Re: [Flightgear-devel] Location of SimGear

2001-11-15 Thread D Luff

John Check writes:

 
  Is there an option to init running?
 
 
 /engines/engine[0]/running=true
 I think
 

This dosn't work anymore at the moment.  The FGEngine 
constructor in JSBSim contains running = false.

Cheers - Dave

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David Luff
Engines Research Group
University of Nottingham
0115-9513814
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RE: [Flightgear-devel] Location of SimGear

2001-11-15 Thread Norman Vine

D Luff writes:

Jon Berndt writes:

 Did we goof somewhere? Do we need to change something?
 

Well, I suppose we ought to allow users to specify that the engine 
is running at startup. 

IMHO - a 'mouseless' interface to FGFS is mandatory !
so there should at least be a keyboard shortcut

Cheers

Norman

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RE: [Flightgear-devel] Location of SimGear

2001-11-15 Thread John Check



On Thu, 15 Nov 2001, Norman Vine wrote:

 D Luff writes:
 
 Jon Berndt writes:
 
  Did we goof somewhere? Do we need to change something?
 
 
 Well, I suppose we ought to allow users to specify that the engine
 is running at startup.

 IMHO - a 'mouseless' interface to FGFS is mandatory !
 so there should at least be a keyboard shortcut

 Cheers

 Norman

I can't argue with that. Does anybody have suggestions for keybindings?

TTYL
J

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RE: [Flightgear-devel] Location of SimGear

2001-11-15 Thread Norman Vine

Mally writes:

It's probably too late to comment on this by now, but from a 
user point of view,
it's very awkward when you've got the stick in one hand on 
approach to key the
SHIFT-key options.  I'm in favour of single key presses 
wherever possible for the runtime functions.

A good point but .

Just wait ctrlshiftkey combinations are coming as there
are many more things that we want key-bindings for then there 
are keys !

Cheers

Norman


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RE: [Flightgear-devel] Location of SimGear

2001-11-15 Thread Norman Vine

David Megginson writes
Sent: Thursday, Novembe

John Check writes:

  I can't argue with that. Does anybody have suggestions for 
keybindings?

How about 0, 1, 2, and 3 for the magneto positions?

I like the idea but how about if we extend it a little with
some borrowed ideas  i.e.

ctrl-e 0  magneto_pos 0
ctrl-e 1  1  
ctrl-e 2  2

with ctrl-e being the meta key for Engine related stuff

I fully realize that ctrl-e might be a little fine-grained
but the idea is to introduce Meta Key sequences
that will allow for having  SETS of KEYS bind to 
the separate sub-systems

This will allow us to reuse keys :-)

Cheers

Norman

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RE: [Flightgear-devel] Location of SimGear

2001-11-15 Thread D Luff

David Megginson writes:

 
 How about 0, 1, 2, and 3 for the magneto positions?
 

Well it would leave m/M for mixture if required.

Cheers - Dave

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Re: [Flightgear-devel] Location of SimGear

2001-11-15 Thread Mally


Dave Luff writes:
 Mally writes:
  
   Anyway, I definately think that m/M and s should be used for
   magnetos and starter - at the moment there is no way to start the
   engine with a 2 button mouse!
 
  It's probably too late to comment on this by now, but from a user point of
view,
  it's very awkward when you've got the stick in one hand on approach to key
the
  SHIFT-key options.  I'm in favour of single key presses wherever possible
for
  the runtime functions.

 You want to turn the magnetos off on approach???

 Seriously though, I agree with what you are saying for something
 like mixture which will be adjusted in flight, but for something like
 magnetos which will normally be switched on the ground I think we
 need to maximise the use of the keyboard real-estate.

Perhaps flytime would have been a better word than runtime.

Mally



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Re: [Flightgear-devel] Location of SimGear

2001-11-15 Thread Cameron Moore

* [EMAIL PROTECTED] [2001.11.15 12:45]:
 On Thursday 15 November 2001 1:08 pm, you wrote:
  John Check writes:
I can't argue with that. Does anybody have suggestions for keybindings?
 
  How about 0, 1, 2, and 3 for the magneto positions?
 
 
  All the best,
 
 
  David
 
 Thats what I was thinking, but I'd probably go with the keyboard numbers and 
 start at one, as opposed to the numpad.
 
 BTW to whoever suggested 's', that toggles the mini panel. We should
 probably move that to 'p' since panel hide is 'P' and bind pause to the 
 'pause' key. I'd also suggest the -/+ on the keypad as an alternate throttle,
 possibly with a modifier for mixture.

Could we also change the 'i' and 'I' keybindings?  They change the HUD
layout.  I was thinking we could make 'i' act like the 's' key to cycle
through the available HUDs.  Currently, 'I' give the normal HUD and 'i'
gives the alternative HUD (or visa versa).  We could free up a key by
making one key cycle and wrap.

 Of course would *could* map keys like Fly or FS2k, but I never used either so 
 I wouldn't know what the mappings are.

That would be cool and could definately flatten the learning curve for
some people.  Did a little looking around and found the following:

  Fly! II
  http://fly.godgames.com/fly2_man4.php

  FS2000
  http://virtuaviator.homestead.com/files/keysfsk2.zip

  FS2002
  
http://ftp.avsim.com/library/zipshow.php?DownloadID=11608FileName=FS2002+COMMANDS.txtCType=text%2Fplain
 
  X-Plane
  http://www.x-plane.org/Detailed/227.shtml

That should get us started.  :-)  I'll volunteer to work up an X-Plane
compatible keyboard.xml file.  How do you propose we do this?  Have a
separate keyboard-mysim.xml file for each?
-- 
Cameron Moore
[ Do Roman paramedics refer to IV's as 4's? ]

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