Re: [Flightgear-devel] poll

2005-06-12 Thread Erik Hofman

Ampere K. Hardraade wrote:
I like that idea.  It would be nice to fly along the coast of a tropical 
island, look down and be able to see the white sand under the water... or 
flying above a coral reef and see the corals on the sea floor. =)


Seperating land and water will also allow tidal effects to be modelled.  As 
for underwater exploration, I for one wouldn't mind taking the UFO down and 
see some underwater landmarks such as the Titanic.  hehe.


I think we're all getting carried away a bit. We are aiming at a 
professional *flightsimulator* to be used as a training aid, not for 
Hollywood film making.


Erik

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Re: [Flightgear-devel] poll

2005-06-12 Thread Paul Surgeon
On Sunday, 12 June 2005 09:22, Erik Hofman wrote:
> Ampere K. Hardraade wrote:
> > I like that idea.  It would be nice to fly along the coast of a tropical
> > island, look down and be able to see the white sand under the water... or
> > flying above a coral reef and see the corals on the sea floor. =)
> >
> > Seperating land and water will also allow tidal effects to be modelled. 
> > As for underwater exploration, I for one wouldn't mind taking the UFO
> > down and see some underwater landmarks such as the Titanic.  hehe.
>
> I think we're all getting carried away a bit. We are aiming at a
> professional *flightsimulator* to be used as a training aid, not for
> Hollywood film making.
>
> Erik

Personally I don't care much for submarines and sealife in a flight sim.
What Flight Unlimited did was when you crashed in water the screen went a 
murky water color and your altitude starts heading for negative figures.
No fish, no sharks and no coral but you get the point that you just crashed 
into water and that should be sufficient in my opinion.

If someone wants to make a submarine simulator then they are welcome to make a 
fork of FlightGear and name it SubGear but I'm interested in aerodynamics and 
not aquadynamics.

Paul

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Re: [Flightgear-devel] FG-JSB Carrier Landing Patch is available

2005-06-12 Thread Gerard Robin
Le samedi 11 juin 2005 à 14:12 +0200, Mathias Fröhlich a écrit :
> On Donnerstag 09 Juni 2005 15:29, Gerard ROBIN wrote:
> > I have ( for my personal use ),
> > rebuild a Patch which can be applied to the last release (today 12 GMT)
> > of /FlightGear/source/src/FDM/JSBSim.
> >
> >
> > If Jon, Mathias, JSB development team, FG development team agree with,
> > and if anybody interested on
> > I can deliver it.
> Feel free to do so.
> 
> Thanks!
> 
> Mathias

I have rebuilt a patch from the fgfs-9.8 Mathias patch which improve the
JSBSim functions. 
By that patch A JSBSim modelled Aircraft can  take off and land on a
carrier.

That patch can be applied 
to the last release CVS today 12 jun 2005 11 GMT
is available at  http://ghours.club.fr/JSBSim-CarrierPatch.tar.gz

-- 
Gerard


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[Flightgear-devel] C library timing

2005-06-12 Thread Jon Berndt
Is anyone aware of which C library calls for determining time (down to the 
millisecond) -
either elapsed or calendar - are best used under all the platforms that 
FlightGear runs
on?

Jon


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Re: [Flightgear-devel] [PATCH] Re: animation bug

2005-06-12 Thread Erik Hofman

Melchior FRANZ wrote:

* Josh Babcock -- Thursday 09 June 2005 05:39:


It looks like rotate animations require an  coord for  tags
even though you can get away without  or . What's worse, it
not only fails silently, it grabs the  value for  and then
uses the  value for . Here comes the code.



That's apparently by design. :-)

The attached path should make it more consistent: if there's at least one
of axis/{x,y,z}, then use the axis notation. And there's at least one of
center/{x,y,z}-m then use the defined center. (Only tested with *important*
aircraft ... and the bo105 worked well with it. ;-)



Agreed, it's committed.
Thanks!

Erik

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RE: [Flightgear-devel] New developer

2005-06-12 Thread Innis Cunningham



[EMAIL PROTECTED]  writes


Hi All!

I would like to contribute to flightgear project... I'm interested in 
converting
italian scenery from MSFS (I already know that it is not possible to 
distribute
stuff that it isn't GPL compatible) and creating an MD-82 model for 
flightgear...


1) Does someone is already working on that?




2) I work on a WinXp sistem is it a problem?


Shouldn't be


3) I need a little help because I can't understand what is the 
documentation

that I have to read in order to do the job...


I guess you just need to know how to use a 3D modeller.Flightgear at present
uses 3d models created by AC3D but you can use others


Thanks in advance, Andrea


Cheers
Innis



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RE: [Flightgear-devel] OpenAL for CygWin

2005-06-12 Thread Jon Berndt
> Jon Berndt wrote:
> >
> > I'm finally getting around to reinstalling FlightGear after a hard drive
> > crash a couple months ago. I have this as a place to get OpenAL for Cygwin:
>
> Try this version:
>
> ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/openal_cyg.tgz
>
> Vivian

I got that file. I untarred it in /usr, so the include files, libraries, etc. 
all went in
the right places.

However, I've tried building SimGear (under CygWin) and I get this error:

--- start ---
In file included from ../../simgear/sound/soundmgr_openal.hxx:50,
 from visual_enviro.cxx:33:
/usr/include/AL/alc.h:39: error: syntax error before `*' token
/usr/include/AL/alc.h:51: error: `ALCcontext' was not declared in this scope
/usr/include/AL/alc.h:51: error: `alcHandle' was not declared in this scope
/usr/include/AL/alc.h:51: error: variable `ALCboolean alcMakeContextCurrent'
   definition is marked dllimport.
--- end ---

Does anyone have any suggestions for me in configuring OpenAL to work with 
SimGear?

Jon


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[Flightgear-devel] Re: [Terragear-devel] Land data differences?

2005-06-12 Thread Martin Spott
Pigeon wrote:

> http://pigeond.net/~pigeon/flightgear/fg_fg.org.png
> http://pigeond.net/~pigeon/flightgear/fg_gtopo30.png
> http://pigeond.net/~pigeon/flightgear/fg_srtm3.png

Well, this looks like Curt picked more detailed coastline data for his
scenery build. People have been reporting strange coas lines on this
list, leading to airports sitting in the sea - so there obviously _are_
differences depending on what you choose.

Curt, any details on this ?

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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[Flightgear-devel] Re: [Terragear-devel] Land data differences?

2005-06-12 Thread Pigeon
> Well, this looks like Curt picked more detailed coastline data for his
> scenery build. People have been reporting strange coas lines on this
> list, leading to airports sitting in the sea - so there obviously _are_
> differences depending on what you choose.

On the bright side, it seems that Curt's scenery build is more
accurate to the real world. I've checked some positions for buildings on
multimap.com and it does turn out correct on the flightgear.org scenery
build, while with my build, the building apparently sits in the sea :)


Pigeon.


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[Flightgear-devel] A380 3D model FDM reference point

2005-06-12 Thread Martin Spott
Hello, just an informal note 
To my impression the A380 needs an offset vector for the FDM reference
point in order to make it rotate around its CG. Could the author
confirm ?

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] Re: [Terragear-devel] Land data differences?

2005-06-12 Thread Martin Spott
Pigeon wrote:

> On the bright side, it seems that Curt's scenery build is more
> accurate to the real world. I've checked some positions for buildings on
> multimap.com and it does turn out correct on the flightgear.org scenery
> build, while with my build, the building apparently sits in the sea :)

Hehe, the source of coordinates for buildings is a different one. I'd
suggest you to have a look here - if you didn't have already:

  http://fgfsdb.stockill.org/

If buildings sit in the sea with your scenery then I'd suggest your
coastline is inaccurate - I expect the buildings to be located at
their correct positions,

Martin.
-- 
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Re: [Flightgear-devel] Strange acceleration ......patch and other

2005-06-12 Thread Gerard Robin

May be one will be interested on two others little patch which  are
available:  http://ghours.club.fr/fgfs_little-patch.tar.gz


1/patch_fgfs-nvidia-driv.diffwhich apply to fgfs source
Dedicated to FGFS and NVIDIA graphic card users.
FGFS is not compatible with the last NVIDIA driver 7664 (may be a Nvidia
bug) i hope it temporary.
The result is an abnormal slowness in  specifics situations.
A part of code which animate runway landing light  ==> vasi_lights
makes that problem (the code is in simgear/scene/tgdb/pt_lights.cxx ) 
That patch deactivate runway landing.
By that, you get a normal hight speed from your graphic card.



2/patch_fg-jsb-nocrash.diff
Dedicated to FGFS users who animate JSBSim modelled Aircraft during a
crash.
That patch modify the AGL value for a crash detection.
originaly given to "less than zero"  it is patched to "less than -90"
By that, we can decide,  what could be done from, the JSBSim  model
parameters.



-- 
Gerard


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RE: [Flightgear-devel] OpenAL for CygWin

2005-06-12 Thread Vivian Meazza
Jon Berndt

> 
> > Jon Berndt wrote:
> > >
> > > I'm finally getting around to reinstalling FlightGear after a hard
> drive
> > > crash a couple months ago. I have this as a place to get OpenAL for
> Cygwin:
> >
> > Try this version:
> >
> > ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/openal_cyg.tgz
> >
> > Vivian
> 
> I got that file. I untarred it in /usr, so the include files, libraries,
> etc. all went in
> the right places.
> 
> However, I've tried building SimGear (under CygWin) and I get this error:
> 
> --- start ---
> In file included from ../../simgear/sound/soundmgr_openal.hxx:50,
>  from visual_enviro.cxx:33:
> /usr/include/AL/alc.h:39: error: syntax error before `*' token
> /usr/include/AL/alc.h:51: error: `ALCcontext' was not declared in this
> scope
> /usr/include/AL/alc.h:51: error: `alcHandle' was not declared in this
> scope
> /usr/include/AL/alc.h:51: error: variable `ALCboolean
> alcMakeContextCurrent'
>definition is marked dllimport.
> --- end ---
> 
> Does anyone have any suggestions for me in configuring OpenAL to work with
> SimGear?
> 

Hmmm ... we had to fiddle with it to make it work some months ago ... I
forget exactly what we did 

Here's some thoughts - might help.

1. I put my OpenAL stuff here:

\usr\local\include\AL

2. Make sure there's no other openal stuff left around in other directories

3. Check that the appropriate lines in alc.h look exactly like this - there
was a problem with underscores:  

#ifdef WIN32
 #ifdef _OPENAL32LIB
  #define ALCAPI __declspec(dllexport)
 #else
  #define ALCAPI __declspec(dllimport)
 #endif

#ifdef WIN32
 typedef struct ALCdevice_struct ALCdevice;
 typedef struct ALCcontext_struct ALCcontext;
#endif

I think there was a problem elsewhere, but I can't identify it right now. If
the lines are correct, then the other problem has likely been corrected as
well.

Vivian



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Re: [Flightgear-devel] C library timing

2005-06-12 Thread Curtis L. Olson

Jon Berndt wrote:


Is anyone aware of which C library calls for determining time (down to the 
millisecond) -
either elapsed or calendar - are best used under all the platforms that 
FlightGear runs
on?



There is a plib api for accurate timing.  You may not want  a plib 
dependency in jsbsim, but you could take a look at which functions they 
use on which platforms.


Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d


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[Flightgear-devel] Script to help animate engine flaps

2005-06-12 Thread Josh Babcock
Here's script to make it easier to animate all those cowl flaps on
radial engines. It probably works well for waste flaps on jet engine
intakes as well. Plus, I bet it works a treat on variable cross section
jet nozzles too.

At some point it should be up on 
http://jrbabcock.home.comcast.net/flightgear/scripts/

Josh


#!/usr/bin/perl -w
# (c) 2005 Josh Babcock [EMAIL PROTECTED]

# Script to generate FlightGear xml for animating arcs of engine flaps.
# usage: cat  | cowl_anim.pl > 

# Feed me a csv file of vertexes. There should be $engines * ($flaps +1) 
vertexes in the file.
# The vertexes are the intersections of the hinges, lined up and going around 
in a
# clockwise direction as seen from the back of the aircraft. Each vertex except 
the first and
# last for each engine is shared between two flap hinges. Mind you, the flaps 
don't actually
# have to be touching, but the axis of each flap must intersect the axis of 
both adjoining
# flap's hinges for this to work, though how you will get these coords if the 
flaps don't share
# vertexes I don't know :) I did it by hand from the Blender interface.

# Once you do that, I should spit out some xml suitable to be included in a 
FlightGear animation
# file. To use the xml, the flaps must be named starting at $base1a. Be sure to 
also adjust $swing.
# There is also a handy $indent variable. Use it wisely.

# Change these values to suit.
my $engines=4;
my $flaps=12; # Remember you need $flaps+1 vertexes for each engine.
my $swing=-15; # Negative for swinging out from a LE hinge, in for a TE hinge.
my $prop_beg="/controls/engines/engine[";
my $prop_end="]/cowl-flaps-norm";
my $base="CowlFlap"; # eg. CowlFlap for CowlFlap1a .. CowlFlap4l with 
$engines=4 and $flaps=12.
my $indent=" ";

# Internal stuff
my @coord;
my @last_coord;
my $d;
my $e;
my $f;
my $n;
my $o;

for ($e=1; $e<=$engines; $e++) {
$d = $e - 1;
$line =  or die "Unexpected end of file";
chop $line;
@last_coord = split(/,/, $line);

for ($n=0; $n<$flaps; $n++) {
$o = $n +1;
print "${indent}\n\n";
# 97 = ASCII 'a'
$f=chr($n + 97);

$line =  or die "Unexpected end of file";
chop $line;
@coord = split(/,/, $line);

print "${indent}\n";
print "${indent} rotate\n";
print "${indent} ${base}${e}${f}\n";
print "${indent} ${prop_beg}${d}${prop_end}\n";
print "${indent} $swing\n";
print "${indent} \n";
print "${indent}  $last_coord[0]\n";
print "${indent}  $last_coord[1]\n";
print "${indent}  $last_coord[2]\n";
print "${indent}  $coord[0]\n";
print "${indent}  $coord[1]\n";
print "${indent}  $coord[2]\n";
print "${indent} \n";
print "${indent}\n\n";
@last_coord = @coord;
}
}

exit 0;

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[Flightgear-devel] YASim engine temp

2005-06-12 Thread Josh Babcock
Is there any king of piston engine temp modeling going on in YASim yet?
I see egt-degf but it looks like it's just the air temp.

Josh

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Re: [Flightgear-devel] Strange acceleration ......patch and other

2005-06-12 Thread Martin Spott
Gerard Robin wrote:

> 1/patch_fgfs-nvidia-driv.diffwhich apply to fgfs source
[...]
> A part of code which animate runway landing light  ==> vasi_lights
> makes that problem (the code is in simgear/scene/tgdb/pt_lights.cxx ) 
> That patch deactivate runway landing.

Gerard, you don't _really_ mean to change the source just to adjust FG
to a broken NVidia driver - do you ?
If there proves to arise the need for disabling runway lightning then
I'd suggest to make this a configurable option with the default to
enabling runway lightning,

Martin.
-- 
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--

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RE: [Flightgear-devel] C library timing

2005-06-12 Thread Jon Berndt
> There is a plib api for accurate timing.  You may not want  a plib
> dependency in jsbsim, but you could take a look at which functions they
> use on which platforms.
>
> Curt.

Thanks. I'll take a look. I've got something that seems to work well enough at 
the moment,
but at some point I'd like to improve it.

Jon


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Re: [Flightgear-devel] Strange acceleration ......patch and other

2005-06-12 Thread Gerard Robin
 dimanche 12 juin 2005 à 15:32 +, Martin Spott a écrit : 
> Gerard Robin wrote:
> 
> > 1/patch_fgfs-nvidia-driv.diffwhich apply to fgfs source
> [...]
> > A part of code which animate runway landing light  ==> vasi_lights
> > makes that problem (the code is in simgear/scene/tgdb/pt_lights.cxx ) 
> > That patch deactivate runway landing.
> 
> Gerard, you don't _really_ mean to change the source just to adjust FG
> to a broken NVidia driver - do you ?
> If there proves to arise the need for disabling runway lightning then
> I'd suggest to make this a configurable option with the default to
> enabling runway lightning,
> 
> Martin.


Not all runway lighting only "vasi"   look at the code.

That is a short term (i hope) remedy :-/ 

may be later on i'll find, why that bad relationship between 
the simgear part code (what is specific in it?)
GL (including the new V2) 
and NVIDIA driver (which can process V2, what is missing in it?) ==>
because only that part of simgear code is involve.
I heard: the Games and other 3D animations run without difficulties.
So
-- 
Gerard



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Re: [Flightgear-devel] YASim engine temp

2005-06-12 Thread Andy Ross
Josh Babcock wrote:
> Is there any king of piston engine temp modeling going on in YASim
> yet?  I see egt-degf but it looks like it's just the air temp.

No.  There are actually many spots on engines where people like to
stick thermocouples.  Oil temperature and cylinder head temperature
are the most common in modern lightplanes.  I'm modelling exhaust gas
temerature because that has the really pleasant property of being
derivable from first principles based on the work done by the
expanding gas.

Everything else is going to depend in really sensitive ways on the
specifics of the engine installation.  There isn't any sane way to do
this short of storing giant tables for every engine.

If you have such tables, my suggestion would be to implement them in
Nasal and tie them to the HP output of the engine, outside
temperature, airspeed, etc...

Andy

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Re: [Flightgear-devel] poll

2005-06-12 Thread Arnt Karlsen
On Sun, 12 Jun 2005 10:43:44 +0200, Paul wrote in message 
<[EMAIL PROTECTED]>:

> On Sunday, 12 June 2005 09:22, Erik Hofman wrote:
> > Ampere K. Hardraade wrote:
> > > I like that idea.  It would be nice to fly along the coast of a
> > > tropical island, look down and be able to see the white sand under
> > > the water... or flying above a coral reef and see the corals on
> > > the sea floor. =)
> > >
> > > Seperating land and water will also allow tidal effects to be
> > > modelled.  As for underwater exploration, I for one wouldn't mind
> > > taking the UFO down and see some underwater landmarks such as the
> > > Titanic.  hehe.
> >
> > I think we're all getting carried away a bit. We are aiming at a
> > professional *flightsimulator* to be used as a training aid, not for
> > Hollywood film making.

..the funny thing is, FG _is_ useable for film making, and wasting some
time on making an "Hollywood film" could easily land us some serious
funding to do the things we wanna do.

> > Erik
> 
> Personally I don't care much for submarines and sealife in a flight
> sim. What Flight Unlimited did was when you crashed in water the
> screen went a  murky water color and your altitude starts heading for
> negative figures. No fish, no sharks and no coral but you get the
> point that you just crashed  into water and that should be sufficient
> in my opinion.

..true, but landing a sea plane in any significant weather, means we
should model sea states, waves behave differently depending on things
like currents, depth, wind etc, also on lakes and rivers. 
 
> If someone wants to make a submarine simulator then they are welcome
> to make a  fork of FlightGear and name it SubGear but I'm interested
> in aerodynamics and  not aquadynamics.

..then we have the waves made by the aircraft floats.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] poll

2005-06-12 Thread Gerard Robin
Le dimanche 12 juin 2005 à 22:07 +0200, Arnt Karlsen a écrit :
> On Sun, 12 Jun 2005 10:43:44 +0200, Paul wrote in message 
> <[EMAIL PROTECTED]>:
> 
> > On Sunday, 12 June 2005 09:22, Erik Hofman wrote:
> > > Ampere K. Hardraade wrote:
> > > > I like that idea.  It would be nice to fly along the coast of a
> > > > tropical island, look down and be able to see the white sand under
> > > > the water... or flying above a coral reef and see the corals on
> > > > the sea floor. =)
> > > >
> > > > Seperating land and water will also allow tidal effects to be
> > > > modelled.  As for underwater exploration, I for one wouldn't mind
> > > > taking the UFO down and see some underwater landmarks such as the
> > > > Titanic.  hehe.
> > >
> > > I think we're all getting carried away a bit. We are aiming at a
> > > professional *flightsimulator* to be used as a training aid, not for
> > > Hollywood film making.
> 
> ...the funny thing is, FG _is_ useable for film making, and wasting some
> time on making an "Hollywood film" could easily land us some serious
> funding to do the things we wanna do.
> 
> > > Erik
> > 
> > Personally I don't care much for submarines and sealife in a flight
> > sim. What Flight Unlimited did was when you crashed in water the
> > screen went a  murky water color and your altitude starts heading for
> > negative figures. No fish, no sharks and no coral but you get the
> > point that you just crashed  into water and that should be sufficient
> > in my opinion.
> 
> ...true, but landing a sea plane in any significant weather, means we
> should model sea states, waves behave differently depending on things
> like currents, depth, wind etc, also on lakes and rivers. 

> > If someone wants to make a submarine simulator then they are welcome
> > to make a  fork of FlightGear and name it SubGear but I'm interested
> > in aerodynamics and  not aquadynamics.
> 
> ...then we have the waves made by the aircraft floats.  ;o)

You are right and today we have to search for the best effect with an
object animated like the aircraft shadow. I have tried to do it
http://ghours.club.fr/Walrus-Villefranche1.jpg
May be with Sparkle we could get a better aspect

-- 
Gerard


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Re: [Flightgear-devel] poll

2005-06-12 Thread Gerard Robin
Le lundi 13 juin 2005 à 01:13 +0200, Gerard Robin a écrit :
> Le dimanche 12 juin 2005 à 22:07 +0200, Arnt Karlsen a écrit :
> > On Sun, 12 Jun 2005 10:43:44 +0200, Paul wrote in message 
> > <[EMAIL PROTECTED]>:
> > 
> > > On Sunday, 12 June 2005 09:22, Erik Hofman wrote:
> > > > Ampere K. Hardraade wrote:
> > > > > I like that idea.  It would be nice to fly along the coast of a
> > > > > tropical island, look down and be able to see the white sand under
> > > > > the water... or flying above a coral reef and see the corals on
> > > > > the sea floor. =)
> > > > >
> > > > > Seperating land and water will also allow tidal effects to be
> > > > > modelled.  As for underwater exploration, I for one wouldn't mind
> > > > > taking the UFO down and see some underwater landmarks such as the
> > > > > Titanic.  hehe.
> > > >
> > > > I think we're all getting carried away a bit. We are aiming at a
> > > > professional *flightsimulator* to be used as a training aid, not for
> > > > Hollywood film making.
> > 
> > ...the funny thing is, FG _is_ useable for film making, and wasting some
> > time on making an "Hollywood film" could easily land us some serious
> > funding to do the things we wanna do.
> > 
> > > > Erik
> > > 
> > > Personally I don't care much for submarines and sealife in a flight
> > > sim. What Flight Unlimited did was when you crashed in water the
> > > screen went a  murky water color and your altitude starts heading for
> > > negative figures. No fish, no sharks and no coral but you get the
> > > point that you just crashed  into water and that should be sufficient
> > > in my opinion.
> > 
> > ...true, but landing a sea plane in any significant weather, means we
> > should model sea states, waves behave differently depending on things
> > like currents, depth, wind etc, also on lakes and rivers. 
> 
> > > If someone wants to make a submarine simulator then they are welcome
> > > to make a  fork of FlightGear and name it SubGear but I'm interested
> > > in aerodynamics and  not aquadynamics.
> > 
> > ...then we have the waves made by the aircraft floats.  ;o)
> 
> You are right and today we have to search for the best effect with an
> object animated like the aircraft shadow. I have tried to do it
> http://ghours.club.fr/Walrus-Villefranche1.jpg
> May be with Sparkle we could get a better aspect

And I forgot: Plib include some functions in _SSG Auxiliary Libraries_
which are very useful.

> 
-- 
Gerard


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Re: [Flightgear-devel] New developer

2005-06-12 Thread Manuel Bessler
On Sat, Jun 11, 2005 at 10:09:29PM +, Ampere K. Hardraade wrote:
> > 1) Does someone is already working on that?
> 
> I believe someone had been working on the Boeing 717/MD-82, but the author of 

Well, I had been working on a B717... the flightmodel seemed ok, but
hasn't been updated to the newer JSBSim config file formats, so it will
need some work in that area.


> that aircraft has some real life issues to take care of, and gave(?) the 
> model to someone else to continue.  There is no word regarding that 
> particular aircraft ever since.

Well, If you meant me, there were no special "issues to take care of" that I
know of, but I've not been monitoring the lists as thoroughly in the
past year.

The 3D Model was in a very early (and probably "sorry") state. I'm not
much of a 3D artist at all. I still have the blender files, but maybe
someone wants to start from scratch?

Nobody really came forward back then, when I asked for help with the 3D
model  :(

The stuff is still here:
1. http://cockpit.varxec.de/fgfs/fgfs_717-200.tar.bz2 
2. http://cockpit.varxec.de/fgfs/fgfs_717-200_71.blend.gz

#1 contains the JSBSim files
#2 is the compressed blender file of the 3D model



Regards,
Manuel

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Re: [Flightgear-devel] New developer

2005-06-12 Thread Josh Babcock
Manuel Bessler wrote:
> On Sat, Jun 11, 2005 at 10:09:29PM +, Ampere K. Hardraade wrote:
> 
>>>1) Does someone is already working on that?
>>
>>I believe someone had been working on the Boeing 717/MD-82, but the author of 
> 
> 
> Well, I had been working on a B717... the flightmodel seemed ok, but
> hasn't been updated to the newer JSBSim config file formats, so it will
> need some work in that area.
> 
> 
> 
>>that aircraft has some real life issues to take care of, and gave(?) the 
>>model to someone else to continue.  There is no word regarding that 
>>particular aircraft ever since.
> 
> 
> Well, If you meant me, there were no special "issues to take care of" that I
> know of, but I've not been monitoring the lists as thoroughly in the
> past year.
> 
> The 3D Model was in a very early (and probably "sorry") state. I'm not
> much of a 3D artist at all. I still have the blender files, but maybe
> someone wants to start from scratch?
> 
> Nobody really came forward back then, when I asked for help with the 3D
> model  :(
> 
> The stuff is still here:
> 1. http://cockpit.varxec.de/fgfs/fgfs_717-200.tar.bz2 
> 2. http://cockpit.varxec.de/fgfs/fgfs_717-200_71.blend.gz
> 
> #1 contains the JSBSim files
> #2 is the compressed blender file of the 3D model
> 
> 
> 
> Regards,
> Manuel
> 
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What problems are you having with blender? My hands are a little full
with the Superfortress right now, but maybe I can give you some tips.

Josh

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RE: [Flightgear-devel] New developer

2005-06-12 Thread Jon Berndt
> Well, I had been working on a B717... the flightmodel seemed ok, but
> hasn't been updated to the newer JSBSim config file formats, so it will
> need some work in that area.

I'll be posting a converter that takes old format files into the new format - 
not the
engines or thrusters, but those are easily changed. It takes the aircraft 
config file and
converts that.

Jon


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Re: [Flightgear-devel] poll (more complex than at first appears?)

2005-06-12 Thread Gerard Robin
Le samedi 11 juin 2005 à 09:24 -0700, Andy Ross a écrit :
> Gerard Robin wrote:
> > with Yasim we must find a medium way to get the same effect.  About
> > retractable gears no problems, about contact points on the fuse big
> > problems .
> 
> I'm not understanding this at all; JSBSim and YASim have all but
> identical* gear systems. Can you please post the YASim configuration
> you are having trouble with?  I suspect you are just misunderstanding
> something.
> 
> Are you trying to make the aircraft sit on the automatic contact
> points?  That won't work, they have very high spring constants and are
> designed to detect crashes.  You need to define gear objects with
> non-tiny compression distances.
> 
> I think the confusion here might be the assumption that you can only
> have one set of "gear" and that they must all retract when
> /controls/gear-down is set to false.  That has never been true with
> YASim.
> 
> Andy
> 
> * Differences of which I am aware: JSBSim uses manual contact points,
>   whereas YASim generates them automatically.  JSBSim uses a single
>   set of retractable gear, whereas YASim allows different gear object
>   to retract independently.
> 
 Since our last talking, i have tried to rebuild  from 'souvenirs'
the FDM YaSim model which was  for me a _big problem_ the result with the 
actual 
CVS release is good. Better than before with an older fgfs release (9.4 ??)
 So now, in addition to the usual retractable gears,
 with _gear_ which define several contact points, i get a good position of 
the aircraft  (mains gear-up).

Thanks and Sorry for my _certitude_; i was not up to date.

Gerard


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Re: [Flightgear-devel] New developer

2005-06-12 Thread Ampere K. Hardraade
On June 13, 2005 12:42 am, Manuel Bessler wrote:
> The stuff is still here:
> 1. http://cockpit.varxec.de/fgfs/fgfs_717-200.tar.bz2
> 2. http://cockpit.varxec.de/fgfs/fgfs_717-200_71.blend.gz

They are not there.



Ampere

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[Flightgear-devel] Re: My thoughts regarding aircraft system or "hardware" simulations

2005-06-12 Thread Mostyn Gale
***
Ampere wrote:
Take the electrical system, hydraulic system, and bleed air system as the
examples.  All these system are basically different forms of moving
something
from point A, through medium B, to point C.  That battery on the electrical
system is similar in function to the hydraulic fluid accumlator, or the air
tank in the bleed air system.  In fact, they can all be modelled using a
Queue... or a Stack, storing a table of values.  The electrical bus,
hydraulic and bleed air lines are similar in functions, and its
implementation can be as simple as *b = &a; (in C's terms).  Because there
are so many commonalities between these systems, it would be wise to combine
them into one piece of code, and implements the behaviours of a specific
system using extensions.
***

This really goes to the heart of what an aircraft system is.  Electrical,
hydraulic, bleed air, engines and so on are just machines.  They take some
energy from some source, send it through some throughput device and use it
to work. These systems can also interact with on another through various
means of power conversion.

Having a generic system could be very flexible.  For example an engine could
transmit power to an alternator which converts it to electrical energy, send
energy via bleed air to another engine and drive a propeller through a
clutch and a gear box.

Perhaps they can all be modelled in JSBSim.  Although complex systems could
prove to be processor intensive.


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