Re: [Flightgear-devel] today's 3d clouds commit

2005-05-15 Thread JD Fenech

Ampere K. Hardraade wrote:
On May 15, 2005 10:21 am, Melchior FRANZ wrote:
 

PS: TODO for 1.0:
   - perfect weather   (almost) done
   - per-wheel gound reactions YASim: done;  JSBSim: :-(   UIUC: bah!
   - help system   (a bit unsophisticated, but) done
   - a/c switchable at runtime hmm   :-/
   

Let me add to this list. =)
- The bottom of the clouds above a city at night should have a faint orange 
glow.  The thicker the clouds, the brighter the glow should be.
- Moonlight.
- The global ambient should be blue.  This should be most noticeable when at 
dawn and dust when the sun is not visible.

As a general thought (speaking of the devil, I actually thought about 
the cloud lighting effect the other night as I was driving home, even 
though I can't really using FG due to superseded hardware), but not only 
the cloud thickness has an effect, but also the cloud base, and the size 
of the city which is lighting the clouds.  Large cities definitely have 
an obvious effect, and medium towns (medium being population 7000 or 
more) have a smaller, but noticable effect, as well.  Any smaller than 
this, and they tend not to have either the ground coverage with 
accompanying lighting, or the heavy industry which would have enough 
high-powered lighting to leave a footprint.  For an obvious example of 
what I'm referring to, drive through a rural area which has small towns 
spotted around at a general distance of 5 to 10 miles from each other, 
with a large city or two at a range of about 20 to 30 miles out. Of 
course, this applies on a cloudy night...you'll see the difference 
between the small towns and the cities.

JD
--
A scientist claims in court that the reason he ran a red light is that, due to 
his speed, the color was blueshifted till it appeared green.  Needless to say, 
the charges of running the red light were dropped and he lost his license for 
speeding excessively.
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[Flightgear-devel] OT: Windows Wallpaper

2004-06-20 Thread JD Fenech
I suppose it's a little off topic, but it seems like something you guys 
would know about (since it seems like I saw it here to begin with, anyway)

Would any of you know where I can find the image somewhat matching this 
description:

A swimsuit model with big gazongas, with general information relating to 
several parameters of the arc of a curve (properly fitted to one of the 
nearly semi-circular aforementioned gazongas).  I seem to remember it as 
being titled something like Engineering Wallpaper, but I can't really 
find it on the internet anymore (I might not be typing in the right 
keywords, though). Anyone know anything?

Yeah, I know it's a little out there, but so am I,
JD
--
A scientist claims in court that the reason he ran a red light is that, due to his 
speed, the color was blueshifted till it appeared green.  Needless to say, the charges 
of running the red light were dropped and he lost his license for speeding excessively.

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Re: [Flightgear-devel] new FGBenchmark package

2004-03-30 Thread JD Fenech
Martin Spott wrote:

Jonathan Richards wrote:

I had a cunning plan to burn FGBenchmark onto business card CDs for giveaway 
at the forthcoming Linux exhibition in London, but 0.0.3 is too big for the 
media, which only takes 50 MB.


I'll have a look at it this week (I'm on holiday the next week so I'm a
bit under pressure to complete a couple of things _before_ I leave  ;-)

Martin.


A further thought occurs:

What's the smallest possible working flightgear package? I'd love to 
really play with updated versions of Flightgear, but the huge downloads 
are not very feasable on a 56k connection (and one phone line with other 
people wanting to also use it).

Immediate thoughts as to how to reduce the size (particularly for the 
installer version in Win32, next update, if its feasable):

data/scenery is has the potential to become quite large. I looked at the 
Fg 0.9.3 (installer exe, the one I have) installation and this has been 
improved from earlier base packages, which seemed to include the entire 
tile from 130n to 140n (or something like that, you get the idea).

data/aircraft is pretty big.  It was suggested that most of the aircraft 
be culled out.  I agree with this.  In my limited experience, I've only 
used the C-172 (default). But this is because I usually screw up with 
the command line options.  Still, I tend to use one type of plane, even 
with highly GUI easy-interface sims like MSFS.  I say include C172 as a 
default, but severely cull out most aircraft.  It's still pretty big as 
far as filesize as it is.  This could be supplemented in the same way 
scenery is with a webpage that allows for the download of individual 
aircraft.  Obviously, this might entail some maintainence, but I'm 
willing to possibly take on the job if someone wants to be patient with 
me and help me out (I haven't done a whole lot of net programming [i.e. 
almost none] but this might be a good way to learn)

data/textures.high is 25mb.  Are these textures used by default 
anywhere? If they're not, then why have them in there?

data/data just has cloud info. Is this just 3d clouds? As a general 
armchair user of FG, I don't use much of anything beyond the defaults. 
Maybe this should be removed.

If it's ranty, sue me :)
JD
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Re: [Flightgear-devel] Win32-downloads

2004-03-29 Thread JD Fenech
I  download the Win32 package  watch the list.  I'm using Win32 mostly 
because I can never get hardware acceleration working in linux, and my 
linux box is off-line in my parent's basement waiting till I move to my 
own place. Anyone have any academic type jobs for me that pay enough to 
pay bills? :)

JD

Martin Spott wrote:

Hello,
I just glanced over the logfiles of my ftp-server and I realized, that
people obviously are downloading the Win32 'fgsetup'-package like hell
(at least compared to _my_ measures). Over 8.700 downloads since
November. I find this really amazing.
Where are all these people? I don't have the impression that they show
up on any of the FlightGear mailing list - do they ?
Martin.
 



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Re: [Flightgear-devel] [OT] Ventura publisher (really old)

2004-01-28 Thread JD Fenech
I might be willing to see what I can do.
I've been on a extracting things from other things kick lately, like 
pulling midi files out of proprietary archive files.
How much harder can this be? If they're not too big/too many files, sent 
them my way, I'll take a shot in my spare time.

JD

Curtis L. Olson wrote:

Ok, I'm abusing my powers here to ask a really [OT] question.  If 
anyone objects, you definitely wouldn't be out of line.  But it's 
easier to ask forgiveness than permission, right? :-)

I have some really old, as in ancient ventura publishing files that 
I'd be interesting at cracking open and at least extracting out the 
important stuff in order to convert to some more modern tool.

I'm seeing extensions like .WP and .WS which is probably text in 
word perfect and word star formats.

I'm also seeing extentions like .CAP .CHP .CIF .VGR .CHP .STY .GEM and 
.PLT

Does this ring a bell for anyone?  It's probably 10 year old stuff at 
least?  netbpm supposedly has a GEM converter, but these gem files are 
older than what the gemtopnm util supports.  Ughhh!

I should probably just rm * the whole lot, have a minute of silence, 
and get on with my life, but I thought I'd ask first 

Thanks,

Curt.




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Re: [Flightgear-devel] Oh dear....

2004-01-09 Thread JD Fenech
This is pretty sad.

It's times like this when I start to consider relocating to Canadia to 
find a job and live there, much as I bash on it (jokingly, of course; it 
really wouldn't do to be bashing our 51st state).

David Megginson wrote:
Jon Stockill wrote:

US developers/users need to be careful - you'll be marked as terrorists.

http://www.theregister.co.uk/content/28/34776.html


The sad part is not the anti-aviation hysteria, bad as it is, but the 
idea of a government that encourages citizens to spy on each other and 
report routine things (what they buy, what they eat, who they date, 
etc.).  It looks like the Stalinists might not have lost the Cold War 
after all.

All the best,

David

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--
A scientist claims in court that the reason he ran a red light is that, 
due to his speed, the color was blueshifted till it appeared green. 
Needless to say, the charges of running the red light were dropped and 
he lost his license for speeding excessively.

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Re: [Flightgear-devel] Re: the horizon

2003-11-27 Thread JD Fenech
I'll justify my diagram just a bit more, maybe for a clarification.
True, the sun has a diameter much larger than earth.
My reasoning for the sizes shown was that even if the sun is much 
larger, the earth appears to be much bigger by virtue of being much 
closer. My diagram makes some bad assumptions, such as if the center of 
the sun is below the horizon, then you don't see any of the sun. This 
assumption is okay for most times of the night, when you can't see the 
sun from most airplane-reachable altitudes.  My argument could very well 
break down if one were to start dealing with space.  It also doesn't 
work terribly well if you want to realistically simulate being able to 
partially view the sun. A possible solve to that is to draw the sun 
first, then draw an undetailed surface (possibly curving it to follow 
the earth).  This surface hides the sun where it isn't visible, then 
just lay down the detailed surface over that.  Again, I'm not exactly an 
expert at simulations, so take this stuff with a grain of salt.

I also assumed that the sun, in FG's case, is modeled as a plain circle 
or sphere on the sky dome, and not as a 870,000 mile diameter sphere at 
93,000,000 miles distance.  Thus, it seems reasonable to me to possibly 
show the sun as being smaller than earth.

As for eclipses, I imagine you'd see them, even if they were beyond the 
horizon. =P

JD

Jonathan Richards wrote:
On Thursday 27 Nov 2003 5:23 am, JD Fenech wrote:

Not too shabby, but it probably has holes.  I do know that the last time
I checked, FG will display the sun at midnight, especially if you fly up
high enough, even if the earth is actually in the way, as in directly in
the way.


The diagram looks wrong to me. Although the sun is 93 million miles away, it 
is  *much* larger than the Earth, so the Earth's shadow is a cone tapering 
*away* from the Sun.  I'm not sure if this damages JD's argument about 
detecting Sun visibility for sensible aircraft altitudes (the atmosphere is a 
very thin skin around the planet) but if the sim were ever extended to 
spacecraft, we'd want to get the geometry exactly right.
Maybe I'll fire up FG for August 1999 and see if it does solar eclipses :¬)
Jonathan

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--
A scientist claims in court that the reason he ran a red light is that, 
due to his speed, the color was blueshifted till it appeared green. 
Needless to say, the charges of running the red light were dropped and 
he lost his license for speeding excessively.

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Re: [Flightgear-devel] Re: the horizon

2003-11-26 Thread JD Fenech
This really doesn't seem like such a difficult subject to me.
If one were to use a crude approximation of a flat plane drawn out to 
intersect the ray from the eye to the sun, it would work, but...

If you want to be really clever, use a spherical or spheroidal 
approximation to determine where the ray (vector) from the sun to the 
eye intersects the earth (if it intersects).  At this point, all you 
really have to do is detect whether the ray from a few key points of the 
sun (bottom, top, center) to the eye intersect the arc of the Earth.

Similarly, you can probably just use the spheroidal formulae's (which 
I've noticed a bit of lately) calculations to do a possible trick.  If 
you calculate the tangent line from the sun's center to the Earth's 
limbs, the absolute angle between either of these tangents (they'll be 
equal) and the line between the centers of the earth and the sun will 
represent the largest possible angle which the sun cannot be seen by 
anything (since an angle smaller than this critical angle is behind the 
earth).  Obviously, if the eye is somewhere directly between the earth 
and the sun, this calculation needs not be done.  I have a nice little 
picture with the diagram of what I'm referring to, but I don't know if 
an attachment will work.

If it does, it's just a gif image.  In the image, Theta is the angle 
from the centerline of the sun to the Earth's limb.  Alpha is the angle 
from the sun's centerline to the viewer (a little airplane).  The 
centerline passes through the center of both the sun and earth.

Pseudocode:

{  If the absolute value of alpha is less than the absolute value of 
theta, then check and see if the eye is between the earth's center and 
sun's center (not directly on the centerline, just somewhere near it, 
more or less check to see if the eyepoint is between the 
earth-center-X-coord and the sun-center-X-coord).  If it's within this 
range, then the sun is visible if the user looks at it
} else {
	if alpha is greater than theta, then the sun should be visible if the 
user looks at it.
}
End pseudocode.

Not too shabby, but it probably has holes.  I do know that the last time 
I checked, FG will display the sun at midnight, especially if you fly up 
high enough, even if the earth is actually in the way, as in directly in 
the way.

JD

Danie Heath wrote:
If I can give my opinion, 1 mile visibility sometimes looks like 20 mile
visibility when your only a mere 3000 ft up in the sky ... It's a really
a difficult subject this
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brandon
Craig Rhodes
Sent: 26 November 2003 08:53 PM
To: [EMAIL PROTECTED]
Subject: [Flightgear-devel] Re: the horizon
As I continue to ponder my horizon ideas, I am driven to ask: is the
FlightGear visibility code perhaps too naive?  In real life, if you are
ten miles up looking down on landscape with fifteen-mile visibility, do
you really only see a little five-mile-radius patch?
(And: is this what the current visibility model does, or have I just
pushed it too hard and misunderestimated its sophistication?)


--
A scientist claims in court that the reason he ran a red light is that, 
due to his speed, the color was blueshifted till it appeared green. 
Needless to say, the charges of running the red light were dropped and 
he lost his license for speeding excessively.
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Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-14 Thread JD Fenech
Stupid idea: Has anyone thought to make a simple FDM for ground 
vechicles? I admit it might get boring quickly, but in a multiplay 
situation, it might be intresting to allow someone to simply watch 
takeoffs from the ground, with a mobile camera. It's half-assed, and 
since I can barely get FG to compile on my own, it's probably not worth 
implementing.

Curtis L. Olson wrote:
David Megginson writes:

If they ever need a volunteer to taxi around a virtual plane, getting
in the drivers' way, let me know.


They actually had a pretty neat scripting system.  You could click a
starting point, ending point, and a midpoint.  The system would figure
a reasonably optimal route throught the taxiway network.  Planes would
yield to each other and even to vehicles if the vehicle forced the
issue.  There were magic spots on the end of the runway that if you
took the path to those, then the airplane would continue with a take
off, fly around for 10 minutes and come back and land.  It wasn't
perfect, but from a ground vehicle perspective it looked really
convincing.
Regards,

Curt.


--
A scientist claims in court that the reason he ran a red light is that, 
due to his speed, the color was blueshifted till it appeared green. 
Needless to say, the charges of running the red light were dropped and 
he lost his license for speeding excessively.

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[Flightgear-devel] Compile issues

2003-11-10 Thread JD Fenech
Ok, I'm having a bit of trouble getting the release version of 
flightgear to compile under cygwin.  I'm hardly an expert at getting 
major projects to compile, so I'm not quite sure what the problem even is.

I've pasted the error at the bottom, so if anyone has any thoughts on 
it, maybe you can help.

Also, where can I find an absolutely updated document which lists all of 
the configure options, as well as the currently required packages to 
compile the Release and CVS versions of FG (Do I need metakit or not? 
Zlib? You get what I mean).

Error message follows,
Thanks,
JD
$ make
Making all in tests
make[1]: Entering directory `/usr/src/flightgear-0.9.3/tests'
g++  -g -O2   -o test-up.exe  test-up.o -lsgmath -lsgdebug -lplibsg -lplibul
/usr/lib/gcc-lib/i686-pc-cygwin/3.3.1/../../../../i686-pc-cygwin/bin/ld: 
cannot
find -lsgmath
collect2: ld returned 1 exit status
make[1]: *** [test-up.exe] Error 1
make[1]: Leaving directory `/usr/src/flightgear-0.9.3/tests'
make: *** [all-recursive] Error 1$ make
Making all in tests
make[1]: Entering directory `/usr/src/flightgear-0.9.3/tests'
g++  -g -O2   -o test-up.exe  test-up.o -lsgmath -lsgdebug -lplibsg -lplibul
/usr/lib/gcc-lib/i686-pc-cygwin/3.3.1/../../../../i686-pc-cygwin/bin/ld: 
cannot
find -lsgmath
collect2: ld returned 1 exit status
make[1]: *** [test-up.exe] Error 1
make[1]: Leaving directory `/usr/src/flightgear-0.9.3/tests'
make: *** [all-recursive] Error 1

--
A scientist claims in court that the reason he ran a red light is that, 
due to his speed, the color was blueshifted till it appeared green. 
Needless to say, the charges of running the red light were dropped and 
he lost his license for speeding excessively.

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Re: [Flightgear-devel] Compile issues

2003-11-10 Thread JD Fenech
Thanks,

That got it.
JD
John Barrett wrote:
I'm also runnng cygwin and hit that one -- you need latest CVS versions of
plib and simgear for starters -- try that then build fg -- I
recommend --prefix=/usr on both plib and simgear builds -- cygwin doesnt
have /usr/local/lib in the ld search path :)
- Original Message - 
From: JD Fenech [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 9:05 PM
Subject: [Flightgear-devel] Compile issues



Ok, I'm having a bit of trouble getting the release version of
flightgear to compile under cygwin.  I'm hardly an expert at getting
major projects to compile, so I'm not quite sure what the problem even is.
I've pasted the error at the bottom, so if anyone has any thoughts on
it, maybe you can help.
Also, where can I find an absolutely updated document which lists all of
the configure options, as well as the currently required packages to
compile the Release and CVS versions of FG (Do I need metakit or not?
Zlib? You get what I mean).
Error message follows,
Thanks,
JD
$ make
Making all in tests
make[1]: Entering directory `/usr/src/flightgear-0.9.3/tests'
g++  -g -O2   -o test-up.exe
 test-up.o -lsgmath -lsgdebug -lplibsg -lplibul

/usr/lib/gcc-lib/i686-pc-cygwin/3.3.1/../../../../i686-pc-cygwin/bin/ld:
cannot
find -lsgmath
collect2: ld returned 1 exit status
make[1]: *** [test-up.exe] Error 1
make[1]: Leaving directory `/usr/src/flightgear-0.9.3/tests'
make: *** [all-recursive] Error 1$ make
Making all in tests
make[1]: Entering directory `/usr/src/flightgear-0.9.3/tests'
g++  -g -O2   -o test-up.exe
 test-up.o -lsgmath -lsgdebug -lplibsg -lplibul

/usr/lib/gcc-lib/i686-pc-cygwin/3.3.1/../../../../i686-pc-cygwin/bin/ld:
cannot
find -lsgmath
collect2: ld returned 1 exit status
make[1]: *** [test-up.exe] Error 1
make[1]: Leaving directory `/usr/src/flightgear-0.9.3/tests'
make: *** [all-recursive] Error 1
--
A scientist claims in court that the reason he ran a red light is that,
due to his speed, the color was blueshifted till it appeared green.
Needless to say, the charges of running the red light were dropped and
he lost his license for speeding excessively.
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--
A scientist claims in court that the reason he ran a red light is that, 
due to his speed, the color was blueshifted till it appeared green. 
Needless to say, the charges of running the red light were dropped and 
he lost his license for speeding excessively.

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Re: [Flightgear-devel] heads up - aircraft reorg

2003-09-20 Thread JD Fenech
I know this is slightly off topic, but what is the possibility of having 
a one aircraft, one file type configuration. The idea is basically to 
put all of the requisite files for a particular aircraft into some kind 
of archive file, such as a tarball, and then drop the archives into one 
directory.  Of course, each archive would need some kind of .info file 
in it to tell fg what the aircraft name is, etc. Optimally, a command 
line option would override any faults set in the archive.

Matevz Jekovec wrote:
Jorge Van Hemelryck wrote:

On Sat, 20 Sep 2003 11:29:48 +0200
Matevz Jekovec [EMAIL PROTECTED] wrote:
 

For modern military aircrafts, I would make the following hierarchy:
- Fighter (most of F-xx, Rafale, MiG-s, Sukhoi-s)
- Attack (A-10, Harrier, Tornado, Mirage 2000, my J-22, Su-25)
- Bomber (F-117, B-1, B-2, B-52, Iljusin-s)
- Transport-Support (Hercules, Galaxy, KC-10, KC-135, Antonov-s)
- EWS (EC-3? AWACS, Prowler)
- Recon (light, fast, reconaissance aircrafts)
- Trainee (light military aircrafts developed specially for teaching)
   

hum...

The Mirage 2000C is definitely a fighter, whereas the Mirage 2000D would
be a fighter-bomber (is that what you call attack aircraft?), as it does
have air-to-air capacity.
The Mirage F1C was a fighter (no longer in service in France), the F1CT is
an attack aircraft, and the F1CR a reconnaissance aircraft. All of them
can act as fighters as well.
And the Rafale was designed to be a multirole aircraft as well.

Maybe you could make some distinctions among MiG and Sukhoi aircraft...
For instance, the Su-27 was mainly a fighter, until more recent versions
gained air-to-ground capacity, whereas the Su-25 is just an attack
aircraft.
I'm not really criticizing, but I'm saying it's going to be more and more
difficult to sort all these modern aircraft in categories.
 

Yes, of course. I was just giving examples of generaly, which aircrafts 
to put it to folders (why they are there). I think  overall it's not 
hard to categorize aircrafts, but I is no doubtly a must, cause the 
available aircrafts number is drasticly growing. My J-22 A is a version 
which is most widely spread - Fighter-Bomber role aircraft (therefore 
let's say J-22 is an attack aircraft), although variant B is a double 
seater (trainee or a better close air support) and an R variant for 
recon. Anyway, every aircaft does a description of it, usually commented 
in xml wrapper files (what type, how old, development, who uses it, 
history, armement etc.), which should some day be showed in game too (I 
had in mind a technical library accessible from the game menu, which 
will show a 3D model of an aircraft, a tree structure data, a 
description, radar symbols etc.)



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--
A scientist claims in court that the reason he ran a red light is that, 
due to his speed, the color was blueshifted till it appeared green. 
Needless to say, the charges of running the red light were dropped and 
he lost his license for speeding excessively.

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[Flightgear-devel] [OT] Graduate Schools

2003-02-02 Thread JD Fenech
I know it isn't quite development related, but you guys seem like the
best folks to
ask this question...

I'm a fifth-year senior, CompSci major with physics and math minors...
I have an interest in cosmology/astronomy/simulation/etc.
I'm looking for a good grad school where I can put these aptitudes to
work,
except my GREs weren't exactly stellar (they were average).  Since a lot

of you are in the academic areas, you probably have a far better idea
than me
of where would be good to look at. I only have one major stipulation and
that's
basically that I don't want to go any further west than I am now
(especially not
California!) Perferably in the South.

Thanks,
JD

--
The modern definition of 'racist' is someone who is winning an argument
with a liberal.
 --Peter Brimelow



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Re: [Flightgear-devel] Possible source for usable code

2003-01-17 Thread JD Fenech
If you really want LHX, I can send you my copy.
It's so old I doubt anyone sells it anymore. I think that
might have been the first flight sim I played too.
Curiouser and curiouser.


Arnt Karlsen wrote:

 On Thu, 16 Jan 2003 19:31:53 -0600,
 Mike Bonar [EMAIL PROTECTED] wrote in message
 [EMAIL PROTECTED]:
  On Thursday 16 January 2003 09:41, Curtis L. Olson wrote:
   Arnt Karlsen writes:
On Thu, 16 Jan 2003 09:16:36 -0600,
Curtis L. Olson [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
   
 Mike Bonar writes:
  Has anyone seen this site before?  Might be some usable code
  there.
 
  http://websimulations.com/products.htm

 Yes, this is Riley Rainey's stuff.  He wrote ACM for Unix which
 was/is a pretty fun combat game that works in native X11 (i.e.
 doesn't need opengl.)  The graphics are simplistic and crude,
 but the action is a lot of fun.  It would be interesting to look
 at integrating the DIS stuff with FlightGear.
   
..ah.  :-)
(OpenGL has been my showstopper for too long.)
  
   Much of it's beauty is in it's simplicity.  It's definitely good for
   an hour or two of entertainment.
  
 
  You know, I still have a copy of LHX.  It fits on a 1.44MB floppy, and

 ..url?

  it still runs!  That was my first flight sim (*sighf*), and I've been
  hooked ever since.
 
  Mike
 
 --
 ..med vennlig hilsen = with Kind Regards from Arnt... ;-)
 ...with a number of polar bear hunters in his ancestry...
   Scenarios always come in sets of three:
   best case, worst case, and just in case.

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Re: [Now OT] [Flightgear-devel] status of open bugs at sourceforge.net/projects/flightgear ?

2003-01-14 Thread JD Fenech
Technically, Y'alls is more of a possesive form of Y'all.
At least that's how I use it. Y'all can use it yall's own way.
And yes, that paticular usage is techically wrong too, considering
that its usually used to refer to an physical object, such as an
airplane :)
Nyeh.

Y'all have fun.

Jon Berndt wrote:

  My favorite is the I'm with stupid tee shirt, but with the arrow
  pointing up (or is it down?)

 snicker

  By the way, Jon, what do guys at
  Nasa say when something is relatively easy?

 We say: OK, what did we miss? [BTW, I am not employed by NASA, but by a
 major aerospace corporation who supports them]

  Assuming all y'alls
  (plural form of y'all) are pretty good at your jobs, It's not exactly
  rocket science just doesn't have that same ring to it.

 y'all *is* plural. All y'all is used sometimes, but y'all is sufficient
 in the above circumstance, according to Webster. :-)

 Informally, when asked what I do (when among friends), I sometimes respond
 with a grin that I am a rocket scientist (which is my wife's cue to roll
 her eyes). In less informal circumstances I'd never do it. I saw somebody
 introduce herself as a Rocket Scientist once in a defensive driving
 class near Johnson Space Center. Considering several in the class could
 have referred to themselves the same way, it sort of lost its impact -
 even made me cringe.

 jb

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Re: [Flightgear-devel] Website updates

2002-07-25 Thread JD Fenech

This is just a thought, and since I'm definitely no expert at the internals,
please feel free to
bash the idea.  This seems like a possibly reasonable way to add other elements
to the scenery,
such as buildings, towers, bridges, roads, etc. I'm just a college kid, haven't
actually worked on
anything major, haven't done massive amounts of research Flightgear or
otherwise, and have
been interested in Flightgear for a few years.  The following has probably been
tried, and discarded,
but bear with me.

Why not use a secondary scenery file, something that works a bit like an
overlay.
Example, a building, in this case, lets make it a cube (nice and regular :)

Set the bottommost point (a centerpoint, if you will) in the center of the x-y
plane.
The z setting of this point will be at ground level (if it's halfway up the
building, the
part of the building below the point should be buried).  A vector in the
building data
to point north (or other standard direction, like down or up) to make sure the
building
gets shown in the right orientation.

Now for the magic (or something):

Take the ground level of the scenery at the centerpoint of the object, and make
that the
altitude of the z coordinate of the object.  Unless there were an
inordinate/complicated
amount of scenery, that might be a solution.  It's similar to the dynamic
scenery, except
the locations of objects are predefined.  Roads could be done in a slightly
different way,
such as a network of lines (I'm probably just proposing what's already been
done).
The endpoints are given as lat/lon.  Since roads almost always follow the
terrain (except
for over/underpasses, tunnels, and other cuts through the terrain, the same map
the ground
level to the z coordinate idea should work for roads.

Realistically, I don't see why a secondary package can't take a pregenerated
ground scenery
file, extract the required information with some overlay source information, and
create an overlay
file with all of the required information in some sensible format (after all,
roads are just two points
connected by a line). This overlay could even be optional, in case someone
wishes to use a pristine
scenery set.

JD

Alex Perry wrote:

  James A. Treacy writes:
This brings up something I've been wondering for a while. It appears we
can add roads and rivers. Why, then, isn't this the default?

 David replies:
  Unfortunately, to get roads, railroads, and rivers, we have to give up
  some quality in the terrain mesh.  You don't notice much in flat
  terrain, but sometimes the mountains come out looking funny.

 Can we do it on a tile-by-tile basis ?  If the range of altitude from
 minimum to maximum (in one tile) is less than 200 ft then do roads because
 the terrain will look essentially flat from any sensible altitude.

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Re: [Flightgear-devel] [OT] concave mirrors

2002-07-11 Thread JD Fenech

Make sure the mirror really isn't a parabolic one. 40 mirrors are pretty big to be 
anywhere
near perfectly spherical.

Also, the reflected image will form on your retina, so where you put your eye has 
plenty
of importance. Also, the optics of your eye might have an effect :)

*grins* What a physics geek.
JD

Julian Foad wrote:

 The focal point is where rays will be focussed to/from a parallel beam of light - 
like the rays from an object at infinite distance.  The theory is normally quoted in 
these terms, as it avoids having to consider two distances at once (the distance to 
the object and the distance to the image or observer).  Thus:

   /   Parallel rays from a distant object
  / 
 |
 |  +  Are all focussed to here
 |  (the focal point, by definition)
  \ 
   \

 ... but in real life, the object will be nearer than infinity ...

   /
  /Non-parallel rays from nearby object (O)
 |
 |  + I O
 |
  \Are focussed to an inverted real image somewhere else (I)
   \

 ... and as the object moves closer to the mirror, the image of it moves further 
away, and crosses over the object position (at the point where, looking into the 
mirror, you find the image of your eye disappearing into a singularity) and continues 
to move further away until ...

   /
  / 
 | Rays from an object at the focal point (O)
 |  O
 |
  \ 
   \   Are focussed to infinity

 ... you get back to an easy-theory situation.  The geometry of the intermediate 
positions is probably something like:

   (1 / distance_to_object) + (1 / distance_to_image) = (1 / focal_length)

 ... at least qualitatively.  I don't know whether that is correct quantitatively.

 I hope this was the clue to the obvious that you needed.

 - Julian

 Curtis L. Olson wrote:
 
  Ok, this is *way* off topic, but I'm hoping the people here are a bit
  smarter than my stupid coworkers (I guess stupid _self_ is implied.)
 
  :-)
 
  The following web site explains the basic behavior of a concave mirror
  and pretty much agrees with everything I remember from physics:
 
  http://www.physicsclassroom.com/Class/refln/U13L3a.html
 
  If the object distance is beyond the focal point, the reflected image
  will be inverted.  If the object is at the focal point, the reflected
  image will hit a singularity.  If the object distance is less than the
  focal length, the object will be magnified and right-side up.
 
  Now, I have a concave mirror with a 40 radius of curvature.  This
  means it has a 20 focal length.  My problem is that I'm not observing
  behavior that matches the theory.
 
  My initial speculation is that the position of my eye is an important
  factor that isn't addressed by the simple theory, but from the simple
  theory, I don't see how that could be possible.
 
  Here are some things I'm observing: if my eye is closer to the mirror
  than the focal distance, I see myself and the entire room right side
  up.  Even though objects in the distance (i.e. the other side of the
  room) are further than the focal point, they are still right-side up.
 
  If I move my eye point away from the mirror and watch myself, I seem
  to hit the singularity at 40 which is the center of curvature, not
  the focal point.  Yes, I've verified that the radius is indeed 40 and
  is most definitely not 80.
 
  If my eye point is further than 40 I can move an object (such as a
  pen in and out and it hit's the singularity at 40 and inverts beyond
  that.)
 
  If I move my eye away from the mirror and watch an object on the
  otherside of the room, it hits the singularity and inverts at 20.
  This sort of agrees with the above theory except it's a distant object
  that never moves, only my viewpoint is moving. ?!?
 
  I've been trying to reconcile this all in my head and have put myself
  into a state of complete befuddlement ...
 
  Can anyone tell me what stupid thing I am missing?
 
  Curt.
  --
  Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
  Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
  Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org
 
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Re: [Flightgear-devel] [OT] We are the champions

2002-06-30 Thread JD Fenech

Huh?

JD

--
The modern definition of 'racist' is someone who is winning an argument
with a liberal.
 --Peter Brimelow

Marcio Shimoda wrote:

   BRAZIL
   2002 World Cup Champion
 
  And we are 2nd (GERMANY)
 
 Ok, CU in Germany 2006
 []'s
 Marcio Shimoda

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