Re: [Flightgear-devel] Propellor graphics

2002-04-20 Thread Julian Foad

Update to my own comments:

Julian Foad wrote:
 
 The spinning propellor (on c172-3d) needs a bit of work.
 
 It spins even when the model is parked and the engine stopped.  If pause mode
 is on, it spins more slowly but still does not stop.

That works now (it stops).  Maybe I didn't have that recent fix (in JSBSim).

 With magnetos off but starter engaged, the tachometer shows about 600 RPM
 (i.e. 10 revs per second).  The propellor spins at one and a bit revs per
 second.  I think the propellor is supposed to be directly driven from the
 engine crankshaft, but I'm not sure.

Still wrong, but not David's fault.  Due to mis-use of update(multi_loop) - see 
separate message.

 The two blades are not twisted relative to each other: one blade is pushing
 and the other pulling.

David has fixed this.

 The transparency feature is not working for me, so the propellor disc suddenly
 appears as an opaque object.  I have applied David Megginson's
 plib-smoothing.dif and my plib (from CVS) already appears to have the
 equivalent of the transparency patch.

I had two copies of plib installed - oops!  Transparency and smoothing are now working 
for me.

 The disc that fades in at higher speeds is solid grey for me.  It needs to
 have a (radial) colour profile that matches the blades, i.e. mostly black with
 some red bits.  The expected grey appearance will come automatically when a
 partially transparent black disc is displayed over a light background (sky
 etc.).

Apologies - it looks pretty good as it is, both in sunlight and at night, now that I 
see it as intended - i.e. very feint, so the colouring of it is not too important.  In 
fact, the light grey colour of it looks like a highlight reflection off the blades.  
The only situation in which it goes wrong is in an external view, it cuts out the 
cloud texture (so it looks like a solid grey disc) - but ground textures show through 
it perfectly, and both ground and clouds show through properly in the pilot's eye view.

Is there a way to make the prop fade out and the disc fade in as RPM changes?  
Something like animation type=transparency ?  I tried making the propeller 
material transparent in the .ac file, and that works except that behind a transparent 
propeller blade, the clouds and some parts of the airframe disappear (engine cowling, 
tail fin, ...) while the rest remains (seats, wings, ...).  Yet behind the disc, the 
whole of the airframe is OK and only the clouds disappear.

OK, I'd better step back from 3D modelling.  I've never done it and this seems to be 
one of those tricky areas that you modellers learn about.

- Julian

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Re: [Flightgear-devel] Propellor graphics

2002-04-20 Thread Curtis L. Olson

Julian Foad writes:
 Apologies - it looks pretty good as it is, both in sunlight and at
 night, now that I see it as intended - i.e. very feint, so the
 colouring of it is not too important.  In fact, the light grey
 colour of it looks like a highlight reflection off the blades.  The
 only situation in which it goes wrong is in an external view, it
 cuts out the cloud texture (so it looks like a solid grey disc) -
 but ground textures show through it perfectly, and both ground and
 clouds show through properly in the pilot's eye view. 
 
 Is there a way to make the prop fade out and the disc fade in as RPM
 changes?  Something like animation type=transparency ?  I tried
 making the propeller material transparent in the .ac file, and that
 works except that behind a transparent propeller blade, the clouds
 and some parts of the airframe disappear (engine cowling, tail fin,
 ...) while the rest remains (seats, wings, ...).  Yet behind the
 disc, the whole of the airframe is OK and only the clouds
 disappear. 

In other systems, I've seen something implimented called 'fade level
of detail'.  It's a pretty nifty thing.  They idea is that instead of
popping from one LOD to the next, you blend from one to the next over
a distance using a transparency applied to one LOD and (1 -
transparency) applied to the other.  It would take some thought to
impliment well ... especially if the models have transparent
components.  But, if people have implimented it already, it may not be
that hard to do ...

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] Propellor graphics

2002-04-18 Thread David Megginson

Julian Foad writes:

  It spins even when the model is parked and the engine stopped.  If
  pause mode is on, it spins more slowly but still does not stop.

This was fixed in JSBSim a week or so ago -- unless something else has
undone the change, try updating to the newest FlightGear CVS.  The
model just shows what the FDM is reporting.

  The two blades are not twisted relative to each other: one blade is
  pushing and the other pulling.

Yes, that needs to be fixed, but I'm still trying to understand it
(even my own preflight inspections of a real C172 prop aren't helping
me yet).

  The transparency feature is not working for me, so the propellor
  disc suddenly appears as an opaque object.  I have applied David
  Megginson's plib-smoothing.dif and my plib (from CVS) already
  appears to have the equivalent of the transparency patch.

Are you sure you have installed the new plib and linked with it?  Is
anyone else using the newest CVS plib getting an opaque propeller disk?


Thanks,


David

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David Megginson
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RE: [Flightgear-devel] Propellor graphics

2002-04-18 Thread Richard Bytheway


 On the C172s I've used, the prop starts about as fast as a car engine,
 i.e. in well under a second.  It would be hard to get a tach reading,
 but I'll try to remember.

Would you get the same cranking speed if you cranked the engine with the magnetos off?
It would certainly stop the engine starting.

Richard Bytheway

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RE: [Flightgear-devel] Propellor graphics

2002-04-18 Thread Jon Berndt

 I agree that this was how it was originally coded, but something has
 changed in the last week or so and the propellor definitely spins an
 order of magnitude slower than reported rpm.

Did someone get rps and rpm mixed up?? ;-)


smime.p7s
Description: application/pkcs7-signature


re: [Flightgear-devel] Propellor graphics

2002-04-18 Thread David Megginson

Jim Wilson writes:

   Yes, that needs to be fixed, but I'm still trying to understand it
   (even my own preflight inspections of a real C172 prop aren't helping
   me yet).
   
  If you look down at the propeller in the model from above (with the
  nose appearing pointed up on the screen), the blade on the right is
  fine.  The top edge is trailing.  The blade on the left's top edge
  should be leading, but as it is now it is also trailing.

The problem turned out to be very simple.  I originally had the
propeller modelled correctly, but during some reworking, I copied one
blade to the other and ended up reversing the incidence angle of the
blade.  That's why I couldn't understand what everyone was complaining
about -- when I actually looked at the propeller in Blender on a high
magnification, it was obvious what had happened.  A new checkin is on
the way.


All the best,


David

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David Megginson
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Re: [Flightgear-devel] Propellor graphics

2002-04-18 Thread Martin Dressler

On Thu 18. April 2002 13:17, you wrote:
   Yes, I think the tach probably should only read 100-200 rpm while the
   engine is cranking, before it catches.  Maybe Alex (or David) could
   watch this on their next flight?

 On the C172s I've used, the prop starts about as fast as a car engine,
 i.e. in well under a second.  It would be hard to get a tach reading,
 but I'll try to remember.

   Yes, the propellor spins way to slowly compared to engine rpm.  This
   might be intentional so that it maintains 'smooth' animation.  But, it
   is maybe just a little noticably too slow ...

 Actually, the propeller spins at *exactly* the reported RPM.  The
 trouble is that you see only snapshots of its position as determined
 by framerate, and the positions are usually creeping one direction or
 another.

David you can inspire by this photos.

This propeller is gray with yelow tips
http://musicabona.com/martin/pic/tocna30.JPG

This you can see on taxiing ie 1000 RPM
The clouds could rotate as it rotates now.
The propeller itself you can see only when motor is stop
or turned by starter.
So we  need at least 3 steps. 
http://musicabona.com/martin/pic/tocna01.jpg

This is on start ie 2500 RPM Notice the yelow transparent circle from tips
and in the middle is nearly nothing.
http://musicabona.com/martin/pic/tocna22.jpg


I have also some advice on making textures for your model. You have done it 
very good so please be free to copy it to /dev/null.

I suggest you to make background of textures white,black or transparent but 
please not yellow. It is good for debugging but not for use.

You can make better glass texture when you start on some white - blue - green 
color and only add transparency.

I don't know how it looks with shading, but IMHO it should be better to make 
propeler disc like two cones than 1 cylinder. Also there are some strange 
artifacts on the wing tips.

Regards,
Madr


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  Martin Dressler

e-mail: [EMAIL PROTECTED]
http://www.musicabona.com/martin

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Re: [Flightgear-devel] Propellor graphics

2002-04-18 Thread Frederic Bouvier

From: David Megginson [EMAIL PROTECTED]
 magnification, it was obvious what had happened.  A new checkin is on
 the way.

You forgot to correct your model to avoid the cutting propeller disc !

-Fred



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Re: [Flightgear-devel] Propellor graphics

2002-04-18 Thread David Megginson

Frederic Bouvier writes:

  You forgot to correct your model to avoid the cutting propeller disc !

What do you mean, exactly, by a cutting disk?


All the best,


David

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Re: [Flightgear-devel] Propellor graphics

2002-04-18 Thread David Megginson

Frederic Bouvier writes:

   What do you mean, exactly, by a cutting disk?
 
  We can see the interior of the c172 when viewing the front of the
  plane in the external view

Right -- I forgot to edit the ac file.  I'll check in the fix right
now.


All the best,


David

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[Flightgear-devel] Propellor graphics

2002-04-17 Thread Julian Foad

The spinning propellor (on c172-3d) needs a bit of work.

It spins even when the model is parked and the engine stopped.  If pause mode is on, 
it spins more slowly but still does not stop.

With magnetos off but starter engaged, the tachometer shows about 600 RPM (i.e. 10 
revs per second).  The propellor spins at one and a bit revs per second.  I think the 
propellor is supposed to be directly driven from the engine crankshaft, but I'm not 
sure.

The two blades are not twisted relative to each other: one blade is pushing and the 
other pulling.

The transparency feature is not working for me, so the propellor disc suddenly appears 
as an opaque object.  I have applied David Megginson's plib-smoothing.dif and my plib 
(from CVS) already appears to have the equivalent of the transparency patch.  That bug 
may be the only reason for the following observation:

The disc that fades in at higher speeds is solid grey for me.  It needs to have a 
(radial) colour profile that matches the blades, i.e. mostly black with some red bits. 
 The expected grey appearance will come automatically when a partially transparent 
black disc is displayed over a light background (sky etc.).

But nevertheless it is a nice fun, eye-catching feature.

- Julian

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Re: [Flightgear-devel] Propellor graphics

2002-04-17 Thread Curtis L. Olson

Julian Foad writes:
 The spinning propellor (on c172-3d) needs a bit of work.
 
 It spins even when the model is parked and the engine stopped.  If
 pause mode is on, it spins more slowly but still does not stop. 

For me, the propellor does stop completely.

 With magnetos off but starter engaged, the tachometer shows about
 600 RPM (i.e. 10 revs per second).  

Yes, I think the tach probably should only read 100-200 rpm while the
engine is cranking, before it catches.  Maybe Alex (or David) could
watch this on their next flight?

 The propellor spins at one and a bit revs per second.  I think the
 propellor is supposed to be directly driven from the engine
 crankshaft, but I'm not sure.

Yes, the propellor spins way to slowly compared to engine rpm.  This
might be intentional so that it maintains 'smooth' animation.  But, it
is maybe just a little noticably too slow ...

 The two blades are not twisted relative to each other: one blade is
 pushing and the other pulling. 

I've mentioned this to David M. before, but I'm not sure I
communicated this well.  He really needs to take a look at a real prop
and visualize how it pushes the air as it turns.  One of the blades of
the prop is definitely angled 'backwards.'

 The transparency feature is not working for me, so the propellor
 disc suddenly appears as an opaque object.  I have applied David
 Megginson's plib-smoothing.dif and my plib (from CVS) already
 appears to have the equivalent of the transparency patch.  That bug
 may be the only reason for the following observation: 
 
 The disc that fades in at higher speeds is solid grey for me.  It
 needs to have a (radial) colour profile that matches the blades,
 i.e. mostly black with some red bits.  The expected grey appearance
 will come automatically when a partially transparent black disc is
 displayed over a light background (sky etc.). 

You need to upgrade to the latest cvs-plib to get a transparent prop.
David found a bug/limitation in plib when he was trying to impliment a
semi-transparent prop disk.  Unfortunately it's there in the stable
1.4.x releases.

 But nevertheless it is a nice fun, eye-catching feature.

Yes, David did a very nice job on his first crack at it.  A few more
little tweaks and it will 'perfect.' :-)

Regards,

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] Propellor graphics

2002-04-17 Thread Andy Ross

Curtis L. Olson wrote:
  Yes, the propellor spins way to slowly compared to engine rpm.  This
  might be intentional so that it maintains 'smooth' animation.  But,
  it is maybe just a little noticably too slow ...

Actually, I think this is a recent change.  I remember doing some back
of the envelope (er, wristwatch, in this case) work to verify the
speeds when the feature first went in, and the speed looked pretty
much correct.  But in current code, it's slow; maybe an extra factor
of something or other got added?

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
  - Sting (misquoted)


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