Re: [Flightgear-devel] RE: msvc7.1 compiling problem
eagle monart wrote : thank you guys , finaly compiled the latest source : )) but still i am looking for the puffy clouds that i saw in devel mailing list. How can I enable puffy clouds??? . I played with layers types and also enable 3dclouds in fgrun but didnt succeed. It is in View Rendering options ( Flightgear menu, not fgrun's ) Also I everytime i compiled flightgear i see some rectangles on the ground and in the air..here are two screens http://s22.yousendit.com/d.aspx?id=3VSGYF2CMMS911EUK0QW4CFCSS http://s22.yousendit.com/d.aspx?id=0G451XWMBMCHN03PNCRTVFUWPA I am unable to see your images, sorry. -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Native-Ctrls UDP packet structure
Hi all, I managed to finally get control of flightgear using a joystick and the native-ctrls format from simulink. IT FLIES! at least almost... Just have one thing I couldn't sort out... that was the throttle. It seems to be acting digital,ie. at certain instants, based on the position of the slider, the throttle is either zero or one. I checked the data being sent from simulink and its fine... its scaled properly from zero to one. But for some reason, flightgear will set the throttle to either one or zero. Any ideas on how I could solve this? Thanks for building such a great sim guys... I enjoy working with it!!! ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] New turbo/supercharger code
Andy Ross Vivian Meazza wrote: control-input axis=/controls/engines/engine[0]/boost-control Here is the setting in the property browser Controls/engines/engine/boost-control= 1.0 Case bug or just a typo? Oh, were it that easy! Unfortunately, neither - my mail client did that - it's right in the code. I've checked n times. V. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] New turbo/supercharger code
Andy Ross wrote Vivian Meazza wrote: I would deduce that the property: Controls/engines/engine/boost-control Does not exist when the solver runs. It should still see a zero for undefined properties, What does it do for defined properties that contain null/nil? although you can make arbitrary property settings in the approach/cruise definitions up at the top. Some of the aircraft ??? Note again, though, that you appear to have a case bug. The property tree name is controls, not Controls. There is no case error, sorry to have mislead you here. I would back out your changes to the last version that works and re-add them one at a time. The change to the property input for the throttle control will not cause a change in solution results. Something else must have been modified. No - nothing else has been modified. I've gone back to the cvs-head version of source and data. This is the _only_ change in the code anywhere: !--control-input axis=/controls/engines/engine[0]/throttle control=THROTTLE/-- control-input axis=/controls/engines/engine[0]/boost-control control=THROTTLE/ this is the solver output in fgfs: YASim solution results: Iterations: 1 Drag Coefficient: 1000 Lift Ratio: 1 Cruise AoA: 0 Tail Incidence: -0 Approach Elevator: 0 CG: -3.412, 0.000, -0.201 Same thing using yasim.exe. You can check for yourself very quickly and easily. My hypothesis remains that the value of /controls/engines/engine[0]/boost-control is null/nil at solve time. Since this property hasn't been initialized with this as the only change this ought to be the case??? If I do initialize the property using nasal, then the outcome is the same, therefore I deduce that the property remains null/nil despite apparent initialization until after solve-time. I have had to add this to some nasal to work around this elsewhere: if (mp == nil){mp = 0}; But not in this test - the only change to cvs-head is as above. Vivian ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Short Reference Document error?
This short reference: http://www.flightgear.org/Docs/FGShortRef.pdf shows the rudder control on the numeric keypad as being the 0 and , (comma) keys. There is no comma on the numeric keypad. This is confusing. Jon ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] RE: msvc7.1 compiling problem
Le dimanche 19 juin 2005 06:20 +0200, Arnt Karlsen a crit : for a week or more, quickest way is run http://damnsmalllinux.org off ramdisk, boot it off a cd image with ' dsl toram ', set up networking and the web server, dump in those screen shots and post the url here. hello Arnt my message is out of subject: thanks, for that information it could be very useful for me too. I did not know -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Landing Gear Jitters: Resolved?
I am testing out a small preliminary fix for the landing gear jitter seen in various JSBSim aircraft. Curt has relayed that the default C-172 does have this problem - and I have now seen that. The preliminary fix does seem to have fixed that, although when brakes are applied while at rest there is some weird dynamics going on. I think I can fix that, too. So, I believe we are well on our way to having the appearance of a much better gear action. I hope I can get this resolved in the next day or two. Which of the JSBSim models show this problem most noticeably, besides the default C-172? Jon ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] newbee
Hi guys, Just returning to flight simulation after many years abscence (well used to have a real job to do!!). Flightgear looks like a really good project to get involved in. I am hoping to look at code optimisation in the refresh loop of the bits that do sums. I am more familiar with compiler optimisation in Fortran which as it has intrinsic functions and arrays (and complex!!) you could let a decent compiler to a lot of the work. With C and C++ (especially with overloading) I guess its back to the code writer to manually optimise arrays and sums!! A few things I have fixed already in setting up MacOSX (10.3) with Saitek X45 joystick are the Plib library routine jsMacOSX.cxx which didnt recognise one of the rotary dials on the X45 as it doesnt recognise kHIDUsage_GD_Dial: if (page == kHIDPage_GenericDesktop) { switch (usage) /* look at usage to determine function */ { case kHIDUsage_GD_X: case kHIDUsage_GD_Y: case kHIDUsage_GD_Z: case kHIDUsage_GD_Rx: case kHIDUsage_GD_Ry: case kHIDUsage_GD_Rz: case kHIDUsage_GD_Slider: // for throttle / trim controls case kHIDUsage_GD_Dial: //printf( axis\n); /*joy-os-*/addAxisElement(joy, (CFDictionaryRef) element); break; case kHIDUsage_GD_Hatswitch: //printf( hat\n); /*joy-os-*/addHatElement(joy, (CFDictionaryRef) element); break; default: ulSetError(UL_WARNING, input type element has weird usage (%lx)\n, usage); break; an addition to Nasal/controls.nas to allow this dial to be used as carb-heat (was specified as propellor-advance in original X45.xml but I dont remember C172 having variable pitch!?): # Joystick axis handlers (uses cmdarg). Shouldn't be called from # other contexts. throttleAxis = func { val = cmdarg().getNode(setting).getValue(); if(size(arg) 0) { val = -val; } props.setAll(/controls/engines/engine, throttle, (1 - val)/2); } mixtureAxis = func { val = cmdarg().getNode(setting).getValue(); if(size(arg) 0) { val = -val; } props.setAll(/controls/engines/engine, mixture, (1 - val)/2); } propellerAxis = func { val = cmdarg().getNode(setting).getValue(); if(size(arg) 0) { val = -val; } props.setAll(/controls/engines/engine, propeller-pitch, (1 - val)/2); } carbheatAxis = func { val = cmdarg().getNode(setting).getValue(); if(size(arg) 0) { val = -val; } props.setAll(/controls/anti-ice/engine, carb-heat, (1 - val)/2); } and of course the X45.xml now needs to cater for extra axis (so no need for comments on MacOSX not having this dial!!): ?xml version=1.0? !-- Only a few stick controls have been mapped here: + Rocker switch: Rudder + Top rotary dial: Mixture + Bottom rotary dial: Prop Advance + Top stick hat: Elevator Aileron trim + Bottom stick hat:View direction + Top throttle hat:Flaps Rudder trim + Stick button A:Gear toggle + Stick button C:Reset view (hackish) Corrections here when Plib fixed to recognise dial ([EMAIL PROTECTED] 17/6/2005) Linux/Windows/Mac Axis Numbers: 0 Roll (positive == right) 1 Pitch (positive == down/back/nose-up) 2/5/5 top rotary dial on the throttle (positive == CCW) 3 Rocker switch (rudder control) on the throttle (positive == right) 4/2/2 Throttle (positive == back/down/idle) 5/4/4 Bottom rotary dial on the throttle (positive == CW) Strange this axis doesn't seem to exist on Mac OS X! 6/6/6 Lower right hat horizontal axis (positive == right) 7/7/7 Lower right hat vertical axis (positive == down (Mac positive is UP)) Button Numbers (Identical b/w Linux/Windows/Mac): 0 Trigger 1 Stick top A switch 2 Stick top B switch 3 Stick top launch/fire switch 4 Throttle D switch 5 Throttle mouse switch (tiny black thumb button) 6 Stick pinkie switch 7 Stick front C switch 8 -+left position (M1) 9 +- Throttle mode 3-way switch: middle position (M2) 10 -+right position (M3) 11 -+left position 12 +- Throttle Aux 3-way switch: middle position 13 -+right position 14 Upper left hat in up position 15 Upper left hat in right position 16 Upper left hat in down position 17 Upper left hat in left position 18 Throttle forefinger hat in up/back position 19 Throttle forefinger hat in right position 20 Throttle forefinger hat in down/forward position 21 Throttle forefinger hat in left position 22 Throttle thumb hat in up position 23 Throttle thumb hat in right position 24 Throttle thumb hat in down position 25 Throttle thumb hat in left position $Id: X45.xml,v 1.11 2004/05/06 16:12:32
RE: [Flightgear-devel] FlightGear Wind and Turbulence
What does FlightGear do in the way of wind and turbulence? I assume that winds are set in FlightGear in NED coordinates and that those change slowly? Turbulence is modeled in the FDMs, but parameters are passed in? FlightGear does not model turbulence itself, does it? What is WEATHER_CM? I am looking in JSBSim.cxx and wonder what the defined WEATHER_CM is set to by default. I'm determining which code is compiled in in the atmosphere code. Jon ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: FlightGear Wind and Turbulence
* Jon Berndt -- Sunday 19 June 2005 16:43: What is WEATHER_CM? I am looking in JSBSim.cxx and wonder what the defined WEATHER_CM is set to by default. WeatherCM is the old weather system that has been removed from cvs for fgfs 0.9.4. It's in the old repository's hidden Attic/. I think it's safe to remove all traces to it. m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] FlightGear Wind and Turbulence
I am debugging the gear jittering in JSBSim and I am seeing windNED spike every so often and I have commented out turbulence code in JSBSim, so I am wondering if these wind spikes are coming from FlightGear. OK, in working to fix the gear jitter I've discovered some things about the winds modeled in FlightGear. I used this command line: fgfs [EMAIL PROTECTED] --aircraft=c172r --turbulence=0.0 This set up the winds as I wanted. However, even though turbulence was set to zero, there was still lots of noise present in the wind velocity coming from FlightGear. The wind seemed to vary +/- 5 to 10 ft/sec. Also, the variance rate of chance was on the order of tens of milliseconds. I was logging data at 20Hz, and at one time step the wind velocity would be at 10 ft/sec, the next it would be at 20, and the next it would be back at 10. Obviously, that's physically impossible. Can someone shed some light on FlightGear's modeling of winds and turbulence? BTW, I'm using current code out of FlightGear CVS. Jon ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Re: FlightGear Wind and Turbulence
WeatherCM is the old weather system that has been removed from cvs for fgfs 0.9.4. It's in the old repository's hidden Attic/. I think it's safe to remove all traces to it. m. Thanks. Will do. That simplifies looking at the code. Jon ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New turbo/supercharger code
Arnt Karlsen wrote: Andy Ross wrote: Yeah, but that's a bug. There is only one manifold pressure. Surely you don't want *both* mp-inhg and supercharger-output-inhg, which mean exactly the same thing. ..I beg to differ; flow always means there are flow losses. The discussion was about software, not engines. If you really want to nit, we should be modelling the MP as a 3D scalar field, so that the user can decide where to put the probe. :) The point was that there is no need for a new property to represent the value displayed by the manifold pressure gauge. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New turbo/supercharger code
Vivian Meazza wrote: What does it do for defined properties that contain null/nil? It doesn't. The solver doesn't actually try to read properties during solution (which would be madness -- you would get different solution results by changing values that aren't in the aircraft definition file). At solution time, the solver assumes that any undefined properties are zero, and applies any of the values it finds in the control tags. although you can make arbitrary property settings in the approach/cruise definitions up at the top. Some of the aircraft ??? Sorry, didn't finish the sentence. Some of the aircraft use this to set a non-zero trim for the cruise solution. No - nothing else has been modified. I've gone back to the cvs-head version of source and data. This is the _only_ change in the code anywhere: !--control-input axis=/controls/engines/engine[0]/throttle control=THROTTLE/-- control-input axis=/controls/engines/engine[0]/boost-control control=THROTTLE/ Bingo. That's the bug. You commented out the throttle! How is the engine supposed to produce thrust when the throttle input is zero? :) You need *both* the inputs for them to be added together. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
Harald JOHNSEN wrote: I have started to add some volumetric shadows in Flightgear. It uses the standard stencil method to count shadow volume Wow, nice work. How are you handling silhouette optimization? For those interested, the basic idea behind stencil shadows is that, for every triangle in the input mesh, you render three infinitely long triangles from the sides of the original to a point along the line leading away from the light source. So the number of vertices you need to push goes up by a factor of four, and the number of pixels you need to fill goes up by a *lot* -- each small original triangle gets smeared all the way out to the edge of the screen in the shadow edges. I did a prototype stencil shadow engine about two years ago, and saw something like a 15x slowdown when stenciling was enabled. The standard way to optimize this involves detecting which triangles are on the silhouette of the object*, because those are the only ones which define the shadow volume. Since the silhouette is a 1D feature, and the polygon mesh is 2D, the number of edges on the silhouette goes roughly as the square root of the object's polygon count; so this can be a really important optimization. * Stated exactly: the silhouette is a subset of triangle pairs sharing an edge where one triangle is front-facing with respect to the light source, and the other is back-facing may be on the silhouette. The problem is that detecting this silhouette (or at least an approximation) in a situation where the object and light source can have any orientation is a big mess, and I never found a good way to do it. Lots of really complicated code got me nowhere. Basically, the whole experience convinced me that a shadow buffer approach, which is *much* simpler conceptually (just draw the thing into a texture from the point of view of the light source), was a better idea. Shadow buffers don't need the really complicated silhouette optimization work to make them run fast. It is true that shadow buffers don't work for self-shadowing objects (shadow of the vertical stabilizer on the wing, etc...), though. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] RE: msvc7.1 compiling problem
Also I everytime i compiled flightgear i see some rectangles on the ground and in the air..here are two screens ..next time you wanna show us something, put it on a proper web server, not some damn spam site. If you have a spare box and can put it online for a week or more, quickest way is run http://damnsmalllinux.org off ramdisk, boot it off a cd image with ' dsl toram ', set up networking and the web server, dump in those screen shots and post the url here. yep, sorry if that cause problems... now I uploaded screens to geocities...hope not cause any other problems.. I have some visual problems in FG. I comPiled the latest source in msvc71 and i dont know these problems caused by msvc compiling first I wanted to talk about 3d clouds ... They are beatiful and also faster then I expected ...Its like flying in heaven)) but there is a huge gap between cloud felds. I played 3d cloud options in gui but these options only affect cloud details. I have wrong settings or some compile error in msvc ?? here are some screens http://www.geocities.com/fgscreens/fgfs-screen-006.jpg http://www.geocities.com/fgscreens/fgfs-screen-009.jpg also when i change weather settings for example to thunderstorms 3d clouds gone missing... and after that nothing reenables 3d clouds ( i change settings of 3dclouds in gui also change weather , reset sim.) other problem is about strange rectangles in sim... I ve the same problem even in 0.9.8 release compile.. i can see these rectangles almost everywhere in clouds , on the sea and on the ground. here some screens http://www.geocities.com/fgscreens/fgfs-screen-011.jpg http://www.geocities.com/fgscreens/fgfs-screen-002.jpg http://www.geocities.com/fgscreens/fgfs-screen-005.jpg _ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] New turbo/supercharger code
Andy Ross No - nothing else has been modified. I've gone back to the cvs-head version of source and data. This is the _only_ change in the code anywhere: !--control-input axis=/controls/engines/engine[0]/throttle control=THROTTLE/-- control-input axis=/controls/engines/engine[0]/boost-control control=THROTTLE/ Bingo. Not. At least, only in the sense of RTB. This is where we came in. It might not produce any thrust, but it should solve shouldn't it? That's the bug. You commented out the throttle! How is the engine supposed to produce thrust when the throttle input is zero? :) You need *both* the inputs for them to be added together. Yes. I wish! Next trial: Config file: control-input axis=/controls/engines/engine[0]/throttle control=THROTTLE/ control-input axis=/controls/engines/engine[0]/boost-control control=THROTTLE/ Output: YASim solution results: Iterations: 1 Drag Coefficient: 1000 Lift Ratio: 1 Cruise AoA: 0 Tail Incidence: -0 Approach Elevator: 0 CG: -3.412, 0.000, -0.201 Do you suppose that whatever is or isn't in /controls/engines/engine[0]/boost-control Is breaking YASim? And I've tried initializing /controls/engines/engine[0]/boost-control in hardcode, and in Nasal, and in .XML - no difference. I can only think that initialization creates the property with a null value, and then only gives it the correct value after YASim has tried to use it and failed. I can show that this is the case with NASAL, otherwise I wouldn't need this: if (mp == nil){mp = 0}; Any better theory? Vivian ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] RE: msvc7.1 compiling problem
eagle monart wrote: I have some visual problems in FG. I comPiled the latest source in msvc71 and i dont know these problems caused by msvc compiling first I wanted to talk about 3d clouds ... They are beatiful and also faster then I expected ...Its like flying in heaven)) but there is a huge gap between cloud felds. I played 3d cloud options in gui but these options only affect cloud details. I have wrong settings or some compile error in msvc ?? here are some screens http://www.geocities.com/fgscreens/fgfs-screen-006.jpg http://www.geocities.com/fgscreens/fgfs-screen-009.jpg Yes I should change that. What you see is indeed the first cloud demo and so the clouds here are hard coded, the problem is the like you have a 50 km2 cloud field but only 1/4th is filled with clouds. also when i change weather settings for example to thunderstorms 3d clouds gone missing... and after that nothing reenables 3d clouds ( i change settings of 3dclouds in gui also change weather , reset sim.) You are missing the cloudlayers.xml file in your data directory. You should also have a line like : environment config cloudlayers include=cloudlayers.xml/ /config /environment in your preferences.xml other problem is about strange rectangles in sim... I ve the same problem even in 0.9.8 release compile.. i can see these rectangles almost everywhere in clouds , on the sea and on the ground. here some screens http://www.geocities.com/fgscreens/fgfs-screen-011.jpg http://www.geocities.com/fgscreens/fgfs-screen-002.jpg http://www.geocities.com/fgscreens/fgfs-screen-005.jpg First time I see that, could it be a problem in the texture file ? Harald. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Short Reference Document error?
Jon Berndt wrote: shows the rudder control on the numeric keypad as being the 0 and , (comma) keys. There is no comma on the numeric keypad. This is confusing. This was written by a German (Michael Basler) - we acually _have_ a comma as the decimal separator on the numeric keypad :-) I know, there are some more unresolved key binding inconsistencies but I don't think it makes sense adressing these in the manual or cheat sheet as long as there is no 'real' solution. People probably simply have to live with this. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Short Reference Document error?
On Sunday 19 June 2005 13:50, Jon Berndt wrote: This short reference: http://www.flightgear.org/Docs/FGShortRef.pdf shows the rudder control on the numeric keypad as being the 0 and , (comma) keys. There is no comma on the numeric keypad. This is confusing. Then you have a keyboard with US layout. On my keyboard (German layout) there is a comma. So there's nothing wrong with it, it's just that every user has another kind of keyboard layout. ;) Best Regards, Oliver C. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] New turbo/supercharger code
-Original Message- From: [EMAIL PROTECTED] [mailto:flightgear-devel- [EMAIL PROTECTED] On Behalf Of Andy Ross Sent: 19 June 2005 18:34 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] New turbo/supercharger code Vivian Meazza wrote: Not. At least, only in the sense of RTB. This is where we came in. It might not produce any thrust, but it should solve shouldn't it? Er, huh? I guess I don't understand how you think that would work. What the solver does is figure out how much drag the airframe needs to produce in order to meet the specified performance numbers. If there is no thrust, then the only drag that works is zero and you get a failure. I honestly thought everyone was clear on this point. This is going in circles. Start with your working file. Add *only* the line specifying the new boost control axis. Touch nothing else. Don't come back until you make it work. I assure you that you will get the same solution after you add the axis. Once it is there, you can start playing with it at runtime. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
Andy Ross wrote: * Stated exactly: the silhouette is a subset of triangle pairs sharing an edge where one triangle is front-facing with respect to the light source, and the other is back-facing may be on the silhouette. There is a pre process step where I look for the 2 triangles that share an edge. For rendering we only consider triangles facing the light. For each of its 3 egdes we check if the neighbour triangle is facing the light or not. The edge shared by 2 triangles facing the light is not a silouhette edge, if the neighbour triangle is not facing the light (or does not exist) then this edge is a silouhette. The problem is that detecting this silhouette (or at least an approximation) in a situation where the object and light source can have any orientation is a big mess, and I never found a good way to do it. Lots of really complicated code got me nowhere. The idea is to use a light in model space, not in world space. So if the object move it's like if the light was moving in the opposite direction. When I compute the silouhette for an object I climb the scene graph to find all the ssgtransform node and then I use the inserve matrix to rotate my light vector. The translation part of this matrix is nullified since the sun if far way I do as if the sun was moving with the object. The silhouette computation is only done when my sun vector change enought and I cache the list of silouhette edges so the cpu is not too stressed every frame while nothing changes. Basically, the whole experience convinced me that a shadow buffer approach, which is *much* simpler conceptually (just draw the thing into a texture from the point of view of the light source), was a better idea. Shadow buffers don't need the really complicated silhouette optimization work to make them run fast. It is true that shadow buffers don't work for self-shadowing objects (shadow of the vertical stabilizer on the wing, etc...), though. Andy I started a prototype before using hardware shadow maps. You are right it's a lot simpler, but it can't run on all hardware (and nvidia don't have the shadow ambient extension so shadows would be black...) and I think that shadows should be available to all users. And of course shadow maps a problem of pixelisation. Harald. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New turbo/supercharger code
Erik Hofman wrote: No we shouldn't. In aviation there are not many places where SI units are used so we stick with what is used by default. If you don't like it use Nasal to correct it yourself. In the _long_ run it might make _much_ sense to use SI units _internally_ and let every designer adapt their gauge/whatever to the units they like most. To my impression SI units are being used in aviation at many places - just not for the user interface. In fact depending on several 'fuzzy' factors you might see almost identical aircraft from the same production line with different units on their gauges, one with numbers basing on statue miles, the other with numbers basing on nautical miles. And, just as a note, all European countries _I_ know of use a QNH in hectopascal to adjust their altimeter May, am I happy that they all use 360 degrees for a full circle :-) The only solution for not getting confused by this is the use of SI _internally_ and to offer a set of conversion routines to everyone - probably by exposing different 'attributes' of the same property (or any other method that fills ther gap). Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New turbo/supercharger code
On Sun, 19 Jun 2005 09:08:05 -0700, Andy wrote in message [EMAIL PROTECTED]: Arnt Karlsen wrote: Andy Ross wrote: Yeah, but that's a bug. There is only one manifold pressure. Surely you don't want *both* mp-inhg and supercharger-output-inhg, which mean exactly the same thing. ..I beg to differ; flow always means there are flow losses. The discussion was about software, not engines. If you really want to nit, we should be modelling the MP as a 3D scalar field, so that the user can decide where to put the probe. :) ..aye. ;o) The point was that there is no need for a new property to represent the value displayed by the manifold pressure gauge. ..agreed, and my point was just keep open space for code modelling those losses, until it is written. -- ..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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] RE: msvc7.1 compiling problem
On Sun, 19 Jun 2005 19:14:06 +0200, Harald wrote in message [EMAIL PROTECTED]: eagle monart wrote: other problem is about strange rectangles in sim... I ve the same problem even in 0.9.8 release compile.. i can see these rectangles almost everywhere in clouds , on the sea and on the ground. here some screens http://www.geocities.com/fgscreens/fgfs-screen-011.jpg http://www.geocities.com/fgscreens/fgfs-screen-002.jpg http://www.geocities.com/fgscreens/fgfs-screen-005.jpg First time I see that, could it be a problem in the texture file ? Harald. ..I saw all but http://www.geocities.com/fgscreens/fgfs-screen-005.jpg, on 005, Geocities whines Sorry, this site is temporarily unavailable! The web site you are trying to access has exceeded its allocated data transfer. Visit our help area for more information. ..did I miss anything important, or is it the same rectangles? -- ..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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
Harald JOHNSEN wrote: There is a pre process step where I look for the 2 triangles that share an edge. You're doing that per frame? Does it work well? I saw a huge CPU hit from that test, but that was about 2.5 years ago on a slower machine than is available now. Is the code complete enough to provide performance numbers? The silhouette computation is only done when my sun vector change enought and I cache the list of silouhette edges so the cpu is not too stressed every frame while nothing changes. If I understand you correctly, this has a glitch: the failure mode is that you find an orientation where a new silhouette edge should have been added but wasn't, and suddenly the shadow has a hole in it that looks like a big diagonal streak across the screen. What I started trying to do was pre-cache multiple sets of silhouette triangles for different orientations and using the union of all the ones needed so I was guaranteed to never miss an edge. But then you're required to cache and store (presumably in OpenGL display lists) *many* times more polygons than the object actually has. I forget the numbers, but they were pretty big. Anyway, if you made all that work or found a simpler solution, then I salute you and look forward to seeing the code. This stuff can be really fun. I started a prototype before using hardware shadow maps. You are right it's a lot simpler, but it can't run on all hardware (and nvidia don't have the shadow ambient extension so shadows would be black...) All modern hardware can do them; remember that only high end machines will be able to do the stenciling also. And the ambient extension isn't all that useful for a flight simulator. The only thing we really care about shadowing is sunlight, which is white by definition. (And even then, you can still do colored shadows without it, just not as fast, using an extra pass or two). Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Short Reference Document error?
So there's nothing wrong with it, it's just that every user has another kind of keyboard layout. ;) Best Regards, Oliver C. Aha! Well, yes, I understand, now, but for newbies from the U.S. it will be wrong. I'll modify the PDF and send it to Curt (or whoever maintains that doc). It needs to be clear. Jon ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Short Reference Document error?
* Jon Berndt -- Sunday 19 June 2005 20:23: Aha! Well, yes, I understand, now, but for newbies from the U.S. it will be wrong. I'll modify the PDF and send it to Curt Modify the PDF? Of course, you mean the TeX source file from which it was generated, not the PDF itself, right? It's in the docs module. m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Re: Short Reference Document error?
Modify the PDF? Of course, you mean the TeX source file from which it was generated, not the PDF itself, right? It's in the docs module. m. I already modified the PDF (I have Acrobat). I didn't know where the doc came from originally, and I don't know TeX. If I have time later I'll take a look at the TeX file, too, though. Jon ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Short Reference Document error?
Le dimanche 19 juin 2005 20:03 +0200, Oliver C. a crit : On Sunday 19 June 2005 13:50, Jon Berndt wrote: This short reference: http://www.flightgear.org/Docs/FGShortRef.pdf shows the rudder control on the numeric keypad as being the 0 and , (comma) keys. There is no comma on the numeric keypad. This is confusing. Then you have a keyboard with US layout. On my keyboard (German layout) there is a comma. So there's nothing wrong with it, it's just that every user has another kind of keyboard layout. ;) Best Regards, Oliver C. That IS the big subject. The US definition keyboard is unusable for me . I had to customise it to my french one. May be FG 3.xxx or 4. will offert localised keyboard :-) -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] RE: msvc7.1 compiling problem
other problem is about strange rectangles in sim... I ve the same problem even in 0.9.8 release compile.. i can see these rectangles almost everywhere in clouds , on the sea and on the ground. here some screens http://www.geocities.com/fgscreens/fgfs-screen-011.jpg http://www.geocities.com/fgscreens/fgfs-screen-002.jpg http://www.geocities.com/fgscreens/fgfs-screen-005.jpg ..I saw all but http://www.geocities.com/fgscreens/fgfs-screen-005.jpg, on 005, Geocities whines Sorry, this site is temporarily unavailable! The web site you are trying to access has exceeded its allocated data transfer. Visit our help area for more information. ..did I miss anything important, or is it the same rectangles? no you didnt miss something ; basicly same ...AM i the only one having these behaviour... here two other examples . ( on ground and sea textures always draw black and same size) higher alt on the sea http://www.geocities.com/fgscreens/fgfs-screen-010.jpg lower alt http://www.geocities.com/fgscreens/fgfs-screen-004.jpg .by the way according to traffic, site went down for an hour or something... _ Don't just search. Find. Check out the new MSN Search! http://search.msn.com/ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Getting an airport fixed
If I found a lot of inaccuracies in an airport and want to get them fixed, who should I talk to? Thanks in advance, Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Short Reference Document error?
Jon Berndt wrote: Aha! Well, yes, I understand, now, but for newbies from the U.S. it will be wrong. I'll modify the PDF and send it to Curt (or whoever maintains that doc). It needs to be clear. Aha ? In fact the notation in the cheat sheet _is_ correct and clear, why the hell do you want to break it ? It's just a matter of point of view an I assume there are _many_ FlightGear users out there that have a comma as a decimal separator - it's just that they probably don't live in the US. There are enough keybindings in FG that, so say it politely, need special explanation for most people that don't live in the US. Why do want to add more of them ? Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Getting an airport fixed
Ampere K. Hardraade wrote: If I found a lot of inaccuracies in an airport and want to get them fixed, who should I talk to? Please get TaxiDraw from: http://www.nottingham.ac.uk/~eazdluf/taxidraw.html and adjust the mentioned airport. Then submit the respective project file to David Luff for inclusion into his collection, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Getting an airport fixed
Le dimanche 19 juin 2005 15:32 -0400, Ampere K. Hardraade a crit : If I found a lot of inaccuracies in an airport and want to get them fixed, who should I talk to? Thanks in advance, Ampere I have the same request LFPO is wrong: -- take off point beside the runway Thanks -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Short Reference Document error?
Aha ? In fact the notation in the cheat sheet _is_ correct and clear, why the hell do you want to break it ? It's just a matter of point of view an I assume there are _many_ FlightGear users out there that have a comma as a decimal separator - it's just that they probably don't live in the US. I think you are making a disingenuous assumption, here, on what I am saying. It IS correct and clear for*European*users, yes. All that I did to the PDF document was to add a _note_ in the appropriate section in brackets that says: [U.S. keyboards use . instead of ,] Are you opposed, in principle, to providing U.S. users with accurate information? I don't understand what's got you so hot about this. It's an international project. Let's be clear for everyone. Jon ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Short Reference Document error?
Jon Berndt wrote: Aha ? In fact the notation in the cheat sheet _is_ correct and clear, why the hell do you want to break it ? It's just a matter of point of view an I assume there are _many_ FlightGear users out there that have a comma as a decimal separator - it's just that they probably don't live in the US. I think you are making a disingenuous assumption, here, on what I am saying. It IS correct and clear for*European*users, yes. All that I did to the PDF document was to add a _note_ in the appropriate section in brackets that says: [U.S. keyboards use . instead of ,] Are you opposed, in principle, to providing U.S. users with accurate information? I don't understand what's got you so hot about this. It's an international project. Let's be clear for everyone. Whatever we do, we need to do it to the TeX source or the changes will be lost next time we regenerate the pdf/html versions. Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Getting an airport fixed
On June 19, 2005 04:10 pm, Gerard Robin wrote: I have the same request LFPO is wrong: -- take off point beside the runway Thanks -- Gerard For me, it is the LFBO. 14L/32R is a dirt runway, and there is no taxiway connected to the ends of 14R/32L. =/ I notice another airport around the area that also have a dirt runway. Seems like there are quite a few problems with airports in France. Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Short Reference Document error?
Hi guys, Since you are updating the documentation, I think it might be a good idea to include the byte order lists of the various input/ouput protocols. It would help someone who would want to fly flightgear through some external application, and especially help those who are building external controllers... ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Off Topic: Father's Day Card/Gift
If anyone needs a Father's Day card, I made this one for my Dad (one of those guys who has everything). It's non-flightsim related, but kind of tech-ish and completely free for use: http://www.wintergreen.ws/fathersday/present.html ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Short Reference Document error?
On Sunday 19 June 2005 22:20, Jon Berndt wrote: Aha ? In fact the notation in the cheat sheet _is_ correct and clear, why the hell do you want to break it ? It's just a matter of point of view an I assume there are _many_ FlightGear users out there that have a comma as a decimal separator - it's just that they probably don't live in the US. I think you are making a disingenuous assumption, here, on what I am saying. It IS correct and clear for*European*users, yes. All that I did to the PDF document was to add a _note_ in the appropriate section in brackets that says: [U.S. keyboards use . instead of ,] Are you opposed, in principle, to providing U.S. users with accurate information? I don't understand what's got you so hot about this. It's an international project. Let's be clear for everyone. Jon Maybe it sounded in your first letter like that you may be one of those Americans who allways try to make the USA the center of the world. We Europeans and people from other countrys don't like that it is offending, so i can understand Martin Spott's reaction. But now, that you made clear that this wasn't your intention and that you don't have this US center view of seeing the world i think it was just a misunderstanding between both sides. :) I like your proposion of adding a _note_ in the appropriate section in brackets that says: [U.S. keyboards use . instead of ,]. This is a very nice solution. We just need to make clear that Flightgear stays as international as possible. Best Regards, Oliver C. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Short Reference Document error?
Jon Berndt wrote: I think you are making a disingenuous assumption, here, on what I am saying. It IS correct and clear for*European*users, yes. All that I did to the PDF document was to add a _note_ in the appropriate section in brackets that says: [U.S. keyboards use . instead of ,] Now I don't understand. Flightgear uses a key, its the same for all contries whatever keyboard you use. What changes is the position of this letter on the keyboard, not the key because we are not using the raw keyscan. Harald. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Short Reference Document error?
Hear hear. - Original Message - From: Oliver C. To: FlightGear developers discussions Sent: Sunday, June 19, 2005 5:14 PM Subject: Re: [Flightgear-devel] "Short Reference" Document error? On Sunday 19 June 2005 22:20, Jon Berndt wrote: Aha ? In fact the notation in the cheat sheet _is_ correct and clear, why the hell do you want to break it ? It's just a matter of point of view an I assume there are _many_ FlightGear users out there that have a comma as a decimal separator - it's just that they probably don't live in the US. I think you are making a disingenuous assumption, here, on what I am saying. It IS correct and clear for*European*users, yes. All that I did to the PDF document was to add a _note_ in the appropriate section in brackets that says: "[U.S. keyboards use "." instead of ","]" Are you opposed, in principle, to providing U.S. users with accurate information? I don't understand what's got you so hot about this. It's an international project. Let's be clear for everyone. JonMaybe it sounded in your first letter like that you may be one of those Americans who allways try to make the USA the center of the world.We Europeans and people from other countrys don't like that it is offending, so i can understand Martin Spott's reaction.But now, that you made clear that this wasn't your intention and that you don't have this US center view of seeing the world i think it was just a misunderstanding between both sides. :)I like your proposion of adding a _note_ in the appropriate section in brackets that says: "[U.S. keyboards use "." instead of ","]".This is a very nice solution.We just need to make clear that Flightgear stays as international as possible.Best Regards,Oliver C.___Flightgear-devel mailing listFlightgear-devel@flightgear.orghttp://mail.flightgear.org/mailman/listinfo/flightgear-devel2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Short Reference Document error?
Jon Berndt wrote: Are you opposed, in principle, to providing U.S. users with accurate information? I don't understand what's got you so hot about this. It's an international project. Let's be clear for everyone. This complies entirely with my intention. Please excuse me for missing the point - from reading your comment I had the impression you simply changed the comma to a dot in the PDF. Please send me a copy of your PDF and I'll change the TeX source accordingly. I'm currently thinking of some sort of a small FlightGear internationalization project to avoid such confusion. I'll comment of this the next day Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Some opinions, detail analysis, and ideas related to FlightGear
Hello, This thread in the FlightGear section on Avsim is getting pretty informative. The thread started out as a form of feature request, but it eventually focus on the funding issue of FlightGear. Please check it out: http://forums.avsim.net/dcboard.php?az=show_topicforum=198topic_id=855mode=full Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Short Reference Document error?
Le dimanche 19 juin 2005 23:27 +0200, Harald JOHNSEN a crit : Jon Berndt wrote: I think you are making a disingenuous assumption, here, on what I am saying. It IS correct and clear for*European*users, yes. All that I did to the PDF document was to add a _note_ in the appropriate section in brackets that says: [U.S. keyboards use . instead of ,] Now I don't understand. Flightgear uses a key, its the same for all contries whatever keyboard you use. What changes is the position of this letter on the keyboard, not the key because we are not using the raw keyscan. Harald. Yes it is ONLY a position of the letter on the keyboard (everything everywhere): try to imagine on a french Keyboard we get for left brake --coma lower case OK right brake --dot upper case BEUH flap down close-bracket+alt which is on the top right flap up open-bracket+alt which is on the top left-middle-left and so on .. :( -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Getting an airport fixed
Le dimanche 19 juin 2005 22:10 +0200, Gerard Robin a crit : Le dimanche 19 juin 2005 15:32 -0400, Ampere K. Hardraade a crit : If I found a lot of inaccuracies in an airport and want to get them fixed, who should I talk to? Thanks in advance, Ampere I have the same request LFPO is wrong: -- take off point beside the runway Thanks Please get TaxiDraw from: http://www.nottingham.ac.uk/~eazdluf/taxidraw.html and adjust the mentioned airport. Then submit the respective project file to David Luff for inclusion into his collection, Martin. Oh yes i have tried with taxidraw, it seem only operate on the taxiway, not the runway. I could not modify the runway start point -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Le Bourget / Paris Air Show / Aero 2005
I had the chance to get a pass for Le Bourget 2005. Unfortunately, the only day I could go was a rainy day. Nevertheless, I took pictures that you can see here http://frbouvi.free.fr/photos/yappa-ng/index.php?album=Aviation%2FLeBourget2005%2F . Some may interest aircraft designers. -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] need help for convertion(importing) fron MSFS into Flightgear
Le vendredi 17 juin 2005 22:53 +0800, yue xianf a crit : Hi every one: any one can give me some hint about how to run the MS FS models under flightgear? I have searched for long time, It is said Wolfram's manual can help, http://home.t-online.de/home/Wolfram.Kuss/,this websit looks and also is Germany I don't understand. I very appreciate your help. Clifford Yue Yes I can help in detail, Hello Clifford You will find as attached document the very beginning of How to :for conversion (importing) from MSFS to Flightgear i don't know if that first draft will help you. You will discover, a such manipulation is rather difficult. Tell us what is missing for you Gerard From Gerard Robin ([EMAIL PROTECTED]) to FlightGear community That document is only an quick help, it should be improved The purpose of FlightGear is to offer a realistic flight simulator which gives to anybody, opportunity and facilities to manipulate every aircraft characteristics parameters. One could prefer to spend the best of is time to that technical aspect, to test these parameters with a nice 3D model,rather than loosing is time to make model. Only, for a home usage, converting a .mdl Aircraft is an opportunity. He can get quickly, a model which is yet existing ( most of these models are protected by copyriht) You are supposed to know: how to place a 3D model in the FlightGear world how to use the FG properties and animate a 3D model how to build a flight dynamic model with Yasim or JSBSim or Uiuc or Larcsim . AOverview. The processing of an Aircraft.mdl format depend on the PLIB library functionality. PLIB being used by FlightGear. That library contains the input function, which gives the possibility to extract from a .mdl format the full vertex and faces definitions of a model. The texture coordinates are kept. That library contains the output functions, for translation in others 3D formats, the mains format are: .ac, .dxf,.3ds and others (the full list can be seen in the PLIB source--plib/src/ssg/...). The mdl animations are not converted . This help-description is Plib 1.8.4 related to. It has been experimented under Linux, only, we cannot guaranty his full availability under others operating system (however it should do, because of the portability of FlightGear, and Plib) We will see in the next chapters: -limitations of these resources and how to use directly a .mdl model in FlightGear, without any external translation. -how to convert a mdl model B=Limitations and how to use directly a mdl model. One same extension name define in fact several .mdl format, They are not compatible, they are on the MS FS side dedicated to, FS98 or FS2000 or FS2002 or FS2004 and MS Player has to try to convert the old models to get it running on newer Flying simulator game. The static part of the Aircraft.mdl is supposed to be existing in a .bgl format, encapsulated in the.mdl format PLIB looks for the .static bgl part--beginning address and length. It try to extract that part only. FS98 By that way, because mdl FS98 format is simple, due to FS98 limitations itself. PLIB is able to extract it at the good scale, the good orientation, the good textures (textures are in a specific format which is red by PLIB) In FG it is necessary to include the mdl model and the textures in the same directory (usually -- ..yourAircraft/Models/..) and to declare it in the file yourAircraft-set.xml. however a limitation is existing: you do not get any animation. An other limitation coming from FS98, the model is not detailed, rather simple, not up to the quality we are waiting for the last FlightGear release FS2000 to 2004 Here we depend mainly on the CAD 3D program which was used to build the original model. (in order to help for a quick test of usability, you could use threedconvert, it will be explained in the next chapter- How to convert) Models originally modelled with Abacus FSDS modeller gives the best result That type of mdl models can be directly used. That kind of model have a very good quality, detailed, up to the FlightGear quality, the good scale, the good orientation, the good texture.(textures ares in bmp format) The process is identical to FS98 model: In FG it is necessary to include the mdl model and the textures in the same directory (usually -- ..your Aircraft/Models/..) and to declare it in the file your Aircraft-set.xml. For the Linux user it could happen a difficulty with the texture name (wrong upper case, lower-case), which must be adapted to the model request (error messages during FlightGear loading) However a limitation is existing: you do not get any animation. Here an example of a model which can
[Flightgear-devel] Tail dragger trouble.
I have been trying to make the JSB flight model for my PA-25 pawnee for over a week now, however, I can not get it to steer on the ground. Every time I start my take off roll the plane goes in circles. Has anybody encountered any similar problems? Cheers, Mostyn ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: need help for convertion(importing) fron MS FS into Flightgear
Clifford, It can be done, however it is a rather long winded process. You need to get a program called pretty polly editor (PPE). Open the *.mdl file in PPE and save it as a *.dxf file. Close the program. Re-open it load the *.dxf file and save it as a *.ac file. Then you need to use a program called blender. You have to go to the file-import-AC3D (.ac). Then you can import the file. The only information contained in this file is the point locations and which polygons use which points. All data connecting polygons and their texture maps is lost. What then you need to do is manually seperate all of the parts and texture them. If you have any trouble feel free to email me. Cheers, Mostyn ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: need help for convertion(importing) fron MS FS into Flightgear
Le lundi 20 juin 2005 09:09 +1000, Mostyn Gale a crit : Clifford, It can be done, however it is a rather long winded process. You need to get a program called pretty polly editor (PPE). Open the *.mdl file in PPE and save it as a *.dxf file. Close the program. Re-open it load the *.dxf file and save it as a *.ac file. Then you need to use a program called blender. You have to go to the file-import-AC3D (.ac). Then you can import the file. The only information contained in this file is the point locations and which polygons use which points. All data connecting polygons and their texture maps is lost. What then you need to do is manually seperate all of the parts and texture them. If you have any trouble feel free to email me. Cheers, Mostyn If you feel it you could continu and modify the doc i began. May be i am wrong . Do you thing that doc is good for garbage. -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Tail dragger trouble.
Le lundi 20 juin 2005 09:09 +1000, Mostyn Gale a crit : I have been trying to make the JSB flight model for my PA-25 pawnee for over a week now, however, I can not get it to steer on the ground. Every time I start my take off roll the plane goes in circles. Has anybody encountered any similar problems? Cheers, Mostyn If the engine is very powerful you only have the usual taildragger difficulties . try the Yasim P51D . -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Tail dragger trouble.
I have been trying to make the JSB flight model for my PA-25 pawnee for over a week now, however, I can not get it to steer on the ground. Every time I start my take off roll the plane goes in circles. Has anybody encountered any similar problems? I am working on trying to resolve the landing gear issues now. There are a couple of aspects to this. I'll try and describe those later, as well as to provide some fixes. Jon ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Short Reference Document error?
So, you think the UK is part of Europe, eh? We use the same convention as the US for ./, Vivian. Heh. :-) What's above the number 4 (not on the numeric keypad)? Is it a $ or a ? (not sure that will print correctly)? Jon ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Short Reference Document error?
This complies entirely with my intention. Please excuse me for missing the point - from reading your comment I had the impression you simply changed the comma to a dot in the PDF. Please send me a copy of your PDF and I'll change the TeX source accordingly. Thanks - will do. I'm currently thinking of some sort of a small FlightGear internationalization project to avoid such confusion. I'll comment of this the next day Sounds like a great idea. Jon ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: need help for convertion(importing) fron MS FS into Flightgear
If you feel it you could continu and modify the doc i began. May be i am wrong . Do you thing that doc is good for garbage. -- Gerard Gerard I just answered in a hurry this morning. Perhaps I should have said that this is my way of converting *.mdl files. I'm sure there are many ways of doing this, and who is to say which one is wrong. Anyway I am sory if I caused any offence. Cheers, Mostyn ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: need help for convertion(importing) fron MS FS into Flightgear
Le lundi 20 juin 2005 10:49 +1000, Mostyn Gale a crit : If you feel it you could continu and modify the doc i began. May be i am wrong . Do you thing that doc is good for garbage. -- Gerard Gerard I just answered in a hurry this morning. Perhaps I should have said that this is my way of converting *.mdl files. I'm sure there are many ways of doing this, and who is to say which one is wrong. Anyway I am sory if I caused any offence. Cheers, Mostyn Not any offence, I only wonder, In that first draft: about PPE, i said-- it is an old program which use an old PLIB version. I do not recommend it. It is now limited and as far as i know texture is lost. I do not know, What, exactly, Clifford wants to do, The approach is open. Because of that i have tried to start from a high level of explanation. You know that *.mdl means nothing or rather many things so..how to explain ? -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Off Topic: Father's Day Card/Gift
On Sun, 19 Jun 2005 17:03:19 -0400, Theo wrote in message [EMAIL PROTECTED]: If anyone needs a Father's Day card, I made this one for my Dad (one of those guys who has everything). It's non-flightsim related, but kind of tech-ish and completely free for use: http://www.wintergreen.ws/fathersday/present.html ..it better be, Konqueror shows a blank page, Firefox shows a grey rectangle. ..quit posting html mail and fix your page: http://validator.w3.org/check?uri=http://www.wintergreen.ws/fathersday/present.html http://jigsaw.w3.org/css-validator/validator/?uri=http://www.wintergreen.ws/fathersday/present.html http://validator.w3.org/checklink/?uri=http://www.wintergreen.ws/fathersday/present.html ..and use a capable swf maker, swfplayer segfaults. -- ..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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Short Reference Document error?
On Sun, 19 Jun 2005 19:33:19 -0500, Jon wrote in message [EMAIL PROTECTED]: So, you think the UK is part of Europe, eh? We use the same convention as the US for ./, Vivian. Heh. :-) What's above the number 4 (not on the numeric keypad)? Is it a $ or a ? (not sure that will print correctly)? ..a horn mine: tic-tic-tic ( ;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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Short Reference Document error?
Oliver C. wrote: Maybe it sounded in your first letter like that you may be one of those Americans who allways try to make the USA the center of the world. It should be pointed out that those Americans live almost exclusively in your television set. Real people, even republicans, are significantly more complicated than that. I assure you that there is no sinister American plot to remap your keyboards. Seriously folks, give Jon a break. When keyboard mappings become a political issue, perspective has been lost. I think someone needs a nap. :) Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d