Hindu, etc. and it has *nothing* to do with FlightGear. I don't
 want to see my name and my contributions in the context of religious
 or other propaganda.

 1. The responsible person should be asked to *immediately* remove the
offending religious content.

 2. If he refuses (which the GPL lets him), he should not be given any
further support. He should be banned from the mailing lists.

 3. The project should note on the homepage that it is in no way
affiliated with and distances itself from any religious or other
propaganda that is distributed together with FlightGear.

 m.   :-(

Although in not such vociferous terms I am inclined to agree.

I have not made any significant contribution to FlightGear yet, I would be 
disappointed to see my name associated with rhetoric to which I do not 
subscribe.

I would also suggest that upon the insistance of the inclusion of this 
document, the best option would be disavowment.

Dave Martin.

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

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 17:37, Jim Wilson wrote:

 Yes, I'm aware of the theory behind fixing these issues,  but from the
 beginning I was compensating for them and getting reasonable thrust numbers
 (I think you are thinking of Vivian with the spitfire).  On the last round
 Andy made some code changes, but I got stuck with solver issues when trying
 to crank up a little more power.  Also I did not mention that there are
 some subtle problems that affect handling the aircraft during takeoffs that
 come into play when you start tweaking.  I vaguely remember a further
 problem with Yasim in connection with engine power,  but it'll require
 getting my head back into it before I know for sure.

 Best,

 Jim

I'm dealing with such problems in getting the b1900d to perform in the cruise. 

Unfortunately, while it handles well in the circuit, the cruise speed is stuck 
at 200kts @ 20,000ft (70 below POH) :-/

Dave Martin

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Re: [Flightgear-devel] FlightGear 0.9.8, Mac OS X build

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 17:52, Erik Hofman wrote:

 It almost makes me want to some citations from James Bond (as described
 by his godfather Ian Fleming) and the holy spirit (shaken not stirred)
 which undoubtedly will be the next religious trend due to the
 spectacular ways he hes been saving the world.

 But then again ...

 Erik

That reminds me; I must get a technical drawing of the Wallace Autogyro - 
thanks for that :-)

Dave Martin

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

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 18:01, Dave Martin wrote:
 On Thursday 20 Jan 2005 17:37, Jim Wilson wrote:
  Yes, I'm aware of the theory behind fixing these issues,  but from the
  beginning I was compensating for them and getting reasonable thrust
  numbers (I think you are thinking of Vivian with the spitfire).  On the
  last round Andy made some code changes, but I got stuck with solver
  issues when trying to crank up a little more power.  Also I did not
  mention that there are some subtle problems that affect handling the
  aircraft during takeoffs that come into play when you start tweaking. 
  I vaguely remember a further problem with Yasim in connection with engine
  power,  but it'll require getting my head back into it before I know for
  sure.
 
  Best,
 
  Jim

 I'm dealing with such problems in getting the b1900d to perform in the
 cruise.

 Unfortunately, while it handles well in the circuit, the cruise speed is
 stuck at 200kts @ 20,000ft (70 below POH) :-/

 Dave Martin


Aha! My mistake - it appears that the ASI in the b1900d is not pressure 
compensated. According to the GPS, the aircraft is achieving its expected GS 
of 270kts.

Am I understanding that correctly?

Thanks

Dave Martin

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Re: [Flightgear-devel] FlightGear 0.9.8, Mac OS X build

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 19:24, Arthur Wiebe wrote:
 Hi Everyone,

 In case you don't know I'm the one who created the distribution in
 question.

 First of all I believe that the contents of the RTF file should be
 welcomed by everyone, and I also believe they are true.

You have every right to believe that, but not to expect it.

 But I also realize that it may be harmful to this project by turning
 people away from it.

 What I will do and am in the process of doing is update the package to
 include this in an About.rtf file:

 The following contents have been included by Arthur Wiebe and may not
 reflect the views of any of the contributors or developers of the
 FlightGear project.

 O hope that satisfies this issue.

My personal opinion is that if you must include such a file, it would be 
better if you included that text at the start of the file itself.

However, I do not see that there is any place for religious rhetoric in a 
package which I'm sure we would all be happy for all of the religions of the 
world to download and enjoy.

I have personal reservations about any work that I provide being included in a 
package which includes religious views. As I licence anything I contribute 
here under the GPL I have no say in this matter.

I can only hope to distance myself from such potentially polar views.

Dave Martin








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

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 19:45, Curtis L. Olson wrote:
 Dave Martin wrote:
 Aha! My mistake - it appears that the ASI in the b1900d is not pressure
 compensated. According to the GPS, the aircraft is achieving its expected
  GS of 270kts.
 
 Am I understanding that correctly?

 Yes, you have to input true airspeed into the cruise section, not
 indicated airspeed.  At high altitudes there is a significant
 difference. :-)

 Curt.

Is there any way to get a compensated 'TAS' output to drive the ASI because I 
*think* the B1900D's ASI is compensated (but I must check)

Cheers

Dave Martin.

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Re: [Flightgear-devel] FlightGear 0.9.8, Mac OS X build

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 19:44, Lee Elliott wrote:
 On Thursday 20 January 2005 17:03, Jon Stockill wrote:

  Downloading Lee's Canberra model first may help :-)

 I don't think it quite reaches it's altitude performance yet
 (I've been thinking about a PR version sometime).  However, I
 once got the YF-23  200,000 ft (and still climbing at a fair
 lick).

 Both fdms still need a lot of work.

 LeeE

Is there a 3d model for that Canberra? - If so is there any chance of some 
eye-candy? :-)

Dave Martin

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

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 19:47, Jim Wilson wrote:

 We'd be a lot further or at least I'd have accomplished more along the
 lines of 3D modeling and enhancing animation/rendering code if I hadn't
 spent so much time working on something I know hardly anything about
 (flight modeling). This isn't to take away at all from the great work that
 folks have done with the FDM code.

 Is there any chance someone out there is interested in focusing on
 improving the flight model definitions for the 3D art that we already have?

 Best,

 Jim

If you mean working with the figures in the definition files then yes, I'm 
having a fiddle here and there (mainly B1900D at the mo to get it flyable).

Dave Martin.

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

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 20:10, David Megginson wrote:
 On Thu, 20 Jan 2005 20:06:13 +, Dave Martin

 [EMAIL PROTECTED] wrote:
  Is there any way to get a compensated 'TAS' output to drive the ASI
  because I *think* the B1900D's ASI is compensated (but I must check)

 I'd be pretty incredibly surprised to see an ASI doing that.  Some
 ASIs do have a circular sliderule (or similar) around the edge to
 calculate true airspeed, but all ASIs necessarily show indicated
 airspeed because that's what has the most aerodynamic significance for
 the plane (i.e. it's going to rotate, climb, approach, stall, etc. at
 the same indicated airspeeds at 10,000 ft density altitude and at sea
 level, even though the true airspeeds are significantly different).

 What is the density altitude is the TAS for the Beech 1900 specified
 at?  25,000 ft?  If so, then divide by about 1.5 to find out what
 number you should see on the ASI.


 All the best,


 David

I couldn't find any further info on the ASI being compensated and you're 
undoubtedly right so I will go with that.

Thanks :-)

Dave Martin

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[Flightgear-devel] EE CanberraBI8 (FAO Lee E)

2005-01-20 Thread Dave Martin
WOW!

I don't know where you find the time or where you keep that bottomless bucket 
of talent but this is another gorgeous model!

It seems that you will soon have covered the majority of Britains best jet-age 
aero-engineering heritage.

Dave Martin

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Re: [Flightgear-devel] FlightGear 0.9.8, Mac OS X build

2005-01-20 Thread Dave Martin
On Thursday 20 Jan 2005 21:11, Curtis L. Olson wrote:
 If we want to hop on the bandwagon and start stamping things out let's
 go after the big problems like aids, or poverty, or Jennifer Lopez/Ben
 Afflec movies.

 Regards,

 Curt.

I'll go with all of the above especially the latter ;-)

Dave Martin

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Re: [Flightgear-devel] B1900D

2005-01-19 Thread Dave Martin
On Wednesday 19 Jan 2005 02:24, Curtis L. Olson wrote:

  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.

Thanks for the advice; the B1900D FDM is really coming on now.

I've got her flying the 'envelope' and I'm managing to balance out the flight 
characteristics nicely.

Something I noticed early on is that the mass needed distributing for things 
like Engine+Gearbox sets and Maingear etc as Yasim just evenly places the dry 
mass otherwise.

I do agree that Yasim is great fun to work with - feels like I'm learning a 
lot.

A bit more flight testing and then I will show what I have got and you can all 
'shoot me down' ;-)

Dave Martin

Footnote: It appears that the B1900D props *do not* counter-rotate after all.

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Re: Licensing (was Re: [Flightgear-devel] Aircraft downloads)

2005-01-19 Thread Dave Martin
On Wednesday 19 Jan 2005 20:36, Paul Surgeon wrote:

 If the authors released their work as GPL those low lifes wouldn't even
 have to change the credits and what sort of recourse would the authors have
 then?

 Paul


The authors would have no recourse then. If they had willingly licenced their 
work under the GPL, they are permitting anyone to make commercial use of 
their models / work providing that credit is not removed and the source of 
the work and any modifications to it is also made freely available.

It is the Authors choice to use this licence.

Dave Martin

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Re: Licensing (was Re: [Flightgear-devel] Aircraft downloads)

2005-01-19 Thread Dave Martin
On Wednesday 19 Jan 2005 20:59, David Megginson wrote:
 The redistributors either have
 to include the full original distribution, unmodified (including any
 README files, etc.) or else they have to provide a way to get it --
 that tells their customers that there's a way to get the same stuff
 for free, so unless they're adding some other kind of value, they're
 not going to make any money.


 All the best,


 David

Thats a good example.

If someone were to stick *all* of FG onto CD / DVDs and sell it, there is 
added value in terms of the bandwidth saved (What is FG now? 12GB or more inc 
scenery?)

Of course, anyone doing so would need to make clear that FG is GPL software 
and freely available on-line. This is rather like the Open-Office.org 
resellers guidline policy.

Whether it would even be profitable or wothwhile to do such a thing is another 
matter; it must surely be a shrinking market with the uptake of broadband.

Dave Martin

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Re: Licensing (was Re: [Flightgear-devel] Aircraft downloads)

2005-01-19 Thread Dave Martin
On Wednesday 19 Jan 2005 21:21, Chris Metzler wrote:
 On Wed, 19 Jan 2005 21:02:10 +

 Dave Martin wrote:
  The authors would have no recourse then. If they had willingly licenced
  their work under the GPL, they are permitting anyone to make commercial
  use of their models / work providing that credit is not removed

 Just for clarification, you have to be careful about that last bit.
 The GPL allows this because you copyright your creation and you write
 a copyright notice in your name.  The GPL requires that all the copies
 come with a copyright notice.  However, things like CREDITS files
 and so forth are not protected under the GPL; the GPL does not require
 that credit not be removed, apart from protecting the copyright notice.
 In fact, the GPL prevents such a restriction from being placed on a work
 released under it.  That fact was at the heart of the conflict over the
 new XFree86 license; most Linux distributions have dumped XFree86 over
 its subsequent incompatibility with the GPL.

 -c

I think I misworded that a bit. I was meaning the 'one liner' that is often 
added to the GPL copyright notice which includes the originating Author's 
name.

 one line to give the program's name and an idea of what it does.
 Copyright (C)   name of author

I was always under the impression that was the notice to remain intact?

Cheers

Dave Martin


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Re: Licensing (was Re: [Flightgear-devel] Aircraft downloads)

2005-01-19 Thread Dave Martin
On Wednesday 19 Jan 2005 22:29, Curtis L. Olson wrote:

 Oh, and please, those who need to eat or feed their kids, please
 continue to do so. :-)

 Curt.

I find it vaguely disturbing that you feel it is okay for people to consume 
their offspring.

Dave Martin

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[Flightgear-devel] B1900D FDM (Test pilots req'd)

2005-01-19 Thread Dave Martin
I've been working up the FDM for the b1900d and I have it flying quite nicely 
now.

The numbers are no longer 'book' but rather ones that allow the aircraft to 
perform within the parameters of the FDM.

Changes of note:

The ailerons are more effective; with the 'infinite human strength' effect, 
full deflection (hence drag) is no-longer neccesary.

The props are less 'massive' The props on the B1900D are actually very 
lightweight composite units. The reduced mass has alleviated the horrendous 
torque-induced roll. (The b1900d does not have counter-rotating props).

Mass distribution is now in place for the nosewheel, avionics, engines, 
gearboxes and maingear. This reduces the pitch instability and the nose 
lifting at the start of the takeoff roll.

Wings are now 'twisted' 3deg camber at the root to -1deg camber at the tips.

The flat-rate is now 1000bhp/engine rather than the book figure to fit the POH 
characteristics rather than numbers.

Flying it:

Full power to take-off, 2-stages of flap, rotate at around 95kts, unstick 
105kts. contine to rotate to prevent speed building too fast.

Once the flaps are in and the gear is up, the aircraft should climb at a bit 
over 2000fpm at 160kts.

Stalling:
Clean occurs around 100kts with a fairly sharp wing-drop.

Dirty (gear  flaps) occurs 85kts or less sometimes with a *nasty* wing-drop 
if still heavily loaded - be careful! ;-)

Landing:
Once inside the flap-arc, 2 stages flap, 130kts gear-down, full flap, 
establish 120kts. Fly it all the way down like this and flare very gently 
while bringing the throttles back. (The nose will only be up a little 
compared to many other aircraft).

To compare the landings with the real-thing, check 
http://www.flightlevel350.com for videos.

Also note that the ASI doesn't appear to read dead-on at all speeds (or 
perhaps the HUD is on ground-speed??)

Let me know what you think :-)

FDM: http://www.cyfinity.com/fgfs/b1900d.xml - copy to your Aircraft/b1900d/ 
directory after backing up the original.

Cheers!

Dave Martin


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

2005-01-19 Thread Dave Martin
On Thursday 20 Jan 2005 01:57, David Megginson wrote:

 In combination with this change, I'd like us to start thinking about
 changing the starting airport to Palo Alto (KPAO) rather than KSFO.
 It's more in proportion with the C-172, and with a few buildings,
 etc., we could have it looking quite nice.  A few minutes after taking
 off from there and flying in a straight line, a new user will pass
 over KSFO, which will be more exciting to look at from the air, and
 then San Francisco, adding a nice sense of discovery.


 All the best,


 David

Sounds like a great idea :-)

Dave Martin

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

2005-01-17 Thread Dave Martin
I've just been poking round for information on the Antonov AN-225 specifically 
regarding roll-rate.

I initially found a few references made by the pilots of this aircraft that it 
is as responsive, if not moreso than the Ruslan.

The FDM for FGs AN-225 has incredibly sluggish roll response and sometimes you 
can find yourself unable to lift a wing from 45deg bank with flap and 
low-fuel load. (170-200 knots)

So, with a bit more poking, I found some videos of the AN-225 at airshows 
where they really shove it around.

In the video linked from this page: 
http://www.planestv.com/planestv/an225.html the roll rate is very quick and 
there is no evidence of maximum aileron deflection (although only the port 
wing is visible as the roll commences). 

Also of note in that clip is the very 'positive' landing ;-)

I estimate the speed to be around 170kts based on leading edge slats and 75% 
flap setting along with anecdotal evidence that the display sorties are flown 
around this speed for manouvering.

There are a few more videos flying the same detail with possibly even quicker 
roll rates here:
http://www.airshowphotography.com/videos/videos2.html

One of which shows a touch-and-go followed by an enthusiastic roll to 30deg 
immediately after takeoff.

Of note that a single aileron on an AN-225 is more than the total span of a 
172's wing :-O

So what do you think? - Shall I have a go at the FDM or is someone else better 
qualified? ;-)

Cheers.

Dave Martin






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

2005-01-17 Thread Dave Martin
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 :-)

Cheers

Dave Martin

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

2005-01-17 Thread Dave Martin
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

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Re: [Flightgear-devel] more google adds

2005-01-16 Thread Dave Martin
On Sunday 16 Jan 2005 09:34, Christian Mayer wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Curtis L. Olson schrieb:
  I did another round with google adds today and here's what I've come up
  with which seems (to me) like it could work out.
 
  1. No adds at all on the main/front page of our site.  Adds only on the
  subpages.

 Sounds fair

  2. I've had mixed results filtering out MSFS stuff, but that's mostly
  because there is a lot of it.  I think if I continue to add sites to the
  filter rules, I can get most of them.

 I've looked at the different pages. The ads are mostly the same - and of
 good quality (i.e. no advertising for other sims; the ads are for
 interesting stuff)

 The only ad I didn't like was

   www.ebay.de PC and video games can be found here cheaply

 reasons:
 - - if I want to visit ebay I'll do it directly, so the ad is taking away
   space
 - - at ebay you'll find MSFS and not flightgear...
 - - personally I don't line their aggressive marketing policy (they
   tolerate search engine spamming; probably they are supporting it even)

Quick!

Lets flood ebay with FGFS cds ;-)

Dave Martin

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[Flightgear-devel] Any info for Chalgrove UK?

2005-01-14 Thread Dave Martin
I've just flown over Chalgrove (near RAF Benson) at night.

Except I didn't know it was Chalgrove

I then spent 2 hours trying to work out what this huge 3 runway 
centre-intersecting airport with full runway lighting and PAPIs was. ;-P

Its obviosly very mis-laid in FlightGear (maybe by DAFIF)as Chalgrove in real 
life appears as a classic RAF undeveloped 3-axis triangular airfield with 
very minimal infrastructure.

I know the basic layout but it would be good to have accurate details - 
although I assume it is non radio and unlit.

Cheers

Dave Martin.

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Re: [Flightgear-devel] Any info for Chalgrove UK?

2005-01-14 Thread Dave Martin
On Friday 14 Jan 2005 21:08, David Megginson wrote:
 On Fri, 14 Jan 2005 20:59:23 +, Dave Martin

 [EMAIL PROTECTED] wrote:
  I then spent 2 hours trying to work out what this huge 3 runway
  centre-intersecting airport with full runway lighting and PAPIs was. ;-P

 It looks like the runways are fairly large in real life as well:

   http://worldaerodata.com/wad.cgi?airport=EGLJ

 Martin Baker uses the airport for testing ejection seats, and flies a
 Meteor jet out of it (that would explain why one runway was extended
 to 6000 ft):

   http://groberson.members.beeb.net/Chalgrove_Airport.htm

 I haven't downloaded that scenery, but the fact that the runways
 intersect in the middle suggests that we have the centre LAT/LON for
 the airport rather than for the individual runways.  I haven't been
 able to find any information about lighting, but I wouldn't be
 surprised to see a VASIS or PAPI with the jet there.


 All the best,


 David

Well, what I'll do is move the runways out to their approx locations about the 
centre of the current FG layout and leave the lighting intact.

I'll submit that to David Luff and then at least we have a basic layout to 
build upon.

Cheers

Dave Martin

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