Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Wolfram Kuss
Hi,

They have mentioned FlightGear as a candidate simply for the reason that it 
can be modified and changed to do whatever we want it to do. No restrictions 
on functionality.

Yes, that's the advantage of open source. BTW, I have lately heard
people call Targetware and MSFS/CFS open source because you can mod
it, but of course that is very different to having the program source
in the open.

We need at least one properly/accurately modeled aircraft that we can show 
off.
I'm talking nice visually (high poly count) and with an accurate flight model.

Regarding the visuals, the easiest way is use an existing model and
convert it. 

We need some nice development tools.
In particular a full blown scenery editor that one can use to lay down 3D 
objects (trees/buildings), taxiways, aprons, roads, rivers, etc.
If it's done in OpenGL then you can make it WYSIWYG.

I did that a long time ago, before the LinuxTag trade fair.
It is in PPE (the open source modelle PrettyPolyEdit, which sits on
top of the library PLIB, like FGFS does). You look at the terrain from
above. Of course you can rotate and move the camera. You then simple
click the mouse onto the spot you want to add the model. You then have
three dials to edit the pitch rolll and yaw if possible. For example,
with taildraggers converted from MSFS, they are normally horizontal
and you have to rotate in pitch until all wheels are on the ground.

I am not sure anyone used this apart from me.
This should still work, but it uses ascii terra gear scenery. I do not
know the status on that. Is there a converter?

What 3D formats and apps are used?

See the bottom of this page for file formats:
http://plib.sourceforge.net/ssg/non_class.html
In the big table, look for formats we can load.

Bye bye,
Wolfram.


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Frederic Bouvier
We need some nice development tools.
In particular a full blown scenery editor that one can use to lay down 3D 
objects (trees/buildings), taxiways, aprons, roads, rivers, etc.
If it's done in OpenGL then you can make it WYSIWYG.

Look at http://fgsd.sourceforge.net

-Fred



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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Curtis L. Olson
Paul Surgeon writes:
 On Friday, 7 November 2003 02:58, David Megginson wrote:
  What release is it?  The 172 changed a release or two ago.
 
 0.9.3 - The one with the nice ready to run Windows installer.
 It's the 172 with the 3D cockpit and nice yellow tints on the wings.  :)
 
 I would run it under Linux except that last time I couldn't maximize the 
 screen without the FPS dropping to 1.

If you are running low on video ram, enlarging the window can kill
your performance (due to needing to reallocate and shuffle ram.)  You
can try starting with the window maximized and see if that works.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Curtis L. Olson
Jim Wilson writes:

 Recently I aquired a copy of the latest MSFS. It's the first I've
 bought since MS took it over from SubLogic!  (No I haven't gone
 crazy and joined the other side.  It was USED and very cheap so my
 rational was it would not put money directly into the pockets of the
 microsoft billionaires club :-)).  After spending a two or three
 hours with it my impression is that there are two ways to value eye
 candy...quality and quantity.  The MS has a lot more quantity
 because of all the bodies they threw at it.  We're there, or better,
 with the quality.  For those inteterested in the appearance of the
 scene and the aircraft, all they need to do is go to work and build
 some models.

Yes, FlightGear's engine is pretty flexible and can do a lot of nice
things.  The biggest thing we are lacking now is content
(i.e. aircraft and scenery features) that utilizes all the features
that FlightGear provides.

 BTW I can also say now that I understand now how much of a threat
 the FLY!  series was to the microsoft product.  Too bad it
 failed...but it looks like FlightGear is destined to someday be a
 major influence in the popular arena.

I have no desire to put a bunch of fine MS employees out of work, but
hopefully FlightGear can be a big influence in the field and drive
everyone to do better and better.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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RE: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Curtis L. Olson
Norman Vine writes:
 Paul Surgeon writes:
 
  I hope FG doesn't tie textures to every single polygon in the scenery files. 
  (faster rendering because the calculations don't have to be done at render 
  time but larger scenery files because of all the texture co-ords tied to the 
  vertices)
 
 This is exactly what Flightgear does for several reasons but 
 
 Don't let this discourage you because I can't think of any thing
 in the code that would really have to change outside of the terrain
 parser and the low level tile class and these would have to be 
 changed anyway to support any change in the terrain structure.
 
 I am looking forward to seeing another mechanism for a global 
 seamless terrain rendering on a dimpled ellipsoid :-)

Sure, anyone is welcome to build an alternate scenery rendering
subsystem.  There are a zillion different approaches out there each
with it's own strengths and weaknesses.  FlightGear impliments just
one approach right now.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread David Megginson
Curtis L. Olson writes:

  If you are running low on video ram, enlarging the window can kill
  your performance (due to needing to reallocate and shuffle ram.)  You
  can try starting with the window maximized and see if that works.

There's also a problem with the NVIDIA drivers on some systems, just
generally.  For example, if I start with a very small window (say,
320x240x16) and shrink it by a few pixels, that's it for hardware
rendering -- we're down to a frame every 30 seconds or so; on the
other hand, I can start at 1600x1200x160 and get about 18 fps.  I've
had that problem for a year and a half, ever since I started using a
notebook with a Geforce2Go.

I don't have the problem with other 3D programs like the plib demos,
only with FlightGear.  We must be enabling something that triggers the
driver or hardware bug.


All the best,


David

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread David Megginson
Paul Surgeon writes:

  Well what do you define as eye candy?  If people don't want eye
  candy then why do we have ground textures in FlightGear? They are
  just wasting framerates.

I'm not taking a stand in the eye-candy-vs-simulator debate, but this
particular statement is not true.  Textures (and auto-placed objects
like trees) are critical for simulating VFR flight, since they
give you a reference point for judging altitude, distance, and ground
speed.  The different texture types also help a bit with pilotage,
particularly the water and urban textures.

   I just tried this and it does go to VNE.  In my experience (a few
   hundred hours PPL, mainly C172 and C152), the C172 is modelled
   very accurately.  Did the OP chase the VSI?  It has a
   several-second lag, esp when changing attitude quickly (again,
   this is modelled accurately), which could account for him not
   hitting VNE.
  
  I held a 1500 fpm decent for 3 minutes from 6000 ft at full
  throttle.  It seems that I have an old model although I thought
  0.9.3 was a recent build.

How did you start FlightGear?  Were you using the default 172 that
comes up when you start FlightGear with no command-line options?  You
can end up with an old model if you use

  --aircraft=172r-3d


All the best,


David

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Lee Elliott
On Friday 07 November 2003 18:23, David Megginson wrote:
 Paul Surgeon writes:
 
   Well what do you define as eye candy?  If people don't want eye
   candy then why do we have ground textures in FlightGear? They are
   just wasting framerates.
 
 I'm not taking a stand in the eye-candy-vs-simulator debate, but this
 particular statement is not true.  Textures (and auto-placed objects
 like trees) are critical for simulating VFR flight, since they
 give you a reference point for judging altitude, distance, and ground
 speed.  The different texture types also help a bit with pilotage,
 particularly the water and urban textures.
 
I just tried this and it does go to VNE.  In my experience (a few
hundred hours PPL, mainly C172 and C152), the C172 is modelled
very accurately.  Did the OP chase the VSI?  It has a
several-second lag, esp when changing attitude quickly (again,
this is modelled accurately), which could account for him not
hitting VNE.
   
   I held a 1500 fpm decent for 3 minutes from 6000 ft at full
   throttle.  It seems that I have an old model although I thought
   0.9.3 was a recent build.
 
 How did you start FlightGear?  Were you using the default 172 that
 comes up when you start FlightGear with no command-line options?  You
 can end up with an old model if you use
 
   --aircraft=172r-3d
 
 
 All the best,
 
 
 David

I think an eye-candy vs. dynamics/procedureal accuracy debate is a bit 
pointless in the context of FlightGear.

Ultimately, the trend for any simulator will be towards improvements in 
both areas and it's really more a question of who wants to work on what 
and when.

I don't see FG as an 'employing' project where the developers/contributers 
are obliged to do particular things or meet specific targets.  it's fine 
if people want to have wish-lists or suggest ideas but no-one is obliged 
to do anything.

If someone wants to concentrate on dynamics or procedureal accuracy that's 
what they'll work on and similarly, if someone else wants to work on 
'eye-candy' improvements then that's what they'll do.

While FG appears, to me, to be a co-ordinated project, I wouldn't describe 
it as a 'managed' project, as the people doing the work haven't put 
themselves into a 'managed' position where they can be told what to do.

It seems to me, therefore, that debating eye-candy vs. dynamic/procedureal 
accuracy is a waste of time, and possibly harmful because the people who 
want to work in the area expounded by the side that loses the debate 
aren't suddenly going to start working in the area expounded by the side 
that wins it.  They're more likely to start working for a different 
project where they feel that what they want to work on will be welcome.

I welcome all improvements to FG.

LeeE


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Innis Cunningham


Paul Surgeon  writes


I would love to have a poll on this topic to see how many people would like
some eye-candy and those that don't care much about it.
If no one want's any visual improvements in FlightGear then I better not 
waste
my time.
While eye candy might be nice I think the main effort would be better used 
to write
as tight a code as we can.
Can I write code?. Not a line of it.
I am now getting the same frame rates in FG that I was getting in FS2K2 and 
that was
with full AI and about 30 A/C at the airport some of which were quite 
detailed models.
If you want to bring FG to a grinding halt try putting 30 static A/C around 
KSFO and see
what your frame rates are.Unless KSFO is much smaller than I think it is(and 
I live half way around
the world from KSFO)then I would think that 30 A/C would fit on one terminal 
finger.
If you ask me if I would rather have cars moving around or a more realistic 
taxiway
texture system including airfield signage.
Or plenty of static A/C and buildings at the expense of some good aircraft 
panels.
Then I am afraid I would pick the latter in both in both cases.
If you want eyecandy them the process already exists just take any of the 3D 
models
and put them into the scenery.You can even make your own models of anything 
you
like and put them in your scenery.But it won't be long before you realise 
that at its
current state of development FG will choke on the extra content.
So while I am all for eyecandy I would think that energies would be but put 
to getting
the best performance from the sim with a good level of detail.
Lets do some crawling before we try the walk or run.

Just my opinion

Cheers
Innis
The Mad Aussi
Paul
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Hot chart ringtones and polyphonics. Go to  
http://ninemsn.com.au/mobilemania/default.asp

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Innis Cunningham
Well said Lee
Now why didn't I think of that.LOL
Cheers
Innis
The Mad Aussi
Lee Elliott writes

I think an eye-candy vs. dynamics/procedureal accuracy debate is a bit
pointless in the context of FlightGear.

Ultimately, the trend for any simulator will be towards improvements in
both areas and it's really more a question of who wants to work on what
and when.
I don't see FG as an 'employing' project where the developers/contributers
are obliged to do particular things or meet specific targets.  it's fine
if people want to have wish-lists or suggest ideas but no-one is obliged
to do anything.
If someone wants to concentrate on dynamics or procedureal accuracy that's
what they'll work on and similarly, if someone else wants to work on
'eye-candy' improvements then that's what they'll do.
While FG appears, to me, to be a co-ordinated project, I wouldn't describe
it as a 'managed' project, as the people doing the work haven't put
themselves into a 'managed' position where they can be told what to do.
It seems to me, therefore, that debating eye-candy vs. dynamic/procedureal
accuracy is a waste of time, and possibly harmful because the people who
want to work in the area expounded by the side that loses the debate
aren't suddenly going to start working in the area expounded by the side
that wins it.  They're more likely to start working for a different
project where they feel that what they want to work on will be welcome.
I welcome all improvements to FG.
I secound that motion.
LeeE

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Paul Surgeon
Well some areas of FG could be improved a lot with little effect on frame 
rates.

For instance a nice big library of tileable textures and a scenery builder 
that knows how to build tiled scenery based on land class data.
i.e. The type of thing you see in FS2002/04 where the textures seem to blend 
together and you can't see where one polygon starts and another stops.
Fly2 also used this principle and it really looked nice and ran on my system 
better than FG does at the moment.

That would require no changes to FG and would not impact frame rates very much 
unless your graphics card doesn't have enough memory for all the textures.
In which case you can just carry on using default scenery.
I'm planning on doing this and seeing how well it works.
If it's a success I'll let you all know about it.

However I do agree with you about optimizing FG.
It has scenery comparable with FS98 but runs about 1000% slower.
I'm sure that some of that has to do with the processing that goes into 
rendering the nice gauges,etc but there probably is plenty of room for 
tweaking the terrain rendering code amoungst other areas.
I haven't noticed any scenery popping like I see in FS2002 which almost makes 
me wonder if there are any LOD algorithms in FG.

Paul


On Saturday, 8 November 2003 16:31, Innis Cunningham wrote:
 While eye candy might be nice I think the main effort would be better used
 to write
 as tight a code as we can.
 Can I write code?. Not a line of it.
 I am now getting the same frame rates in FG that I was getting in FS2K2 and
 that was
 with full AI and about 30 A/C at the airport some of which were quite
 detailed models.
 If you want to bring FG to a grinding halt try putting 30 static A/C around
 KSFO and see
 what your frame rates are.Unless KSFO is much smaller than I think it
 is(and I live half way around
 the world from KSFO)then I would think that 30 A/C would fit on one
 terminal finger.
 If you ask me if I would rather have cars moving around or a more realistic
 taxiway
 texture system including airfield signage.
 Or plenty of static A/C and buildings at the expense of some good aircraft
 panels.
 Then I am afraid I would pick the latter in both in both cases.
 If you want eyecandy them the process already exists just take any of the
 3D models
 and put them into the scenery.You can even make your own models of anything
 you
 like and put them in your scenery.But it won't be long before you realise
 that at its
 current state of development FG will choke on the extra content.
 So while I am all for eyecandy I would think that energies would be but put
 to getting
 the best performance from the sim with a good level of detail.
 Lets do some crawling before we try the walk or run.

 Just my opinion

 Cheers
 Innis
 The Mad Aussi


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Erik Hofman
Paul Surgeon wrote:

However I do agree with you about optimizing FG.
It has scenery comparable with FS98 but runs about 1000% slower.
I'm sure that some of that has to do with the processing that goes into 
rendering the nice gauges,etc but there probably is plenty of room for 
tweaking the terrain rendering code amoungst other areas.
I haven't noticed any scenery popping like I see in FS2002 which almost makes 
me wonder if there are any LOD algorithms in FG.
Nope, no *dynamic* LOD algorithm is present at the moment. It's all just 
a very effective irregular terrain mesh at the moment. Dynamic LOD would 
probably improve the framerate and (as someone mentioned a few weeks 
back) creating larger vertex arrays in TerraGear would probably improve 
framerate much because the static LOD causes a lot of CPU cycles.

Erik

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Paul Surgeon
Which means that as soon as someone adds a nice medium to high res elevation 
mesh FG is going to die.
Either that or TerraGear is going to have to throw away a lot of nice detail 
when building the scenery.

Well let's take it as it comes.
Create the problem and then solve it.  :)

Paul


On Saturday, 8 November 2003 17:08, Erik Hofman wrote:
 Paul Surgeon wrote:
  However I do agree with you about optimizing FG.
  It has scenery comparable with FS98 but runs about 1000% slower.
  I'm sure that some of that has to do with the processing that goes into
  rendering the nice gauges,etc but there probably is plenty of room for
  tweaking the terrain rendering code amoungst other areas.
  I haven't noticed any scenery popping like I see in FS2002 which almost
  makes me wonder if there are any LOD algorithms in FG.

 Nope, no *dynamic* LOD algorithm is present at the moment. It's all just
 a very effective irregular terrain mesh at the moment. Dynamic LOD would
 probably improve the framerate and (as someone mentioned a few weeks
 back) creating larger vertex arrays in TerraGear would probably improve
 framerate much because the static LOD causes a lot of CPU cycles.

 Erik


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RE: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Norman Vine
Paul Surgeon writes:
 
 Well some areas of FG could be improved a lot with little effect on frame 
 rates.
 
 For instance a nice big library of tileable textures and a scenery builder 
 that knows how to build tiled scenery based on land class data.

That is basically what is done now

 i.e. The type of thing you see in FS2002/04 where the textures seem to blend 
 together and you can't see where one polygon starts and another stops.
 Fly2 also used this principle and it really looked nice and ran on my system 
 better than FG does at the moment.
 
 That would require no changes to FG and would not impact frame rates very much 
 unless your graphics card doesn't have enough memory for all the textures.
 In which case you can just carry on using default scenery.

Actually FGFS is often FILL limited, cloud layers and the panel contribute a 
lot towards this as they are basically all overdraw

 I'm planning on doing this and seeing how well it works.
 If it's a success I'll let you all know about it.

IMO the biggest improvement that could be made to the FGFS Scenery
is to implement imposter objects.  These could then be used for distant
scenery and much of the sky.  FWIW AFAIK this is the secret trick that 
MSFS uses to get the frame rates that it does.

Cheers

Norman

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Paul Surgeon
On Saturday, 8 November 2003 18:13, Norman Vine wrote:
 Paul Surgeon writes:
  For instance a nice big library of tileable textures and a scenery
  builder that knows how to build tiled scenery based on land class data.

 That is basically what is done now

Yes but at the moment there is no blending of textures between different 
texture types (land class types)
This is because there are no intermediate textures in FG yet.

For instance :
If you have a grass texture on the left and a dirt texture on the right there 
should be a texture in between that blends these two types together.
A texture in between that matches the grass on the left and the dirt on the 
right and blends them together.
For a sim that only uses two textures you would need at least 12 different 
versions of the intermediate texture.
1 for grass top dirt bottom
1 for dirt top grass bottom
1 for grass left dirt right
1 for dirt left grass right
4 for grass corners
4 for dirt corners

Fly and MSFS do their ground textures like this. It requires large numbers of 
intermediate textures but it can be done and it looks very natural.
For 12 different land class types you would only need 1728 intermediate 
textures.  ;)

This is what I want to do in FG once I figure out the scenery file format and 
how FG actually drapes the textures over the terrain.
I hope FG doesn't tie textures to every single polygon in the scenery files. 
(faster rendering because the calculations don't have to be done at render 
time but larger scenery files because of all the texture co-ords tied to the 
vertices)

Paul


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Paul Surgeon
I forgot to add:

There is another way of blending textures but it requires using alpha maps 
which would mean a change to the rendering code.
It's a better way of doing it but there will be a performance penalty if an 
extra rendering pass needs to be done.

Paul


On Saturday, 8 November 2003 18:40, Paul Surgeon wrote:
 On Saturday, 8 November 2003 18:13, Norman Vine wrote:
  Paul Surgeon writes:
   For instance a nice big library of tileable textures and a scenery
   builder that knows how to build tiled scenery based on land class data.
 
  That is basically what is done now

 Yes but at the moment there is no blending of textures between different
 texture types (land class types)
 This is because there are no intermediate textures in FG yet.

 For instance :
 If you have a grass texture on the left and a dirt texture on the right
 there should be a texture in between that blends these two types together.
 A texture in between that matches the grass on the left and the dirt on the
 right and blends them together.
 For a sim that only uses two textures you would need at least 12 different
 versions of the intermediate texture.
 1 for grass top dirt bottom
 1 for dirt top grass bottom
 1 for grass left dirt right
 1 for dirt left grass right
 4 for grass corners
 4 for dirt corners

 Fly and MSFS do their ground textures like this. It requires large numbers
 of intermediate textures but it can be done and it looks very natural. For
 12 different land class types you would only need 1728 intermediate
 textures.  ;)

 This is what I want to do in FG once I figure out the scenery file format
 and how FG actually drapes the textures over the terrain.
 I hope FG doesn't tie textures to every single polygon in the scenery
 files. (faster rendering because the calculations don't have to be done at
 render time but larger scenery files because of all the texture co-ords
 tied to the vertices)

 Paul


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RE: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Norman Vine
Paul Surgeon writes:

 I hope FG doesn't tie textures to every single polygon in the scenery files. 
 (faster rendering because the calculations don't have to be done at render 
 time but larger scenery files because of all the texture co-ords tied to the 
 vertices)

This is exactly what Flightgear does for several reasons but 

Don't let this discourage you because I can't think of any thing
in the code that would really have to change outside of the terrain
parser and the low level tile class and these would have to be 
changed anyway to support any change in the terrain structure.

I am looking forward to seeing another mechanism for a global 
seamless terrain rendering on a dimpled ellipsoid :-)

Cheers

Norman


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Paul Surgeon
On Saturday, 8 November 2003 21:27, Norman Vine wrote:
 This is exactly what Flightgear does for several reasons but 
 Don't let this discourage you because I can't think of any thing
 in the code that would really have to change outside of the terrain
 parser and the low level tile class and these would have to be
 changed anyway to support any change in the terrain structure.

That's ok - it just makes the scenery building process a bit more complex and 
the scenery files a bit bigger but the big advantage is a less complex and 
faster rendering process.
Anyway 80GB disks are cheap nowdays ...
It also allows one big advantage over other sims and that is the ability to 
change the scale of the textures so terrain features like cliffs don't have 
to look stretched like they do in most other sims. Of course the scenery 
generator will need to be intelligent enough to handle such cases.

 I am looking forward to seeing another mechanism for a global
 seamless terrain rendering on a dimpled ellipsoid :-)

I don't plan on changing the way FG does the rendering - only the way the 
scenery is built and the textures that are used.
As long as I can specify the shape size and positions of polygons I'm good.
I still have to get around to seeing how the tiling works.


BTW : I've started documenting the scenery file layout.
What format is prefered and where can I place/send it once I'm done?

Paul


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Jim Wilson
Lee Elliott [EMAIL PROTECTED] said:

snip
 It seems to me, therefore, that debating eye-candy vs. dynamic/procedureal 
 accuracy is a waste of time, and possibly harmful because the people who 
 want to work in the area expounded by the side that loses the debate 
 aren't suddenly going to start working in the area expounded by the side 
 that wins it.  They're more likely to start working for a different 
 project where they feel that what they want to work on will be welcome.
 
 I welcome all improvements to FG.
 

I'll second that!

Best,

Jim

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread Jim Wilson
Innis Cunningham [EMAIL PROTECTED] said:

 I welcome all improvements to FG.
 
 I secound that motion.
 

Ah I was too late ;-)

Best,

Jim

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Paul Surgeon writes:
 
   0.9.3 - The one with the nice ready to run Windows installer.  It's
   the 172 with the 3D cockpit and nice yellow tints on the wings.  :)
 
 That's pretty ancient.  Our current 172 looks a fair bit better.
 

U... that release is less than two weeks old ;-).  There are a couple of
172's and they are fairly low poly models.   Some work is being done in the 3D
engine to improve rendering,  which might be part of the complaint.  Anyway,
IMHO there is nothing wrong with low poly models, especially  ones as well
done as these.  This doesn't mean that a high poly version would not be
welcome as an alternative if you want to build one Paul.  It'd be nice to have
a full set of 3D instruments to go in it as well :-)

Recently I aquired a copy of the latest MSFS. It's the first I've bought since
MS took it over from SubLogic!  (No I haven't gone crazy and joined the other
side.  It was USED and very cheap so my rational was it would not put money
directly into the pockets of the microsoft billionaires club :-)).  After
spending a two or three hours with it my impression is that there are two ways
to value eye candy...quality and quantity.  The MS has a lot more quantity
because of all the bodies they threw at it.  We're there, or better, with the
quality.  For those inteterested in the appearance of the scene and the
aircraft,  all they need to do is go to work and build some models.

BTW I can also say now that I understand now how much of a threat the FLY!
series was to the microsoft product.  Too bad it failed...but it looks like
FlightGear is destined to someday be a major influence in the popular arena.

Best,

Jim


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread David Megginson
Jim Wilson writes:

   That's pretty ancient.  Our current 172 looks a fair bit better.
  
  U... that release is less than two weeks old ;-).

I'm losing track of release numbers, then, but the clunky 172 model
with the yellow tint on wings has not been our default for a long
time.  Maybe he got it by specifying

  --aircraft=c172r-3d

or something similar.


All the best,


David

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Paul Surgeon
On Friday, 7 November 2003 06:39, Nick Coleman wrote:
 As a counterpoint, I would like to request that this either not take
 priority, or that it be an option in the configure stage.  I want fast
 framerates as the priority.  For me, this is a _flight_ sim and I don't
 see the point of eyecandy. ( Personally, I was disappointed with FS2002
 and much preferred the playability of FS98.

Well what do you define as eye candy?
If people don't want eye candy then why do we have ground textures in 
FlightGear? They are just wasting framerates.

 FS2002 devoted too much to
 eyecandy and was so obtuse in actually getting to the point where you
 were in the air and flying that I stopped using it.  It took about five
 minutes of configuring various options before you could take off.)

That's odd - once I had set up and saved a default flight it was just a matter 
of starting the sim and away I went.

 I disagree with this assessment.  I think lower spec machines should be
 able to run a _flight_ sim and shouldn't be excluded just for the sake
 of eyecandy.

I don't for a minute think that lower speced machines should be excluded but 
it would be nice to cater for higher end machines as well. This is where one 
can have low poly models and configurable options to remove eye candy just 
like other sims have. For instance a slider that sets the amount of 3D 
objects you want to be able to see from zero to max with several levels in 
between.

 I just tried this and it does go to VNE.  In my experience (a few
 hundred hours PPL, mainly C172 and C152), the C172 is modelled very
 accurately.  Did the OP chase the VSI?  It has a several-second lag,
 esp when changing attitude quickly (again, this is modelled
 accurately), which could account for him not hitting VNE.

I held a 1500 fpm decent for 3 minutes from 6000 ft at full throttle.
It seems that I have an old model although I thought 0.9.3 was a recent build.

 I'm not trying to rain on the OP's parade; I think he has some good
 ideas.  It's just that I would prefer to see development take priority
 in the fields I am interested in, naturally enough.

Well my point is that I'll do the development in the eye candy department.
It does not have to detract from anyone elses time.  :)

I would love to have a poll on this topic to see how many people would like 
some eye-candy and those that don't care much about it.
If no one want's any visual improvements in FlightGear then I better not waste 
my time.

Thanks for your input though - I do understand where you are coming from even 
if I don't quite understand your reasons.

Paul



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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Erik Hofman
David Megginson wrote:
Jim Wilson writes:

   That's pretty ancient.  Our current 172 looks a fair bit better.
  
  U... that release is less than two weeks old ;-).

I'm losing track of release numbers, then, but the clunky 172 model
with the yellow tint on wings has not been our default for a long
time.  Maybe he got it by specifying
  --aircraft=c172r-3d

or something similar.
It might be caused by the fact that he is probably using the 
configuration for slower machines which I posted last week, which is not 
a good test case because it also reduced the fmd update to 60 Hz.

Erik

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Erik Hofman
Paul Surgeon wrote:
On Friday, 7 November 2003 06:39, Nick Coleman wrote:

As a counterpoint, I would like to request that this either not take
priority, or that it be an option in the configure stage.  I want fast
framerates as the priority.  For me, this is a _flight_ sim and I don't
see the point of eyecandy. ( Personally, I was disappointed with FS2002
and much preferred the playability of FS98.
Well what do you define as eye candy?
If people don't want eye candy then why do we have ground textures in 
FlightGear? They are just wasting framerates.
IMHO there are two kinds of eye candy. The ones that are necessary for 
learning (snow/rain, fog) and the once that don't add anything but nice 
views (dust clouds on touchdown and such).

So far I've mostly concentrated on the first type by adding better 
textures and sunset/sunrise effects.

Erik

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread John Barrett
Bring on the eye candy :) and a good config gui to control how much candy
you eat (along with everything else that a config gui should do -- joystick
calibration, screen resolution, sounds and sound volume, load/save config)

I personally have a problem with relying on a seperate project to create the
config gui for FG, as there will always be lag from when FG releases new
features until the gui catches up -- there needs to be a startup gui
included that gets updated right along with each new feature -- nothing
fancy, just enough to control all the features.

Re: priority on fast frame rates -- I've always had a problem with the idea
of frame rates faster than the display refresh speed - I've seen plenty of
Quake III benchmarks that claim 150-300 fps, which technically is
impressive, but as far as actual usage, seems pretty useless on a display
that only updates 80 fps at best. Get FG up around 60-80 fps (on a 2ghz
machine + GeForce2/64mb or better) with most if not all the eye candy
options turned on, and I'll be very happy.

- Original Message - 
From: Paul Surgeon [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Friday, November 07, 2003 4:31 AM
Subject: Re: [Flightgear-devel] Some thoughts and ideas (LONG)


 On Friday, 7 November 2003 06:39, Nick Coleman wrote:
  As a counterpoint, I would like to request that this either not take
  priority, or that it be an option in the configure stage.  I want fast
  framerates as the priority.  For me, this is a _flight_ sim and I don't
  see the point of eyecandy. ( Personally, I was disappointed with FS2002
  and much preferred the playability of FS98.

 Well what do you define as eye candy?
 If people don't want eye candy then why do we have ground textures in
 FlightGear? They are just wasting framerates.

  FS2002 devoted too much to
  eyecandy and was so obtuse in actually getting to the point where you
  were in the air and flying that I stopped using it.  It took about five
  minutes of configuring various options before you could take off.)

 That's odd - once I had set up and saved a default flight it was just a
matter
 of starting the sim and away I went.

  I disagree with this assessment.  I think lower spec machines should be
  able to run a _flight_ sim and shouldn't be excluded just for the sake
  of eyecandy.

 I don't for a minute think that lower speced machines should be excluded
but
 it would be nice to cater for higher end machines as well. This is where
one
 can have low poly models and configurable options to remove eye candy just
 like other sims have. For instance a slider that sets the amount of 3D
 objects you want to be able to see from zero to max with several levels in
 between.

  I just tried this and it does go to VNE.  In my experience (a few
  hundred hours PPL, mainly C172 and C152), the C172 is modelled very
  accurately.  Did the OP chase the VSI?  It has a several-second lag,
  esp when changing attitude quickly (again, this is modelled
  accurately), which could account for him not hitting VNE.

 I held a 1500 fpm decent for 3 minutes from 6000 ft at full throttle.
 It seems that I have an old model although I thought 0.9.3 was a recent
build.

  I'm not trying to rain on the OP's parade; I think he has some good
  ideas.  It's just that I would prefer to see development take priority
  in the fields I am interested in, naturally enough.

 Well my point is that I'll do the development in the eye candy department.
 It does not have to detract from anyone elses time.  :)

 I would love to have a poll on this topic to see how many people would
like
 some eye-candy and those that don't care much about it.
 If no one want's any visual improvements in FlightGear then I better not
waste
 my time.

 Thanks for your input though - I do understand where you are coming from
even
 if I don't quite understand your reasons.

 Paul



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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Jim Wilson
Paul Surgeon [EMAIL PROTECTED] said:

 I would love to have a poll on this topic to see how many people would like 
 some eye-candy and those that don't care much about it.
 If no one want's any visual improvements in FlightGear then I better not
waste my time.

There are several people working on this stuff and more is certainly welcome.
 If you keep looking I think you'll find some pretty amazing visual work
already in FlightGear.  Have you headed north from the default runway yet
(toward downtown)?

BTW if you've got talent, be it in modeling or coding,  it is hard for me to
imagine that you won't get an enthusiastic response from at least some of the
users.  There will always be a wide range of interests here and I think
flightgear provides the flexibility to satisfy many.

Best,

Jim


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread John Barrett

- Original Message - 
From: Jim Wilson [EMAIL PROTECTED]

 There are several people working on this stuff and more is certainly
welcome.
  If you keep looking I think you'll find some pretty amazing visual work
 already in FlightGear.  Have you headed north from the default runway yet
 (toward downtown)?


Ok -- try this idea on for size -- we've already heard mention of handling
different periods of time re: aircraft capabilities, extend that idea to
terrain modeling -- i.e. you could have chicago details for each decade
since 1930, have the scenario system decide which specific terrain overlay
to apply to a region -- I'm not suggesting that there be an intensive effort
on anyones part to create a broad range of overlays, just that the ability
be there so that scenario designers can select existing overlays, or create
them using an overlay editor

 BTW if you've got talent, be it in modeling or coding,  it is hard for me
to
 imagine that you won't get an enthusiastic response from at least some of
the
 users.  There will always be a wide range of interests here and I think
 flightgear provides the flexibility to satisfy many.


Hehehe -- what gets me is the stay out of my sandbox crowd -- would rather
find ways to work together :)


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread David Luff
Paul Surgeon writes:

 On Friday, 7 November 2003 06:39, Nick Coleman wrote:
  I disagree with this assessment.  I think lower spec machines should be
  able to run a _flight_ sim and shouldn't be excluded just for the sake
  of eyecandy.
 
 I don't for a minute think that lower speced machines should be excluded but 
 it would be nice to cater for higher end machines as well. This is where one 
 can have low poly models and configurable options to remove eye candy just 
 like other sims have. For instance a slider that sets the amount of 3D 
 objects you want to be able to see from zero to max with several levels in 
 between.
 

I see no conflict at all between eye candy and frame rates as long as it's all user 
configurable.

 
 I would love to have a poll on this topic to see how many people would like 
 some eye-candy and those that don't care much about it.

Ultimately, the only votes that really count come with patches attached :-)

 If no one want's any visual improvements in FlightGear then I better not waste 
 my time.
 

Believe me, any visual improvements you make would/will be much appreciated, just as 
the work of Fred Bouvier, Erik Hofman, Lee Elliot, Jim Wilson and many others in the 
visual department has been and is much appreciated.

Personally I agree with Jim's comment that the main area we suffer in currently is 
quantity - the single biggest eye candy improvement that could be made now that 
downtown LA and the Bay bridges have been/are being done would be to populate the 
World's (or at least the Bay area's) airports with buildings and the odd static.  So 
far KSFO is the only one with anything.

And with a .za address, you might like to dig out FALA's runways from their trench ;-))

Cheers - Dave 

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Paul Surgeon
On Saturday, 8 November 2003 02:08, David Luff wrote:
 And with a .za address, you might like to dig out FALA's runways from their
 trench ;-))

Haha!
Not only FALA but FAJS and many others too.

I found the approaches rather exciting although not very realistic.  :)

Paul


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Matevz Jekovec




Nick Coleman wrote:

  On Fri, 7 Nov 2003 11:46 am, [EMAIL PROTECTED] 
wrote:

  
  
   Preface
==
I would like to see the sim become more friendly to casual users
especially on the eye candy side of things.
This does not need to detract from the scientific/academic nature of
FlightGear - you guys can carry on with the great work.
My reason for this is that a lot of people who play with sims can
also develop addons but there needs to be an incentive to get them
involved and screenshots say more than a thousand words can.

  
  
As a counterpoint, I would like to request that this either not take 
priority, or that it be an option in the configure stage.  I want fast 
framerates as the priority.  For me, this is a _flight_ sim and I don't 
see the point of eyecandy. ( Personally, I was disappointed with FS2002 
and much preferred the playability of FS98.  FS2002 devoted too much to 
eyecandy and was so obtuse in actually getting to the point where you 
were in the air and flying that I stopped using it.  It took about five 
minutes of configuring various options before you could take off.)
  

Yes, I agree as well! IMO we should make FG as CPU friendly as possible
and should maintain the ultra-realism as a primary goal. Ground trees,
super detailed objects and 3d clouds should always be optional if they
eat more than 20% FPS altogether.


- Matevz


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Nick Coleman
On Sat, 8 Nov 2003 09:30 am, [EMAIL PROTECTED] 
wrote:
 Message: 3
 Date: Fri, 7 Nov 2003 15:31:29 -0500
 From: John Barrett [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] Some thoughts and ideas (LONG)
 To: FlightGear developers discussions
 [EMAIL PROTECTED]

 Re: priority on fast frame rates -- I've always had a problem with
 the idea of frame rates faster than the display refresh speed - I've
 seen plenty of Quake III benchmarks that claim 150-300 fps, which
 technically is impressive, but as far as actual usage, seems pretty
 useless on a display that only updates 80 fps at best. Get FG up
 around 60-80 fps (on a 2ghz machine + GeForce2/64mb or better) with
 most if not all the eye candy options turned on, and I'll be very
 happy.

The quake engine uses framerates for its calculations, so faster is 
always better, even if the display can't use it.  The fraggers always 
used to complain when someone else is jumping all around them 'cause 
their framerate was higher ;).  As well, there is some modulo framerate 
that is optimal (125 from memory).

I don't know how fgfs uses it, so can't comment.

Sorry if my comments came out negative, I didn't mean them to be.  I was 
just offering another viewpoint from someone who uses fgfs more for 
things like IFR nav practice, rather than zooming about shooting at 
things (not that there's anything wrong with that--Seinfeld).  I 
totally agree that eyecandy should be able to be included, as long as 
it is a configurable option for those who don't want it, either in the 
make stage or in the startup stage.

Nick


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Paul Surgeon
On Saturday, 8 November 2003 01:05, Nick Coleman wrote:
 totally agree that eyecandy should be able to be included, as long as
 it is a configurable option for those who don't want it,either in the
 make stage or in the startup stage.

What about in the menu system?
Switch it off and it stays off for good without having to complicate build 
procedures or always having to launch with a string of I don't want that or 
that or that ... parameters.

Paul


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Matevz Jekovec




Paul Surgeon wrote:

  On Saturday, 8 November 2003 01:05, Nick Coleman wrote:
  
  
totally agree that eyecandy should be able to be included, as long as
it is a configurable option for those who don't want it,either in the
make stage or in the startup stage.

  
  
What about in the menu system?
Switch it off and it stays off for good without having to complicate build 
procedures or always having to launch with a string of "I don't want that or 
that or that ..." parameters.

Paul
  

Yes, that would be perfect. But IMO you should also be able to access
*all* the possible options in menu via command line parameters as well.


- Matevz


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[Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Paul Surgeon
Hi guys

Intro
==
I've been watching the FlightGear project for the last 2-3 years and am 
interested in contributing to the project once I get a new video card. (TNT2 
is just not cutting it)

Flight Unlimited III is effectively dead and MSFS is continually dissapointing 
me because of the inability to get features added like proper support for 
vertical wind generation/modeling (themals, ridge, wave lift)

Then there is the fact that I prefer using Linux and have done some C++ and 
OpenGL coding (terrain rendering with satellite image overlays) which was 
fun.

I have several questions, suggestions and ideas so if you're in a hurry or the 
kids are screaming just hit delete.

I've tried to be as brief and concise as I can be so please forgive me if I 
take up some of your development time.  ;)

   Preface
==
I would like to see the sim become more friendly to casual users especially on 
the eye candy side of things.
This does not need to detract from the scientific/academic nature of 
FlightGear - you guys can carry on with the great work.
My reason for this is that a lot of people who play with sims can also develop 
addons but there needs to be an incentive to get them involved and 
screenshots say more than a thousand words can.

For instance there are several very talented guys on the Avsim Flight 
Unlimited III forum and some of them are looking at moving onto another sim.
They have mentioned FlightGear as a candidate simply for the reason that it 
can be modified and changed to do whatever we want it to do. No restrictions 
on functionality.
If we can at least get them interested using some showcase material then 
FlightGear development can get a major boost.
There are plenty such developers around in other places.


   Suggestions
==
Suggestion 1

The menu systems could do with some major enhancments.
A nice menu system for picking airports and aircraft, joystick configuration 
and key mappings would go down well.
Getting everything menu driven will help a lot. Most people hate playing in 
shells passing huge lists of arguments to get what they want.

Suggestion 2
---
We need at least one properly/accurately modeled aircraft that we can show 
off.
I'm talking nice visually (high poly count) and with an accurate flight model.
Most people using recent commercial flightsims are running  1.5 GHz PCs with 
at least 64MB GeForce 4's so poly counts can be fairly high.

BTW : I took the Cessna 172 for a flip and was dissapointed. The visual model 
is really rough - looks like it taxied into a brick wall to get into those 
funny shapes.
At full throttle and a 1500 fpm decent it wouldn't go over 140 knots. In real 
life it would hit VNE very quickly.

Suggestion 3
---
Some nice showcase scenery would also go down very well.
A nice area with lots of trees and buildings and good ground textures.

Suggestion 4
---
We need some nice development tools.
In particular a full blown scenery editor that one can use to lay down 3D 
objects (trees/buildings), taxiways, aprons, roads, rivers, etc.
If it's done in OpenGL then you can make it WYSIWYG.
One way to do this is to incorporate a scenery edit mode into FlightGear 
like the one in FLY2. You pause the game and go into edit mode and can lay 
down trees and objects. Then hit unpause and fly around your creation.
I personally think a seperate editor would be the answer since it won't 
interfere FlightGear development and one can add as many features as one 
likes.

  Questions
==
Question 1

Has there been any thought or development on auto generated scenery like that 
used in MSFS 2002/2004?
i.e. Automatically generate trees and buildings based on land use data.
The other alternative is to generate the 3D object positions when building the 
scenery packages.
Flying over forests makes a world of difference when it comes to realism.

Question 2

The site is a bit sparse with info about who is doing what.
Has anyone writen a scenery editor yet?

Question 3

What 3D formats and apps are used?
I find Blender very powerful and of course it's open source and free which is 
great.

Question 3

If I manage to get some nice high res DEM data available for a certain area  
how do I go about getting it built into the next release of FlightGear?


Conclusion
==

By now you probably think that I'm an ungrateful idiot with a huge wish list. 
Fortunately that is not the case.

Here is a list of 

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Bernie Bright
On Fri, 07 Nov 2003 02:22:54 +0200
Paul Surgeon [EMAIL PROTECTED] wrote:

 The menu systems could do with some major enhancments.
 A nice menu system for picking airports and aircraft, joystick configuration
 and key mappings would go down well.
 Getting everything menu driven will help a lot. Most people hate playing in 
 shells passing huge lists of arguments to get what they want.

FG Launch Control http://sourceforge.net/projects/fgrun/ is a standalone GUI
app that does some of what you describe.

 We need some nice development tools.
 In particular a full blown scenery editor that one can use to lay down 3D 
 objects (trees/buildings), taxiways, aprons, roads, rivers, etc.
 If it's done in OpenGL then you can make it WYSIWYG.
 One way to do this is to incorporate a scenery edit mode into FlightGear 
 like the one in FLY2. You pause the game and go into edit mode and can lay 
 down trees and objects. Then hit unpause and fly around your creation.
 I personally think a seperate editor would be the answer since it won't 
 interfere FlightGear development and one can add as many features as one 
 likes.

FG Scenery Designer http://sourceforge.net/projects/fgsd/ is another
standalone app that lets you modify scenery and place objects.

Cheers,
Bernie

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RE: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Jon Berndt
 Suggestion 2
 ---
 We need at least one properly/accurately modeled aircraft that we
 can show off.
 I'm talking nice visually (high poly count) and with an accurate
 flight model.
 Most people using recent commercial flightsims are running  1.5
 GHz PCs with
 at least 64MB GeForce 4's so poly counts can be fairly high.

Well, I think the X-15 generally works pretty good, but I need to revisit it
and finish off the things I've always meant to finish up.

 BTW : I took the Cessna 172 for a flip and was dissapointed. The

 At full throttle and a 1500 fpm decent it wouldn't go over 140
 knots. In real life it would hit VNE very quickly.

Interesting.  Can you give more specifics of your test?  This is
theoretically one of our most detailed flight models.  Maybe you've found a
rough edge.  Can you give the command line you used to start this up, and
which version did you use?

Thanks (and welcome)!

Jon Berndt
Coordinator,
JSBSim Project (a Flight Dynamics Model used in FlightGear)
www.jsbsim.org


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re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread David Megginson
Paul Surgeon writes:

  BTW : I took the Cessna 172 for a flip and was dissapointed. The
  visual model is really rough - looks like it taxied into a brick
  wall to get into those funny shapes.

What release is it?  The 172 changed a release or two ago.

  At full throttle and a 1500 fpm decent it wouldn't go over 140
  knots. In real life it would hit VNE very quickly.

Is that true?  I've never taken a 172 that fast in real life, but they
are very draggy.  In fact, when someone in a slick gets into a spiral,
one of the recommended emergency procedures is to drop the gear (which
will then have to be inspected before further flight).


All the best,


David

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RE: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Jon Berndt
   At full throttle and a 1500 fpm decent it wouldn't go over 140
   knots. In real life it would hit VNE very quickly.

 Is that true?  I've never taken a 172 that fast in real life, but they
 are very draggy.  In fact, when someone in a slick gets into a spiral,
 one of the recommended emergency procedures is to drop the gear (which
 will then have to be inspected before further flight).

 David


I just tried the default Cessna 172-3D.  It climbed out at 2500 rpm (engine
rpm) and when I got to 1,500 feet I pushed the nose over to a 45 degree
downward pitch and accelerated quickly past the redline and was still
accelerating at 155 knots when I pulled up to avoid the obstacle in front of
me (a looming planet).

The recent release seems to work fine in the above-questioned regard.

Jon


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Paul Surgeon
On Friday, 7 November 2003 02:58, David Megginson wrote:
 What release is it?  The 172 changed a release or two ago.

0.9.3 - The one with the nice ready to run Windows installer.
It's the 172 with the 3D cockpit and nice yellow tints on the wings.  :)

I would run it under Linux except that last time I couldn't maximize the 
screen without the FPS dropping to 1.

Anyway it's not an issue - I haven't played around with all the models yet.

Paul


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread David Megginson
Paul Surgeon writes:

  0.9.3 - The one with the nice ready to run Windows installer.  It's
  the 172 with the 3D cockpit and nice yellow tints on the wings.  :)

That's pretty ancient.  Our current 172 looks a fair bit better.


All the best,


David

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re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Nick Coleman
On Fri, 7 Nov 2003 11:46 am, [EMAIL PROTECTED] 
wrote:

Preface
 ==
 I would like to see the sim become more friendly to casual users
 especially on the eye candy side of things.
 This does not need to detract from the scientific/academic nature of
 FlightGear - you guys can carry on with the great work.
 My reason for this is that a lot of people who play with sims can
 also develop addons but there needs to be an incentive to get them
 involved and screenshots say more than a thousand words can.

As a counterpoint, I would like to request that this either not take 
priority, or that it be an option in the configure stage.  I want fast 
framerates as the priority.  For me, this is a _flight_ sim and I don't 
see the point of eyecandy. ( Personally, I was disappointed with FS2002 
and much preferred the playability of FS98.  FS2002 devoted too much to 
eyecandy and was so obtuse in actually getting to the point where you 
were in the air and flying that I stopped using it.  It took about five 
minutes of configuring various options before you could take off.)

 We need at least one properly/accurately modeled aircraft that we can 
show 
 off.
 I'm talking nice visually (high poly count) and with an accurate 
flight model.
 Most people using recent commercial flightsims are running  1.5 GHz 
PCs with 
 at least 64MB GeForce 4's so poly counts can be fairly high.
 
I disagree with this assessment.  I think lower spec machines should be 
able to run a _flight_ sim and shouldn't be excluded just for the sake 
of eyecandy.

I agree with the OP re terrain mapping.

 BTW : I took the Cessna 172 for a flip and was dissapointed. The 
visual model 
 is really rough - looks like it taxied into a brick wall to get into 
those 
 funny shapes.

I don't agree with this assessment.  I think it is modelled quite well.

 At full throttle and a 1500 fpm decent it wouldn't go over 140 knots. 
In real 
 life it would hit VNE very quickly.
 
I just tried this and it does go to VNE.  In my experience (a few 
hundred hours PPL, mainly C172 and C152), the C172 is modelled very 
accurately.  Did the OP chase the VSI?  It has a several-second lag, 
esp when changing attitude quickly (again, this is modelled 
accurately), which could account for him not hitting VNE.

I know this may be anathema to some people, but I rarely use the 
external view and don't really care what the plane looks like from the 
outside.My priorities are: 1) accurate flight model; 2) high 
framerate; 3) accurate panel (in the sense the instruments do what they 
should, and that they are all represented, not in the sense that the 
panel looks like the real plane's panel).  For example, there is a 
fault in the heading bug in some panels.  If the DI is not slaved to 
the compass, the main HSI heading bug does not rotate with the change 
in direction and consequently, the heading bug never reaches the top of 
the card.  It constantly rotates against the change in direction.  Try 
the seahawk for an example.

I'm not trying to rain on the OP's parade; I think he has some good 
ideas.  It's just that I would prefer to see development take priority 
in the fields I am interested in, naturally enough.

Nick, offering another viewpoint.


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