RE: [Flightgear-devel] SimGear/simgear/scene/sky/clouds3d type error
Alex Perry writes: Making all in clouds3d make[1]: Entering directory `/home/alex/fs/SimGear/simgear/scene/sky/clouds3d' source='SkyContext.cpp' object='SkyContext.o' libtool=no \ depfile='.deps/SkyContext.Po' tmpdepfile='.deps/SkyContext.TPo' \ depmode=gcc /bin/sh ../../../../depcomp \ g++ -DHAVE_CONFIG_H -I. -I. -I../../../../simgear -I../../../.. -I/usr/X11R6/include -g -O2 -D_REENTRANT -c -o SkyContext.o `test -f SkyContext.cpp || echo './'`SkyContext.cpp SkyContext.cpp: In method `SkyContext::SkyContext()': SkyContext.cpp:55: conversion from `int' to `enum GLenum' SkyContext.cpp:56: conversion from `int' to `enum GLenum' make[1]: *** [SkyContext.o] Error 1 make[1]: Leaving directory `/home/alex/fs/SimGear/simgear/scene/sky/clouds3d' make: *** [all-recursive] Error 1 I don't understand this one Alex ?? from my GL/glut.h #define GLUT_WINDOW_WIDTH ((GLenum) 102) #define GLUT_WINDOW_HEIGHT ((GLenum) 103) GLUTAPI int APIENTRY glutGet(GLenum type); HTH Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Stand-alone YASim solver
Lee Elliott [EMAIL PROTECTED] said: Hello List, The stand-alone YASim solver doesn't appear to have been updated after my last couple of cvs updates - I noticed that I was getting different solutions displayed from FG and the stand-alone solver. Can anyone confirm this? Nothing has changed recently that would affect that. If you look at yasim-test.cpp you'll see it just outputs the result from the same solver. What's the date on your yasim executable? Have you tried relinking it? The values are the same here...other than they display with 4 decimal positions in FG. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] dynamic objects
I have a need to be able to place objects (or just bitmaps) on the terrain. I have been going through the code trying to determine the best way and place to do this. I was thinking that I need to do this in tileentry.cxx. Does anyone have any suggestions? Thanks for any suggestions, Michael ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Gliding (Stall)
The B-52 is proving quite a tricky one to get right. Some of the characteristics almost seem mutaully exclusive and it can be hard to reconcile them. For example, I found max speeds of 554 kts @ 21000 ft and 495 kts at 46500 ft but I can't get a working solution that'll climb that Neither is a problem if you're careful and patient: you have to keep airspeed up all the time (if you use A/P, the best way of doing that is to adjust target ascent speed as you go), and you'll have to burn quite a bit of fuel in order to reach a decent altitude. If you take off and ascend at, say, 300kt (full power all the way through), you'll level out at 18000ft, but the plane will accelerate and be able to climb further once you've lost some fuel. After several hours, you can reach 45000ft or so, no big deal. characteristic are the flaps. These are pretty big but only have two positions - fully deployed (35deg) or fully retracted, with no in-between Really? That's weird... I guess B52 pilots must be pretty well-trained then... Andras === Major Andras e-mail: [EMAIL PROTECTED] www:http://andras.webhop.org/ === ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] YASim Propeller Drag
David Megginson wrote: Erik Hofman writes: You know how fast the aircraft goes at a certain propeller RPM. Now you want to know the propeller RPM at a certain speed. It's not quite so simple. 1500 rpm = 125 fps = 74 kcas 2000 rpm = 167 fps = 99 kcas 2500 rpm = 208 fps = 123 kcas That's easy enough. The problem with windmilling is that the propeller does not spin all the way up to its neutral speed, but drags somewhere behind; for example, idling at 74 kcas, you're more likely to see around 1100 or 1200 rpm (I've never shut down the engine in flight, but I imagine it would be a couple of hundred rpm lower in that case). We need to figure out the balance between engine friction and compression (slowing the prop down) and the oncoming airstream (speeding the prop up). True. Now that you mention it. The engine needs a certain force to drive all the mechanics *and* the propeller. While windmilling the propeller needs a certain force to drive all the mechanics *and* the engine. So we need the amount of force needed to rotate the mechanics (crank shaft, bearings, etc.) Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer Network Server
Paul Morriss wrote: If people are intrested in the idea then I will start to work on some specs. My original idea was to have two seperate server, one for scenario and one for multiplayer, but I think that a single multi-purpose scenario and player server would be better. Thoughts? One thing to remember (and is very important) is to use SimGear and plib functions as much as possible. I have a version of a MultiPlayer daemon which was sent to me by Chris Giordano. But I had to reject it because it used pthreads directly (instead of using SimGears threading support) and some other issues. The problem by not doing so is that multi platform support would be very difficult afterward. I can sent you his email address and his code if you like. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer Network Server
Jorge Van Hemelryck wrote: On Tue, 05 Aug 2003 23:46:54 +0200 Matevz Jekovec [EMAIL PROTECTED] wrote: Yes, that is true. We should at least send the speed of the aircraft beside the coordinates themselves. This is very useful for close formation flying. IMO, acceleration doesn't cost too much and may be an improvement. Angular speeds might come in handy too. I'm speaking from experience, with the APOGEE system I told this list about a while ago, that's more or less what you need to transmit if you don't want a jerky display. - !!! 3 integers for location (X,Y,Z absolute world/scenery coordinates) - !!! 3 integers making up a vector of turn and speed (the direction is the turn of the aircraft (heading and pitch), the length is the speed) Maybe roll angle as well ? And what about difference between aircraft axis and velocity vector ? Usually you transmit both... either by using velocity vector coordinates in addition to aircraft attitude angles, or these angles plus angle of attack and errr... how do you call it, skid angle ? beta ? Yeah, I totally agree with you. I think we need to see in practice, which data are really needed and which ones are better not being there and by that, they would consequently increased frequency of other data being sent. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] dc3 wing twist in yasim?
Dave Perry writes: Monday evening I updated SimGear, the source, and data from cvs. The dc3.xml file in Aicraft-yasim was changed for the worse (IMHO). I'll be happy to put it back to what it was, but it might be better if you could spend a little time fiddling with the XML file so that the plane handles more correctly. I don't spend enough time with the plane any more to get a good feel for its flying, and I'll be happy to check in any reasonable changes. Thanks, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer Network Server
On Tue, 05 Aug 2003 23:46:54 +0200 Matevz Jekovec [EMAIL PROTECTED] wrote: Yes, that is true. We should at least send the speed of the aircraft beside the coordinates themselves. This is very useful for close formation flying. IMO, acceleration doesn't cost too much and may be an improvement. Angular speeds might come in handy too. I'm speaking from experience, with the APOGEE system I told this list about a while ago, that's more or less what you need to transmit if you don't want a jerky display. - !!! 3 integers for location (X,Y,Z absolute world/scenery coordinates) - !!! 3 integers making up a vector of turn and speed (the direction is the turn of the aircraft (heading and pitch), the length is the speed) Maybe roll angle as well ? And what about difference between aircraft axis and velocity vector ? Usually you transmit both... either by using velocity vector coordinates in addition to aircraft attitude angles, or these angles plus angle of attack and errr... how do you call it, skid angle ? beta ? Also soemthing like speak freely would be really slick to investigate for doing simulated radio communications with live audio. The in-game voice comms are useful. But do we really need a seperated speech engine? What if we use TeamSpeak and just make some rules the speech server should be set (TS server is very useful IMO and you can taught him a lot!). My opinion would also be to just agree on a different voice transmission system. At least something which would not be necessarily part of flightgear. -- Jorge Van Hemelryck ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] 747 engines: fuel consumption
Erik Hofman [EMAIL PROTECTED] said: Jim Wilson wrote: If you could find a way to measure expected range and consumption rate that would be helpful. There is a parameter called tsfc (thrust specific fuel consumption factor) that can be added to each of the jet engine definitions in Aircraft-yasim/747.xml. jet x=-2 y=12.65 z=-2.41 mass=8000 thrust=63737 tsfc=0.5 Decreasing the tsfc should decrease fuel consumption. Adjust it up or down until it seems to be consuming at a correct rate. It'd probably be easy enough to estimate the rate you should see if you know the range of the aircraft and how much it should use to get up to cruise. Let me know what you get so I can add it to the config file in cvs. According to this site tsfc for the C6 80C2-B1F is: 0.564 http://www.bh.com/companions/034074152X/appendices/data-b/table-2/default.htm I'm not sure if that is the correct value...been tricked before trying to use data like that in YASim. The web page calls it SFC not tsfc. Note that the value under TO thrust is lower and AFAIK the lower the value the less fuel expended in YASIM. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] YASim Propeller Drag
Erik Hofman writes: So we need the amount of force needed to rotate the mechanics (crank shaft, bearings, etc.) The biggest draw is probably compressing the air in the cylinders. Those pistons are still going up and down, even without the plugs firing. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] YASim Propeller Drag
I just checked in a bandaid fix for propeller drag in YASim. Here's what was happening: the Propeller class would ignore negative RPM but still send back a torque value for turning the propeller. That torque value would ratchet up higher and higher negative RPMs until the drag overwhelmed the plane (though it took a while -- I had to start my glide from 10,000 ft to see the effect). Here's the code, with my fix: // Euler-integrate the RPM. This doesn't need the full-on // Runge-Kutta stuff. float rotacc = (engTorque-propTorque)/Math::abs(_moment); _omega += dt * rotacc; if (_omega 0) _omega = 0 - _omega;// don't allow negative RPM // FIXME: introduce proper windmilling The last two code lines are my bandaid solution. What *should* happen is that the propeller should keep turning at a reasonable positive RPM, adding a constant drag to the aircraft to represent the power it is consuming turning the crankshaft and compressing the cylinders. You can pull the throttle to idle and still redline the tachometer if you are flying fast enough (i.e. a dive). Any suggestions? JSBSim does not handle windmilling properly either. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Lowres textures request
I have a small request: Can someone implement --lowres-textures parameter which will ignore Textures.high directory and will read only from Textures directory. I would like this so I wouldn't need to delete/rename Textures.high directory every time I wanted to have lowres texures. Thanks. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Vanishing cvs servers
On Thu, 7 Aug 2003, Curtis L. Olson wrote: Give it another try in a few minutes and see if you can see it. Just tried it again and it's back. -- Jon Stockill [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] 2 screenshots
I downloaded the latest CVS version of FlightGear and took an evening flight from Ljubljana airport (LJLJ) in Slovenia around. The framerate was from 13-15 FPS, I had no CTDs and new lighting effects are great. I took few screenshots: http://www2.arnes.si/~mjekov/tmp/fgfs-screen-001.jpg http://www2.arnes.si/~mjekov/tmp/fgfs-screen-002.jpg I think they are awesome! Great work guys! - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Gliding (Stall)
On Thursday 07 August 2003 03:53, Jim Wilson wrote: [snip...] My quick calcs show 26.0m for wing length. The aircraft has a 56m wingspan. Agreed on the 56m span - how did you get the wing length figure Jim? I just checked the dimensions on the model again and got just under 32 m. This is measuring between the root and tip mid-chords. LeeE ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Gliding (Stall)
On Friday 08 August 2003 00:07, Jim Wilson wrote: Lee Elliott [EMAIL PROTECTED] said: On Thursday 07 August 2003 03:53, Jim Wilson wrote: [snip...] My quick calcs show 26.0m for wing length. The aircraft has a 56m wingspan. Agreed on the 56m span - how did you get the wing length figure Jim? I just checked the dimensions on the model again and got just under 32 m. This is measuring between the root and tip mid-chords. Ok, I see what you are doing. My calc was getting the length by subtracting the fuselage from the span and dividing by two. Your method is probably correct. Best, Jim You had me worried there, for a moment;) I've got it over-performing just a bit now (got to over 4ft with 2/4 fuel load, and a bit too fast). Just got to edge it back a bit. LeeE ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Gliding (Stall)
On Friday 08 August 2003 04:10, Lee Elliott wrote: On Friday 08 August 2003 00:07, Jim Wilson wrote: Lee Elliott [EMAIL PROTECTED] said: I've got it over-performing just a bit now (got to over 4ft with 2/4 fuel load, and a bit too fast). Just got to edge it back a bit. LeeE Oops - that should be 3/4 fuel. LeeE ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel