RE: [Flightgear-devel] lighting at KOAK
riley@uranium ~/src/SimGear/simgear/io ./decode_binobj /images/fgfsbase/Scenery/w130n30/w123n37/KOAK.btg.gz | grep -i light # usemtl RWY_WHITE_MEDIUM_LIGHTS # usemtl RWY_YELLOW_MEDIUM_LIGHTS # usemtl RWY_WHITE_MEDIUM_LIGHTS # usemtl RWY_YELLOW_MEDIUM_LIGHTS # usemtl RWY_VASI_LIGHTS # usemtl RWY_VASI_LIGHTS # usemtl RWY_GREEN_LIGHTS # usemtl RWY_RED_LIGHTS # usemtl RWY_WHITE_LIGHTS # usemtl RWY_WHITE_MEDIUM_LIGHTS # usemtl RWY_YELLOW_MEDIUM_LIGHTS # usemtl RWY_WHITE_MEDIUM_LIGHTS # usemtl RWY_YELLOW_MEDIUM_LIGHTS # usemtl RWY_VASI_LIGHTS # usemtl RWY_VASI_LIGHTS # usemtl RWY_WHITE_MEDIUM_LIGHTS # usemtl RWY_YELLOW_MEDIUM_LIGHTS # usemtl RWY_WHITE_MEDIUM_LIGHTS # usemtl RWY_YELLOW_MEDIUM_LIGHTS # usemtl RWY_WHITE_MEDIUM_LIGHTS # usemtl RWY_RED_MEDIUM_LIGHTS # usemtl RWY_WHITE_MEDIUM_LIGHTS # usemtl RWY_RED_MEDIUM_LIGHTS # usemtl RWY_WHITE_LIGHTS # usemtl RWY_REIL_LIGHTS # usemtl RWY_REIL_LIGHTS # usemtl RWY_GREEN_LIGHTS # usemtl RWY_RED_LIGHTS # usemtl RWY_WHITE_LIGHTS # usemtl RWY_SEQUENCED_LIGHTS # usemtl RWY_GREEN_LIGHTS # usemtl RWY_RED_LIGHTS # usemtl RWY_WHITE_LIGHTS # usemtl RWY_GREEN_MEDIUM_LIGHTS # usemtl RWY_RED_MEDIUM_LIGHTS # usemtl RWY_GREEN_MEDIUM_LIGHTS # usemtl RWY_RED_MEDIUM_LIGHTS # usemtl RWY_WHITE_MEDIUM_LIGHTS # usemtl RWY_YELLOW_MEDIUM_LIGHTS # usemtl RWY_WHITE_MEDIUM_LIGHTS # usemtl RWY_YELLOW_MEDIUM_LIGHTS It appears there is lighting info there. That is on the base CVS scenery. I have flown all around KOAK using magic carpet and it is totally dark. The little two runway airport close by KOAK (SE I think) is happily flashing away. *shrug* Wm Original Message: - From: Curtis L. Olson [EMAIL PROTECTED] Date: Mon, 21 Oct 2002 20:44:53 -0500 To: [EMAIL PROTECTED] Subject: RE: [Flightgear-devel] lighting at KOAK Jim Wilson writes: Yes. I'm having no problem seeing all the other fields in the area that I know of. Been using magic carpet to check them out quickly. KOAK has no lights. Strange ... you could use simgear/io/decode_binobj KOAK.btg.gz to see if it actually contains any runway lights ... Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel mail2web - Check your email from the web at http://mail2web.com/ . ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Some Questions about Flightgear
Hello, First i want to thank you for your great work. Flightgear has made substantial progress in the last months, especially the gui menu, very nice done keep up the good work. But now i have some questions: 1. I read in the mailinglist devel archive from last month and found a link to a screenshot of Flightgear that had real world buildings from San Francisco. Here's the screenshot of those buildings i am talking about: http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-02.png Now my question is, what do i need to do to be able to see those buildings in Flightgear (at the moment i use the last stable version 0.9.2). When this feature is only in the cvs version available, what cities with real world buildings can i expect to see in the next stable version (or the one that has that feature)? Is it only San Francicso or are there more cities (that will have real world buildings) in development at the moment? (For example what about Chicago?) 2. As far as i know at the moment i can fly in Flightgear airplanes with piston or jet engines and blimbs. What about helicopters and airships? Will those be supported soon? 3. What about AI controlled airplanes AND ships? It would be great to see some airplanes in the air and ships on the sea in flighgear that fly/drive their routes. Is such a dynamic scenery feature in development? If yes, how long do you expect (in months) will it take to see such feature in a stable version? Will this feature be scalable? In other words, the faster my computer the more ships and airplanes i will be able to see? 4. Citys at night seem to be a problem. Last week i flew over Los Angelas by night in flightgear, but the city was very very dark by night. In realitiy Los Angelas is extremly bright at night. So the question is, is someone working on this? Are their any night city scenery textures in the work including support for brighter ambient light (- like bright clouds and yellow/orange looking fog and things like that)? 5. The last question is about the gui menu. Flightgear is using the current computer time or the time which is set in the configuration file by default but sometimes i want to change it in flightgear during flight. I know that it is possible to change the day time in the browse internal properties menu but it would be great if this feature (selecting the time) is a little better accessible and has its own menu (like the weather menu). Could you change that? Another problem is the Location menu (airport menu). It would be a lot easier if it is possible to choose the airport in a list of airports instead entering its airport id name in a field. But you maybe allready know a huge list of airports isn't better eighter, right, so here's my idea: How would it be when this task is divided into small steps like this example: First you select the continent of a list of all continents. After that you will see a list of countries of that continent where you choose one country. After you have choosen the country you will see a list of city names where you choose one city. And after that you will see a list of available airports that belong to that city. Then you choose the airport you like. So 4 steps to choose an airport of many thousands available: continent - country - city - airport-id or for big countries (like USA): continent - country - federal state - city - airport-id This way you don't have to know the airport ID and people who just want to fly a little bit around at their home location will have it very easy to find an airport near their home location. So could someone add such an airport selection feature? It would also be nice to choose the starting position (including the high of your airplane) by the degree of latitude and longitude in the location menu. The last thing i found missing in the GUI menu was a menu for selecting another airplane. Changing such things really shouldn't be only possible in the internal properties menu. Maybe you could change that too. I would change it on my own but i am not experienced enough to do so, so i can only help with my opinion as a user at the moment. It would be great to here your opinion about those 5 points, especially the airport selection menu i proposed above, thanks. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Question about clouds in Flightgear vs. FS2004
Hello, I just saw a videoclip of Microsoft's new Flight Simulator 2004 where they explained from a developer perspective how they made the clouds in FS2004. Those clouds looked really amazing it would be nice to have such clouds in Flightgear too. Now my question is, are such clouds in Flightgear possible? Watch the video so you can see what i am talking about. The videoclip can be downloaded here: http://217.160.89.38/mpegs/clouds_lowband.wmv IMHO the video is really worth the download, very interesting. (I watched it with mplayer on linux) Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004
There has been work started on very impressive 3D clouds. That said there's a lot that FlightGear has them MSFS probably never will have. That sounds great. :) I tried to compile the cvs version last night but got an error, do you have a screenshot of those 3d clouds? BTW maybe you can help me with that error of the cvs version: g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src -I/usr/X11R6/include -DPKGLIBDIR=\/usr/local/games/flightgear-cvs/lib/FlightGear\ -g -O2 -c -o main.o `test -f main.cxx || echo './'`main.cxx main.cxx:42: simgear/screen/extensions.hxx: No such file or directory make[2]: *** [main.o] Error 1 make[2]: Leaving directory `/home/oliver/x/src/flightgear-cvs/source/src/Main' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/oliver/x/src/flightgear-cvs/source/src' make: *** [all-recursive] Error 1 Sounds like an error with SimGear. Do i need to install the cvs version of simgear or is SimGear 0.3.3 new enough? Not the least of which is the fact that if you know how to program you can get those cool clouds before MSFS 2004 gets released by finishing the work that was started by someone else. And you won't have to shell out $50 every year or two to the selfish little pseudogeek's empire anymore. Yes, i allready started learning OpenGL. :) I bought a book about OpenGL and i am on page 255 of 433 at the moment but i still need some weeks/months for the rest (including learning how plib and flighgear works). Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Some Questions about Flightgear
I am the one that designed the San Francisco buildings ( and San Mateo Bridge ). They look great, very good work. I am not aware of development for other cities. I would not design the whole earth alone. People are invited to contribute for other places. I have a question about this. Yesterday i visited the terragear Project website an read at the following page ( http://terragear.sourceforge.net/docs/scenery-tutorial/fg-scenery-tutorial.html ) about vmap that sentence: This dataset (formerly known as the Digital Chart of the World) contains non-airport vector data for all of North America, including landmass (shorelines), lakes, rivers, cities, towns, roads, railroads, rivers, landcover, and many other coverages that we are not using yet. Now my question is, why are you don't using those vmap data? And if you use those, at what detail do you use them? At maximum detail: everything the vmap data gives or lower details to save framerates or internet hosting costs? I also visited the the FlightGear Scenery Designer Home Page which is for creating excat sceneries but the terragear website says: TerraGear generates FlightGear scenery automatically from free, publicly-available geographical datasets: you do not have to (and are currently not able to) paint roads, rivers, and so forth by hand. So my question is when i don't have to create those things by hand because vmap data is available and accurate enough why do i need that Scenery Designer to modify the landscape? (That i need it for buildings too is obvious, that's not what i mean) Or other question, are the vmap data (especially Areas over Europ) not accurate enough so that i have to use the Scenery Designer and edit the landscape by hand? (like on those screenshots: http://fgsd.sourceforge.net/screenshots.html) Good source of information about Sky Scrapers are here : http://skyscrapers.com http://skyscraperpage.com Thanks for the link. Their would be a problem of hosting those models that don't fit in the base package. So if i edit some sceneries does that mean that they wouldn't be added to the additional scenery data? http://www.flightgear.org/Downloads/world-scenery.html Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004
go to http://www.first-day.org and rummage around in the jpgs directory Thanks, those clouds look good on the screenshot but it would be interesing to see how they look and behave in game when fyling into them. I managed to compile the cvs version, now it works but when i try to start it with the option --enable-clouds3d it gives me the following error message: Unknown option '--enable-clouds3d' From ./fgfs --help -v i can see that --enable-clouds3d should be the right option to activate them but that doesn't work. So how can i enable those 3d clouds? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004
I recently added preliminary support for big-endian machines and the patch for this is pending for Plib. You could add this patch to plib yourself to get past the error: http://www.a1.nl/~ehofman/fgfs/download/plib_64bit_swap.diff Thanks i will try that. But one question is this patch for the stable plib version or for the cvs/unstable version? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] The sky color looks to dark and purple in flighgear but not like real sky blue
I would urgo you to get the latest CVS version of FlightGear. A lot has changed after releasing version 0.9.1 and this is one of them. I allready did. The version i use now is the CVS version from yesterday, but the color is still looking purple. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: The sky color looks to dark and purple inflighgear but not like real sky blue
Then I suggest you fix your monitor settings. $ man xgamma The photos of the real sky i mentioned in one of my last messages looked correct and perfect, so i don't think it is a problem with the monitor settings or the monitor. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004
Am Montag, 14. Juli 2003 10:16 schrieb Erik Hofman: [EMAIL PROTECTED] wrote: After that ./configure worked without errors. But when starting make i get this error: g++ -DHAVE_CONFIG_H -I. -I. -I../../../../simgear -I../../../.. -I/usr/X11R6/include -g -O2 -D_REENTRANT -c -o SkyArchive.o `test -f SkyArchive.cpp || echo './'`SkyArchive.cpp SkyArchive.cpp: In method `SKYRESULT SkyArchive::FindFloat64(const char *, double *, unsigned int = 0) const': SkyArchive.cpp:633: implicit declaration of function `int ulEndianLittleDouble(...) I recently added preliminary support for big-endian machines and the patch for this is pending for Plib. You could add this patch to plib yourself to get past the error: http://www.a1.nl/~ehofman/fgfs/download/plib_64bit_swap.diff Erik Ok, now i applied the patch to the plib cvs version but when starting make i get the following error: g++ -DPACKAGE_NAME=\\ -DPACKAGE_TARNAME=\\ -DPACKAGE_VERSION=\\ -DPACKAGE_STRING=\\ -DPACKAGE_BUGREPORT=\\ -DPACKAGE=\plib\ -DVERSION=\1.7.0\ -DHAVE_LIBPTHREAD=1 -DHAVE_LIBGL=1 -DHAVE_LIBGLU=1 -DHAVE_LIBGLUT=1 -DHAVE_LIBDL=1 -DSTDC_HEADERS=1 -DHAVE_SYS_TYPES_H=1 -DHAVE_SYS_STAT_H=1 -DHAVE_STDLIB_H=1 -DHAVE_STRING_H=1 -DHAVE_MEMORY_H=1 -DHAVE_STRINGS_H=1 -DHAVE_INTTYPES_H=1 -DHAVE_STDINT_H=1 -DHAVE_UNISTD_H=1 -DGLUT_IS_PRESENT=1 -I. -I. -g -O2 -Wall -c -o ul.o `test -f ul.cxx || echo './'`ul.cxx In file included from ul.cxx:25: ul.h: In function `void _ulEndianSwap(long long unsigned int *)': ul.h:321: integer constant out of range ul.h:322: integer constant out of range ul.h:322: integer constant out of range ul.h:323: integer constant out of range ul.h:324: integer constant out of range ul.h:324: integer constant out of range ul.h:325: integer constant out of range ul.h:326: integer constant out of range ul.h:326: integer constant out of range ul.h:327: integer constant out of range ul.h:328: integer constant out of range ul.h:328: integer constant out of range make[2]: *** [ul.o] Error 1 make[2]: Leaving directory `/home/oliver/x/src/plib/plib/src/util' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/oliver/x/src/plib/plib/src' make: *** [all-recursive] Error 1 Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004
When the clouds worked, what was wrong with them, what kind of more work? I haven't been following this all that closely so perhaps others can help describe a TODO list for the 3D clouds code. IIRC the performance hit was too large, and there wasn't anything being done as far as displaying the clouds other than above the default startup scenery tile at KSFO. The consensus, from what I remember, was moving the rendering of the clouds to plib would be a major step toward addressing these issues. You mean as a part of the PLIB SSG Auxiliary Libraries? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004
I was just notified that long long isn't supported on all systems. I have to come up with something different. BTW. If you don't have a big-endian machine(Mac,SGI,Sun?) you should be fine be removing the contents of _ulEndianSwap: static inline void _ulEndianSwap(unsigned long long *x) { } Thanks, i commeted everthing between the brackets of the _ulEndianSwap function out. Now plib compiles with the patch code without errors, thanks. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Golden Gate Bridge
You can't fly under the bridge. I tried it once, in the airbus, and figured i'd clipped the tail on the road deck, but I just tried again with the 747, and was definitely well clear this time. Most high end commercial sims explicitly prevent flying under bridges. It's one of the first things most people think to try, but it's not something a serious training sim would want to encourage. Curt. Could you add the feature to fly under bridges? I prefer having a realistic simulator that allows everthing instead of a simulator that is baby sitting me. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004
Looks like FlightGear code is ifdef'd with FG_USE_CLOUDS_3D. Ok, i think i need some help. I searched for a commented #Define FG_USE_CLOUDS_3D option but i can't find it. In what file and what place should i define FG_USE_CLOUDS_3D so that #ifdef FG_USE_CLOUDS_3D can find it? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004
Ah, you are almost there. Now you only have to add -lsgclouds3d to the line containing -lsgmisc in you Makefile or Makefile.am Erik Ok, i did that now. Everything compiles fine but when i start Flightgear with --enable-clouds3d i get again the following error: Unknown option '--enable-clouds3d' Any ideas? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] weird reset
Am Samstag, 19. Juli 2003 22:21 schrieb Christopher S Horler: This sometimes happens when I reset - I can't reproduce it everytime, I'm looking into things that may make it happen - it seems almost like some values are being initialized incorrectly i.e. the plane starts the right way up then goes through a 180 degree half loop. http://www.zen11419.zen.co.uk/snapshot10.png I agree. I have the same problem. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Incoming!!!!!!!!!!!!
Am Donnerstag, 24. Juli 2003 10:19 schrieb Jon Stockill: Heads down guys - we just got another mention on slashdot :-) http://games.slashdot.org/article.pl?sid=03/07/23/1837201 In the article i read the following: In fact, flight characteristics are calculated in real time from aircraft design data, not static tables like MS Flight Simulator. What way does Flightgear use? Static tables or real time calculations or something other? MfG, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] forwarded message from Andrei Barbu
Am Freitag, 25. Juli 2003 05:55 schrieb Alex Perry: From: Jon Berndt [EMAIL PROTECTED] We need it. I like it. Me too. While it looks great under Moz and IE, it looks awful under Netscape 4.7x because the table misformats and puts the pictures in a vertical column (pushing the news down). It probably just needs more explicit tags to enumerate the layout. Netscape 4.7x is not W3C compilant we should be happy and get rid of that old browser. It's not worth breaking standards just to support an old day version. Please upgrade. There are plenty of new and free alternatives available, even for slow machines. If you can solve that problem in a way that you can keep standard conform html code then do so, but don't do it if the only solution is a mess of none standard conform html code. Best Regards, Oliver C. BTW: I like this new website layout, it looks really great. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] FG_GLUT_H Header file missing
Hello, I just tried to compile the flightgear cvs version and get this error: Making all in tests make[1]: Entering directory `/home/oliver/x/src/cvs/flightgear-cvs/source/tests' source='est-epsilon.c' object='est-epsilon.o' libtool=no \ depfile='.deps/est-epsilon.Po' tmpdepfile='.deps/est-epsilon.TPo' \ depmode=gcc /bin/sh ../depcomp \ gcc -DHAVE_CONFIG_H -I. -I. -I../src/Include -I/usr/X11R6/include -g -O2 -c `test -f est-epsilon.c || echo './'`est-epsilon.c est-epsilon.c:11: `#include' expects FILENAME or FILENAME make[1]: *** [est-epsilon.o] Error 1 make[1]: Leaving directory `/home/oliver/x/src/cvs/flightgear-cvs/source/tests' make: *** [all-recursive] Error 1 It seems that the Header file FG_GLUT_H is missing in cvs. I also used the last SimGear CVS and PLIB CVS versions. Any solutions? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] FG_GLUT_H Header file missing
I just tried to compile the flightgear cvs version and get this error: Making all in tests make[1]: Entering directory `/home/oliver/x/src/cvs/flightgear-cvs/source/tests' source='est-epsilon.c' object='est-epsilon.o' libtool=no \ depfile='.deps/est-epsilon.Po' tmpdepfile='.deps/est-epsilon.TPo' \ depmode=gcc /bin/sh ../depcomp \ gcc -DHAVE_CONFIG_H -I. -I. -I../src/Include -I/usr/X11R6/include -g -O2 -c `test -f est-epsilon.c || echo './'`est-epsilon.c est-epsilon.c:11: `#include' expects FILENAME or FILENAME make[1]: *** [est-epsilon.o] Error 1 make[1]: Leaving directory `/home/oliver/x/src/cvs/flightgear-cvs/source/tests' make: *** [all-recursive] Error 1 It seems that the Header file FG_GLUT_H is missing in cvs. I also used the last SimGear CVS and PLIB CVS versions. Ok, now i solved that problem by editing the Makefile in source/test/ and commenting everything out that should normally be build in their. (i had those test tools allready compiled from an earlier versions so recompiling them again wasn't a problem). I also checked the CVS Online log browser and found in source/test following log entry: Rename every instance of GLUT_H to FG_GLUT_H to prevent a freeglut naming clash I didnt know that Freeglut is now a requirement for compiling Flightgear. Maybe we should change those #include FG_GLUT_H commands in those C source files by using something like: #ifdef HAVE_FREEGLUT # include FG_GLUT_H #else # include GLUT_H #endif Where HAVE_FREEGLUT should be exchanged by the correct expression. However, now i have a new problem: Making all in LaRCsim make[3]: Entering directory `/home/oliver/x/src/cvs/flightgear-cvs/source/src/FDM/LaRCsim' Makefile:227: .deps/basic_aero.Po: No such file or directory Makefile:228: .deps/basic_engine.Po: No such file or directory Makefile:229: .deps/basic_gear.Po: No such file or directory Makefile:230: .deps/basic_init.Po: No such file or directory make[3]: *** No rule to make target `.deps/basic_init.Po'. Stop. make[3]: Leaving directory `/home/oliver/x/src/cvs/flightgear-cvs/source/src/FDM/LaRCsim' make[2]: *** [all-recursive] Error 1 make[2]: Leaving directory `/home/oliver/x/src/cvs/flightgear-cvs/source/src/FDM' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/oliver/x/src/cvs/flightgear-cvs/source/src' make: *** [all-recursive] Error 1 Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] FG_GLUT_H Header file missing
Not really, FG_GLUT_H is defined by configure to get glut.h from the proper place. This file can be found in GL/glut.h in some platforms an in GLUT/glut.h on others (if I recall it correctly). So I guess you should make sure you have at least a fairly recent copy of configure.ac and run autogen.sh and configure again. Oh, ok now i understand, thanks. I deleted all old configure files and compiled again, not it works. :) Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Canopy cues?
Is that reflection in Falcon 4 fixed? There's not much of the cockpit showing, but it still seems that the reflection doesn't match the cockpit all that well. Nah, that reflection was the old one (probably, the original Microprose one) and the 3d cockpit was a bit newer, so there are differences noticable. The screenshot is also 3 years old, so many has probably changed since then. But Falcon was a closed source project, killed by Infogrammes/Hasbro. As we didn't have any rights to continue the developement on the leaked exe, we had do abandon the project ;(. Is their a way to buy the rights and source code of Falcon 4.0 and relicense it under GPL like it happened with the 3d modeler Blender3d? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] web site updates - found an error
I also found an error. When i click first on screenshots and then after that on the other links like Source, Binary etc. i get an 404 error. That's because it tries after clicking on screenshots to find the html page of Source, Binary etc. in www.flightgear.org/Gallery/source.html instead of www.flightgear.org/source.html Same happens when clicking on FAQ. It also happens when clicking on FAQ or Screenshots two times. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] web site updates - found an error
Am Mittwoch, 1. Oktober 2003 00:46 schrieb Julian Foad: Cameron Moore wrote: * [EMAIL PROTECTED] (Curt Olson) [2003.09.30 13:57]: Andrei Barbu has revamped the flightgear web site layout and made quite a few improvements. - No DOCTYPE specification[1] ... [1] http://www.w3.org/QA/2002/04/valid-dtd-list.html Yes - please check that the pages are valid HTML by visiting the World-Wide Web Consortium (W3C)'s HTML Validator at http://validator.w3.org/ - and then fix the problems that it reports until they are valid. - Julian I agree. I also found an error. When i click first on screenshots and then after that on the other links like Source, Binary etc. i get an 404 error. That's because it tries after clicking on screenshots to find the html page of Source, Binary etc. in www.flightgear.org/Gallery/source.html instead of www.flightgear.org/source.html This behaviour happens only after clicking on screenshots. I tested this with Mozilla 1.2 and Konqueror - same result. This should be IMO fixed. But all in all a very beautiful new website layout, i like it very much, good work! Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: AN225
* Jon S Berndt -- Wednesday 01 October 2003 22:41: Could anyone provide a screen dump image of this aircraft flying in FlightGear? Not exactly flying, but ... http://www.unet.univie.ac.at/~a8603365/fgfs10.jpeg (70kB) m. It looks beautiful. Very nice done. :) Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] RFD: Proposed Changes to Airport Data Files
Am Montag, 13. Oktober 2003 23:12 schrieb David Megginson: I'd like to propose the following changes to our current airport data formats: 1. In $FG_ROOT/Airports/basic.dat.gz (the airport-level data file), add two fields containing the ISO 3166 country code and a country-specific region code. Either can be represented by 'U' if unknown. For example, here is the current entry for KSFO: A KSFO 37.618763 -122.37492613 CYN San Francisco Intl Here is a revised entry with the new fields: A KSFO 37.618763 -122.37492613 US CA CYN San Francisco Intl This change will allow us to create airport dialogues sorted by country and (optionally) state/province/region. Initially, we can just set every one to 'U', or possibly apply some simple heuristics (every four-letter airport identifier starting with 'K' is in the U.S., every four-letter airport identifier starting with 'CY' is in Canada, etc.) I agree with that. Especially because such an airport dialoge is an important feature for a flightsim and still missing in flightgear. Maybe we should also think about adding another entry, the continent. If we want to use a search by continent feature in the airport dialog, then of course, it is possible to find the continents by country. But history showed that this is not a reliable value. For example 15 years ago, you could say that the UDSSR is more in Asia instead of Europe, but when you would check for the moscow airport your programm would assume asia because of UDSSR=Asia, but that's wrong because, moscow is still in Europe. So, that's why an additional entry for continents would be probably wise. If we want to save space, we could save a number instead of the continent name and assign the appropriate name when the aiport dialog is started. Here's my proposal for the a number continent table: 1 Europe 2 Asia 3 Africa 4 Middle America 5 North America 6 South America 7 Australia So instead of: A KSFO 37.618763 -122.37492613 US CA CYN San Francisco Intl This one: A KSFO 37.618763 -122.37492613 5 US CA CYN San Francisco Intl Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] FG AI with server
Am Montag, 17. November 2003 23:25 schrieb Seamus Thomas Carroll: Hi, Starting today (monday) I will be working on a ground vehicle server that will manage the movement of ground vehicles over a road network. The server will be in charge of calculating the ground elevation and movement of each vehicle every second. Any connecting client (FG) will be passed this info in the form of an XML document. The client will then display the vehicles interpolating the the points inbetween those passed by the server. Why do you want use a XML document for a server to client data transfer problem? XML is nice for local tasks or world wide web, but overhead for network game things. If you want to use your server over the internet you will have a very limited bandwith and XML documents are bigger then an own solution so they are definatly not the best solution. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Helicopters: wow!
Am Samstag, 22. November 2003 14:24 schrieb David Megginson: I just tried flying the bo105 around Ottawa a bit: FlightGear has made an incredible amount of progress over the past few weeks. All of the jitters in the heli flight model are gone, the 3D interior looks great (though it needs a bit of instrumentation -- I'm using the HUD for now), and the sound really helps to set the mood. I'm still not good enough to land on top of one of the little white apartment buildings, though. Hello, I allways wanted to fly the helicopter but i don't know how to start the engines. I pressed every key kombination but still no luck. I could need an advice how to start the engines. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Helicopters: wow!
Am Sonntag, 23. November 2003 13:41 schrieb Melchior FRANZ: * [EMAIL PROTECTED] -- Sunday 23 November 2003 05:26: Hello, I allways wanted to fly the helicopter but i don't know how to start the engines. I pressed every key kombination but still no luck. The engine *is* on in the bo105 after startup! It can be turned off and on again like all other planes' engines. '}' increases magneto switch position (- engine on), while '{' decreases. m. Ok, thank you now it works. :) Because of my german keyboard layout i needed to press the ALT+0 key to get the } key pressed, that was a little irritating for me, because i looked for the corresponding german key by the key location and not by the key character, but that didn't work of course. FYI the key location for the } key button is the * button on a german keyboard, but the key character for the } character is available by pressing the ALT+0 keys. It would be great to have some kind of ingame keyboard setting manager for Flightgear. Is someone working on that? Best Regards, Oliver C. BTW: I never needed the engine keys for the other planes before, so this was my first time. ;) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Helicopters: wow!
Am Montag, 24. November 2003 04:13 schrieb David Megginson: [EMAIL PROTECTED] wrote: Because of my german keyboard layout i needed to press the ALT+0 key to get the } key pressed, that was a little irritating for me, because i looked for the corresponding german key by the key location and not by the key character, but that didn't work of course. FYI the key location for the } key button is the * button on a german keyboard, but the key character for the } character is available by pressing the ALT+0 keys. I'm concerned that you had to press *any* key. If you are using the current CVS, the helicopter should already be running when FlightGear starts. Yes, that's what it did, i forget to mention in my last e-mail that i had to upgrade my flightgear directory to the current FG CVS version. So sorry that was my fault. But i noticed by using the current CVS version, that the engines where off after pressing the reset button in the fg menu. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Helicopters: wow!
Curtis L. Olson wrote: Sure, I agree with your description of the specific case of a reset. But we also need to consider starting up at new places with new initial conditions, initiating a ground or air trim, etc. etc. It seems to me that we would be abusing the save/restore analogy in that case. Personally, I'm not sure how hard I want to work on a perfect reset function. Do you also restore time of day, weather conditions, clouds, control surface positions, switch positions, radio frequencies, AI traffic, etc. etc.? Where do you draw the line? There is a very high likelihood that there will be times that people will want to reset position, but not time and weather and other various things. But, I'm not sure we want to grow this into the worlds most complex reset system either. I would like to be able to switch the aircraft during a flight without respawning at the airfield. I know this is very unrealistic in real life but it's just a good user friendly feature in a flight simulator. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Suggestion regarding Screenshots on FG Website
Hello, IMO it should be a good idea to replace some of the small screenshots on the starting page of the flightgear website with some more up to date ones. For example a screenshot of the San Fransico Bay area with the skyscrapers and bridges in the background and one with the Bo105 helicopter and the impoved scenery detail. That way, people who are new to flightgear or are visiting this page sporadically can see that flightgear is making a lot of progress. And the better the progress of flightgear the more developers will jump on the bandwagon and help making flightgear better. So those screenshots on the starting page are and should be some kind of figurehead, for marketing reasons, that's important. :) Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Model animation documentation update
Am Sonntag, 19. Oktober 2003 05:10 schrieb Jim Wilson: Finally I've made some overdue updates to the model howto documentation. The new additions are the simplified animation axis property method and the texture animations. Also I noticed the interpolation tables were not included yet, so that has been added too. The file is here: http://www.spiderbark.com/fgfs/fgfs-model-howto.html The changes were based on the current CVS Docs directory version. Please have a look and see if there is anything missing or poorly described. Thanks, Jim Oh no, i just read two hours ago the old fgfs-model-howto which is still available on the flightgear website. Too bad! :( And now i found your message in the flightgear-defel archive about a new one, when i was searching in the devel archives for some info about a 3d editor that can open ac3d files. Looks like i have to read the howto again, this time the new one. That's bad luck. ;) BTW: The 3d editor PPE (Pretty Poly Editor) that was mentioned in the old fgfs-model-howto seems to be discontinued, the last stable version is not available (dead link) and the cvs version doesn't compile. So now i am looking for another 3d editor to test what i have read in the fgfs-model-howto. I downloaded Blender 2.30, but this version has no ac3d file support. It seems that ac3d file support is still a missing feature in Blender and on the Todo list. Do you know any other free 3d editors that can read ac3d files? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Model animation documentation update
Frederic Bouvier wrote: Blender 2.30 is ok for ac3d files. read : http://www.seedwiki.com/page.cfm?doc=ModelerAndSceneryBuilderDocumentation; wikiid=2418wpid=0 -Fred Thank you, those scripts work great. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] TaxiDraw-0.0.5 available.
Lee Elliott worte: You said If anyone has any requests I'd be happy to add them or move them up the list. :) Not an RAF field but I've noticed that London Stanstead (EGSS) appears to have been sunk about 50ft into the ground... The same happened with EDGM. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] website
Curtis L. Olson wrote: Ilja, I people occasionally want to send new screen shots, please do. I have a script that makes them very easy to add to the gallery page. I can't promise that every submission will be posted on the web page, but if you submit a picture that looks good, or shows something interesting, or shows off a new feature, then it would be hard to say no. Regards, Curt. I would also like to send some screenshots. How large should the screenshots be? PNG or JPG? And should i send the screenshot to you directly or to the flightgear devel mailinglist? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: the horizon
Jonathan Richards wrote: On Thursday 27 Nov 2003 5:23 am, JD Fenech wrote: Not too shabby, but it probably has holes. I do know that the last time I checked, FG will display the sun at midnight, especially if you fly up high enough, even if the earth is actually in the way, as in directly in the way. The diagram looks wrong to me. Although the sun is 93 million miles away, it is *much* larger than the Earth, so the Earth's shadow is a cone tapering *away* from the Sun. I'm not sure if this damages JD's argument about detecting Sun visibility for sensible aircraft altitudes (the atmosphere is a very thin skin around the planet) but if the sim were ever extended to spacecraft, we'd want to get the geometry exactly right. I allways dreamed of a flightsimulator with good ground detail where you can start from earth and fly into space seamlessly with a rocket. :) One year ago i found a great simulator for planets that heavly used LOD algorithms. In that simulator you were able to move from high detailed ground up into an orbit around the planet which used lower quailtity ground detail. The sad thing is, i can't remember the name of that programme. :( The only thing i can remember is, that it was an open source simulator that worked under linux and used the planet mars as an example. Those LOD algorithms could be very valuable for flightgear if we would use them for fg. I allready searched for that simulator yesterday via google, but i didn't found it. That's quite difficult without knowing the name of it. Does anyone know the name of that simulator? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: the horizon
On Thursday 27 November 2003 19:44, Melchior FRANZ wrote: * [EMAIL PROTECTED] -- Thursday 27 November 2003 19:29: [simulator for planets] Does anyone know the name of that simulator? ssystem? Unfortunately, the HP is down. Should be part of typical Linux distributions. m. No, that's not the simulator. In that simulator you could move directly around on the ground at 1 m high (at that altitude the terrain was very detailed - 3-6 vertices or more) and then move up into the sky. The greater the altitude the lower the terrain detail until you see just only the planet at a detail of less than 500 vertics. In general it was just a terrain engine demonstater with a very powerfull LOD system, you coudn't do more. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: the horizon
On Thursday 27 November 2003 20:30, [EMAIL PROTECTED] wrote: On Thursday 27 November 2003 19:44, Melchior FRANZ wrote: * [EMAIL PROTECTED] -- Thursday 27 November 2003 19:29: [simulator for planets] Does anyone know the name of that simulator? ssystem? Unfortunately, the HP is down. Should be part of typical Linux distributions. m. No, that's not the simulator. In that simulator you could move directly around on the ground at 1 m high (at that altitude the terrain was very detailed - 3-6 vertices or more) and then move up into the sky. The greater the altitude the lower the terrain detail until you see just only the planet at a detail of less than 500 vertics. In general it was just a terrain engine demonstater with a very powerfull LOD system, you coudn't do more. Ok, i found it now. :) It is called Planet engine and can be downloaded here: http://drtypo.free.fr/download.html But there are also some bad news, i was wrong, it is only freeware not open source. :( It also doesn't run on linux but a linux port should be possible because the engine uses OpenGL and SDL. But the good news are, that it shows very nicly how you can move seemlessly from the ground into an orbit without framerate drops or big losses at the detail. Such a LOD system would be very great for Flightgear, IMO Flightgear should have something similar. :) If you download it, make sure that you choose the appropriate version of that engine for your videocard. The newest version (0.705) does not run on old videocards. And the old versions need at least a videocard with a vertex shader (Geforce, Radeon 7500). Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: the horizon
On Thursday 27 November 2003 22:05, [EMAIL PROTECTED] wrote: Ok, i found it now. :) It is called Planet engine and can be downloaded here: http://drtypo.free.fr/download.html But there are also some bad news, i was wrong, it is only freeware not open source. :( It also doesn't run on linux but a linux port should be possible because the engine uses OpenGL and SDL. But the good news are, that it shows very nicly how you can move seemlessly from the ground into an orbit without framerate drops or big losses at the detail. Such a LOD system would be very great for Flightgear, IMO Flightgear should have something similar. :) If you download it, make sure that you choose the appropriate version of that engine for your videocard. The newest version (0.705) does not run on old videocards. And the old versions need at least a videocard with a vertex shader (Geforce, Radeon 7500). I also want to mention, that those links that are available on the link page of that project could be very helpfull for creating a LOD system for Flightgear. http://drtypo.free.fr/links.html Especially those ones could be very informative for using a LOD system with planet based rendering: http://www.chem.pwf.cam.ac.uk/~jdh30/programming/opengl/lod/index.html http://baddoggames.com/planet/index.htm http://www.dgp.toronto.edu/~dh/research.html Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Latest cvs build error ??
On Friday 28 November 2003 10:13, Erik Hofman wrote: John Barrett wrote: just tried building latest cvs and got the following error: make[3]: Entering directory `/cygdrive/c/Documents and Settings/jbarrett/Desktop/FlightSim/Devel/cvsroot/source/src/Cockpit' if ++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src -I/usr/X 11R6/include -g -O2 -MT radiostack.o -MD -MP -MF .deps/radiostack.Tpo \ -c -o radiostack.o `test -f 'radiostack.cxx' || echo './'`radiostack.cxx; \ then mv -f .deps/radiostack.Tpo .deps/radiostack.Po; \ else rm -f .deps/radiostack.Tpo; exit 1; \ fi radiostack.cxx: In member function `virtual void FGRadioStack::init()': radiostack.cxx:81: error: `addTask' undeclared (first use this function) anyone else getting this one ?? No problem here. Maybe this is a classic case of mixed version? Erik Doesn't make and cvs solve that automatically? Or in another words, what is the best way to upgrade your personal cvs directory with the new one and recompile it? Why is $ cvs update $ make not enough? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Latest cvs build error ??
On Friday 28 November 2003 15:22, Erik Hofman wrote: It is. Except in this case (it turns out this adTask is a SimGear function so you need to update and install SimGear also). Erik Thanks for answering. BTW is there a way to know when i need (or don't need) to upgrade SimGear or Plib when i just want to upgrade flightgear? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] FG logo Slovenian flag
On Saturday 29 November 2003 09:36, Norman Vine wrote: Jon S Berndt writes: Can anyone point out a flag for Slovenia? You can find on the hompage of the open source SVG programm sodipodi a lot of flags in SVG format. It should be easy to convert them to png or gif. I think those flags are also free and under the GPL license, but i am not sure. Here is the flag clipart gallery from sodipodi: http://www.sodipodi.com/index.php3?section=clipart/flags Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Screenshots with changed sky color
Hello, Last week i looked at some real photos of earth's sky and found out, that the sky color in flightgear only corresponds with the color of the real sky when it is a raining day or when you are in an area that has a high air pollution. But it does not correspond to the color of the real sky on nice a sunny day with low air pollution. In this case the current sky color of flightgear is wrong. Here is an example photo of the real sky: http://www.jeffphillips.org/gallery/WesternSky/aao This sky of this photo matches the current sky color of flightgear perfectly. But here is another real world photo showing a nice sunny day: http://home.att.net/~thewrittenword/sky/street-031023-9.jpg You can see, in this case, the current sky color of flightgear is completly wrong. To see the difference on a flighgear screenshot i decided to take a screenshot of flightgear and change the color of the sky on the half side of that screenshot with gimp. For the new sky color i took exactly those sky color of the real sky photo above. ( This one: http://home.att.net/~thewrittenword/sky/street-031023-9.jpg ) And here is the result: http://www.8ung.at/mars/images/old-vs-new-sky.png The left side of the screenshots has the old color values, the right side the new ones. This example shows perfectly what i was trying to describe above. The left side looks very rainy and the right side looks like a beautiful sunny day. After seeing the results in gimp i decided to make a real test by editing the source code of flightgear. I opened the /src/Time/light.cxx file with an editor and changed the following entry: const GLfloat base_sky_color[4] = { 0.39, 0.50, 0.74, 1.0 }; const GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 }; with this one: const GLfloat base_sky_color[4] = { 0.0, 0.37, 0.74, 1.0 }; const GLfloat base_fog_color[4] = { 0.84, 0.93, 1.0, 1.0 }; After that i recompiled flightgear. And the result where these screenshots: http://www.8ung.at/mars/images/sky/images.html This is a very nice example: http://www.8ung.at/mars/images/sky/fgfs-screen-019-new-sky.jpg In my opinion the sky looks now much more beautiful like it is on a really nice day. And because the color matches the real sky color on a nice day much better now i think flightgear should have a feature that allows us to switch the color of the sky to the right color for different weather and pollution conditions. The old sky color for rainy days and the new one for sunny days. This would allow us to simulate both weather conditions perfectly. Just take a look at the difference yourself by changing the light.cxx file like described above and recompile flightgear. What is your opionion about this? Best Regards, Oliver C. BTW: Here are some more photos of the real sky: http://home.att.net/~thewrittenword/sky/sky.html ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Latest stupid helicopter trick
On Monday 24 November 2003 19:42, David Megginson wrote: Here's another fun landing: http://www.megginson.com/flightsim/water-tower.jpg Here's another one: http://www.8ung.at/mars/images/heli-touchdown.jpg Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Question about STRM 90 covering Europe and Asia
Hello, Four weeks ago, someone said on this mailinglist that new STRM 90 data is available for Europe and Asia. Now i checked the STRM ftp server http://edcftp.cr.usgs.gov/pub/data/srtm/Eurasia/ and compared it with the scenery directory of the flightgear ftp servers. The STRM data available on the STRM server is dated with 10/21-23/03, but the scenery of flightgear is dated 9/9-16/03. So my question is, are these the old scenery files with the old data or is just the date of the filenames wrong? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Question about STRM 90 covering Europe and Asia
On Sunday 30 November 2003 11:12, Erik Hofman wrote: The Eurasia scenery of FlightGear is generated just before the release of the STRM data for this area. Instead it uses the STRM30 (30 arcsec) DEM data generated from the same data source, which was already a huge improvement of the older GTOPO30 which was composed by hand. Erik Is it planned to generate new scenery files based on the new STRM 3 data? Or are there allready new scenery files available for download somewhere. I could just need some of middle Europe (that are covering Germany). Is it difficult to generate those scenery files on my own? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Screenshots with changed sky color - New Screenshots with new color values
On Sunday 30 November 2003 18:36, [EMAIL PROTECTED] wrote: On Sunday 30 November 2003 07:08, Jim Wilson wrote: Your suggestion sounds interesting, but those screen shots are way too blue. Ok, they are a little to much blue but we could re-adjust them a little bit and make them a little less blue but more blue than the current color in Flightgear. The current color in flightgear really doesn't look like a sky on a sunny day, it feels also somehow a little too purple for my taste (for a sunny day, for a rainy day it is ok). We could choose a color in the middle between both color values. http://www.8ung.at/mars/images/sky/fgfs-screen-002-old-sky.jpg http://www.8ung.at/mars/images/sky/fgfs-screen-003-new-sky.jpg Ok, now i adjusted the color values once again. I took something in the middle. These are the new values i used now: const GLfloat base_sky_color[4] = { 0.23, 0.45, 0.79, 1.0 }; const GLfloat base_fog_color[4] = { 0.84, 0.93, 1.0, 1.0 }; Compared to my first changes, the second change have now also a small value in the red part of the color. Here are the new screenshots: http://www.8ung.at/mars/images/sky2/images.html I think they are much better now. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Latest stupid helicopter trick
On Sunday 30 November 2003 19:45, Jim Wilson wrote: http://www.spiderbark.com/fgfs/penthouseview.png Very nice landing. ;) Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Latest stupid helicopter trick
On Sunday 30 November 2003 19:45, Jim Wilson wrote: Oh, all right... http://www.spiderbark.com/fgfs/h2otower.png http://www.spiderbark.com/fgfs/penthouseview.png Best, Jim Now try this: :) http://www.8ung.at/mars/images/heli-skyscraper1.jpg http://www.8ung.at/mars/images/heli-skyscraper2.jpg Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Latest stupid helicopter trick
On Sunday 30 November 2003 20:50, Jim Wilson wrote: [EMAIL PROTECTED] [EMAIL PROTECTED] said: On Sunday 30 November 2003 19:45, Jim Wilson wrote: http://www.spiderbark.com/fgfs/penthouseview.png Very nice landing. ;) Thanks. It was a crash the first try. First I got into a lot of circling around trying to figure where to land and how to approach it. This resulted in quite a few near misses with the buildings. Then once I decided the approach, I came down too fast and went around to the east (big mistake) where there were a bunch of buildings and flew right in to one. I'm almost there as far as getting it...hovering in slowly is a lot like balancing a pole or stick vertically in the palm of your hand (or maybe even more like spinning a plate on a stick which I've never tried). It involves a constant flow of miniscule adjustments... probably hundreds per minute. I agree, i just tried two minutes ago to land with the helicopter between the two pillars of this skyscraper you can see on this screenshot: http://www.8ung.at/mars/images/pillars.jpg But i allways crashed. :( The helicopter gets quite unstable when trying to fly with less than 20 mph. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Playing with textures
On Tuesday 02 December 2003 02:31, Curtis L. Olson wrote: My understanding of systems that impliment these basic ideas is that step 1) is to give up the idea of seamless, non-blurry textures in the distance. Every system I have seen blurs the textures excessively as you go further in the distance ... that also yields a corresponding texture blurry-sharp popping effect as you get closer to a new area. And because the system typically has to do this stuff in a low priority thread to keep up rendering rates, you can see by the popping that the detail texture loading often lags and doesn't pop into full detail until you are right over it. Just for fun, sit down and assume 1 meter texture resolution, assume you are flying at 500 kts, and assume something like 20 mile visible radius. Now crunch the math on how much data you have to flow in from your HD per second or per frame, and you will see that it is a *lot* of work. Couldn't we load the whole data into RAM before? 1 GB Ram are cheap today. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Playing with textures
On Tuesday 02 December 2003 13:57, Curtis L. Olson wrote: [EMAIL PROTECTED] writes: Couldn't we load the whole data into RAM before? 1 GB Ram are cheap today. 1. Threre is a big difference between having texture data loaded into main RAM vs. having the texture data loaded into your cards video RAM. (There are probably a few exceptions, the only one I can think of at the moment is the sgi O2 which has a unified main/video ram structure.) But when the data is allready in the RAM we wouldn't need to load the data from the slow hard drive. 2. If my math is working this early, 1GB of ram = 1073741824 bytes. Now, we need to store 3 bytes per pixel, so 1GB of ram actually lets us store 1GB/3 = 357913941 pixels of data. We would need to store a 2d array of RGB values. So sqrt(357913941) = 18918 x 18918 array of pixels we can store in 1Gb of RAM. Assuming 1m texture resolution, this gives you a 18.9 x 18.9 km area you can shove into 1Gb of RAM (assuming all your other software is taking zero bytes of main RAM.) That's not much. Assuming even 10km visibility (6.2 miles) means you could always see off the edge from any place in this area. But we could use at a visibility of 5 km a 4 m texture resolution, at 10 km a 8 m texture resolution and at 19 km or more nothing of that, there we can use normal textures like it is today in flightgear. distance 5 km = 1m texture resolution = 10.0 x 10.0 km = 1 pixels of data distance 5 km and 10 km = 4 m texture resolution = (20.0 * 20.0 km) - (10.0 x 10.0 km) = 3/4 = 7500 pixels of data. Now we we have 357913941-1-7500 = 182913941 for the rest: distance 10 km and 19 km = 8 m texture resolution = (39.0 x 39.0) - (20.0 * 20.0 km) =112100 /8 = 140125000 pixels of data And 182913941-140125000 = 42788941 pixel of data . (42788941*3)/(1024*1024) = 122.42 MB So we still have about 122 MB Ram for other things. Now the only problem that still exists is the data transfer from the RAM to the video ram. A new Atlhon 64 FX has a bandwidth of about 6.4 GB/s. When we need to load the data from the local ram for every frame instead from the video ram and our framerate should be about 25 fps we have only 6.4GB/s / 25= 245 MB/frame that's IMHO not enough especilly when we need also to load the polygon data. We maybe need to adjust the values above a little bit. ;) Like 2km distance = 1m texture resoluton pixel 2-5km distance = 4 m texture resolution/pixel 5-10 km distance = 8 m texture resolution/pixel 10 km distance = old rendering solution or something like that. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Playing with textures
On Tuesday 02 December 2003 16:56, Curtis L. Olson wrote: Gene Buckle writes: Unfortunately, plib (our scene graph engine) doesn't support multitexturing at this point in life. :-( From what I've read, this isn't the only thing it doesn't support that would make life easier for you guys. Why not just dump it for a scene graph library that does the job you need it to instead of working around the holes in plib? This is something that has been considered, but it will be a massive amount of work to do this and preserve all the existing functionality. Does dumping plib mean that we can choose something like the SDL library for the OpenGL initialization? Massive might be slightly overstated, but it probably means tearing everything down and rebuilding it piece by piece. That's a big job, and it is made more complicated if we want to keep the current cvs head runnable. We could create a second branch in the CVS and merge them back together when the new one is working. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Playing with textures
On Tuesday 02 December 2003 16:21, Curtis L. Olson wrote: But when the data is allready in the RAM we wouldn't need to load the data from the slow hard drive. Right, but sending that much data across the AGP bus isn't fast either, especially when you want/need to draw at 60hz. Sure, everything else being equal, I'd rather fetch the data from RAM rather than a HD, but the AGP bus can be a real bottle neck if you need to shove too much info across it every frame. How long could it take until we see the first videocards with 1024 MB RAM in the computer stores for an acceptable price (100-300 )? Are 2 years in the possible range? But we could use at a visibility of 5 km a 4 m texture resolution, at 10 km a 8 m texture resolution and at 19 km or more nothing of that, there we can use normal textures like it is today in flightgear. Well, exactly, but that's where you get into complex texture management schemes and threaded loaders and all sorts of non-trivial stuff ... especially if you want to fly over a couple hundred miles worth of terrain and do it seamlessly and with no frame rate interruptions. Ok, do you know any good documentation and information about this particular real time rendering topic. That doesn't mean that i will write such an engine, but i just want to read the basic stuff so that i know what i am talking about. ;) Yes, this is exactly what you need to do with such schemes. You need to start making trade offs right and left. I'm not saying it's impossible to come up with something reasonable, I'm just saying it's non-trivial when we are doing it from scratch. There are a lot of issues that need to be considered and problems that need to be overcome. Anyone that launches into something like this will need to approach it with that in mind. The way I see it is that when I sit down to solve a problem, there is almost always going to be someone out there who has already thought of a better solution than what I manage to come up with. However, it's usually published in a paper some place with some minimal proof of concept implimentation. And there is often a big gap to cross to make the idea work in a real life application such as FlightGear. So, for the most part, it's not about coming up with some new amazing idea or observation, but rather taking a survey of existing ideas, picking the one approach (or hybrid of approaches) that you think will work best for the given situation, figuring out how to apply the theory to a real life application, figuring out how to extend the approach to the vast world that an application like FlightGear covers, and then doing what it takes to all that together and write well working, well optimized code. It can be a lot of *hard* work to grind it out and see it to completion. But that's really what it's all about: patience, persistance, and a lot of hard work. What alternative ways do we have to make the visual quality especially of the ground scenery in flightgear better? And did someone read those LOD (level of detail) planet rendering documentations i mentioned last week? What do you think about that, is that possible with the flightgear scenery? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Playing with textures
On Tuesday 02 December 2003 18:15, Curtis L. Olson wrote: Ok, do you know any good documentation and information about this particular real time rendering topic. That doesn't mean that i will write such an engine, but i just want to read the basic stuff so that i know what i am talking about. ;) I would recommend doing a net search for CLOD (continuous level of detail) and ROAM (I forget what that stands for.) There are a lot of spiffy demos out there. However, there are some non-trivial issues in taking a chunk of demo code and making it work for the entire world. Most demos just handle a small fixed area. You need to consider paging terrain data in/out, paging textures in/out, and making your chunks of data fit seamlessly together in the context of your CLOD algorithm. You could always start out by doing a small fixed area in FlightGear and work on some of the more complex issues later. These things never get developed all at once, and the issues are large enough that a patient, step by step approach will probably be needed. OK, I will take a closer look at these CLOD and ROAM documents. Thank you. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Video card recommendation
On Friday 05 December 2003 14:15, Paul Surgeon wrote: I also notice strange phenomenon like the sky flashing between normal sky textures and black. Good thing I don't suffer from epilepsy. ;) I know it's not a FlightGear problem - blender also locks up my PC when I try to render stuff. nVidia don't seem to be bothered about fixing anything pre GF4 so the only solution I see is to get another video card. Can someone recommend a nVidia based card that works flawlessly with FG? I'm on a tight budget so I'm looking at the low end cards. Does FG run well on a FX 5200? Thanks Paul I have a Geforce 4 Ti 4200 and this card works perfectly with flightgear under Linux. I don't know how Flightgear runs on a FX 5200. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] aircraft TODO list
and from behind paraglider Alias for paraglider-jsbsim. paraglider-jsbsimparaglider - man in the paraglider is not moving his arms when steering the controls, paraglider is also not changing its shape - man in the paraglider needs some running animation when starting from the ground - sound file seems to be wrong, thats not a jet - when moving completly to the right, man turns upside down in this position paraglider is unstable seahawk-WV908-yasim seahawk-yasim - alias is missing - 3d cockpit is missing - can't turn engines off - aircraft has no shadow - no aircraft lights when lights are turned on seahawkpair-yasim - an option to fly a group of airplanes should IMO be solved in a different way. sgs126-jsbsimSchweizer 1-26 - alias missing - 3d cockpit missing - sound file seems to be wrong, thats not a jet - 3d aircraft model is missing shuttle Alias for shuttle-jsbsim. shuttle-jsbsim Space Shuttle - 3d cockpit is missing - 3d aircraft model is missing sopwithCamel Alias for sopwithCamel-v1-nl-uiuc sopwithCamel-v1-nl-uiuc - 3d cockpit is missing - propeller is not moving/turning when engine is running at low power - aileron's position do not change when steering the controls - no visual feedback when retracting or lowering the flaps - aircraft has no shadow t6texan2 Alias for t6texan2-jsbsim. t6texan2-jsbsim T-6A Texan II - 3d cockpit is missing - wrong sound file, this is not a jet it is a propeller driven aircraft - no visual feedback when retracting or lowering the gears - no visual feedback when retracting or lowering the flaps - aileron and ruder position do not change when steering the controls - engines sounds seem to play the wrong sound file when flying a hard turn - propeller is not movint/turning when engines are running - engine can't be turned off - aircraft has no shadow - no aircraft lights when lights are turned on tsr2 Alias for tsr2-yasim. tsr2-yasim - 3d cockpit incomplete, could need some more work - ailerons move in wrong direction when moving right or left - there seems to be 2 cockpits when toggling the view point position, one of them is unusable (window is not transparent) - no aircraft lights when lights are turned on ufo Expirimental UFO model - couldn't be tested because Santa Claus was in the way. - Santa Claus should have his own name. (btw. the sound for Santa Claus is terrible and annoying) wrightFlyer1903 Alias for wrightFlyer1903-v1-nl-uiuc wrightFlyer1903-3d Alias for wrightFlyer1903-v1-nl-uiuc wrightFlyer1903-v1-nl-uiuc 1903 Wright Flyer (UIUC) - propeller is not moving/turning when engine is running at low power - engines can't be turned off - aircraft has no shadow x24 Alias for x24b. x24b Alias for x24b-jsbsim. x24b-jsbsim USAF/NACA X-24B reentry testbed - 3d cockpit is missing - 3d aircraft model is missing - engine sound is missing yf23-yasim Northrop/McDonnell Douglas YF-23 ATF prototype - alias is missing - 3d cockpit is incomplete, could need some more work - engines can't be turned off - no aircraft lights when lights are turned on ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] RE: [Jsbsim-devel] FlightGear on O'Reilly Network, December 11
On Sunday 14 December 2003 13:34, Matevz Jekovec wrote: When we talk about sounds, has anyone thought of maybe implementing the doppler effect, realistic volume and latency of the sound. I had a research project at school a year ago or so on that theme at physics and I wanted to make a computer simulation of this, but ran out of time then. We should use OpenAL for the sound that way we will have all these features without a lot of work. www.openal.org - What is the OpenAL Audio System? OpenAL (for Open Audio Library) is a software interface to audio hardware. The interface consists of a number of functions that allow a programmer to specify the objects and operations in producing high-quality audio output, specifically multichannel output of 3D arrangements of sound sources around a listener. The OpenAL API is designed to be cross-platform and easy to use. It resembles the OpenGL API in coding style and conventions. OpenAL uses a syntax resembling that of OpenGL where applicable. OpenAL is foremost a means to generate audio in a simulated three-dimensional space. Consequently, legacy audio concepts such as panning and left/right channels are not directly supported. OpenAL does include extensions compatible with the IA-SIG 3D Level 1 and Level 2 rendering guidelines to handle sound-source directivity and distance-related attenuation and Doppler effects, as well as environmental effects such as reflection, obstruction, transmission, reverberation. Like OpenGL, the OpenAL core API has no notion of an explicit rendering context, and operates on an implied current OpenAL Context. Unlike the OpenGL specification the OpenAL specification includes both the core API (the actual OpenAL API) and the operating system bindings of the ALC API (the Audio Library Context). Unlike OpenGL's GLX, WGL and other OS-specific bindings, the ALC API is portable across platforms as well. - Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] aircraft TODO list
On Friday 12 December 2003 22:52, David Megginson wrote: [EMAIL PROTECTED] wrote: The result is this aircraft TODO list, i suggest adding this file to cvs in the data/Aircraft directory, so that new entrys or old entrys can easily be removed in this file when an aircraft gets upgraded. Thank you, but instead of adding this to the CVS (so that you always need another person to check in your changes), why not just add it to the FlightGear Wiki? http://www.seedwiki.com/page.cfm?wikiid=2418doc=FlightGear Like most Wikis, this is absolutely open -- anyone can add or change anything they want at any time. I didn't thought about Wikis, but feel free to use the aircraft todo list on the Wiki. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] aircraft TODO list
On Friday 12 December 2003 23:14, Andy Ross wrote: harrier - how can i detract the jet stream to lift off vertically? This is bound to the mixture axis. Full mixture (the default) equates to full forward jets. Actually hovering without having a real joystick axis for it, though, is very hard. If someone with modelling skills wanted to work on this one, I'd be willing to help out with some saner aircraft-specific keyboard bindings. Thanks you, i didn't knew that. But could you tell me what key bindings i have to use to change the mixture, i didn't found it on the keyboard control reference table? Right now, the Harrier is basically a flight model only. I still think it's more fun than most of the other planes we have. Helicopters, bah. Land *this* one on a water tower; I dare you. :) I've gotten to the point where I can put it down on the carrier semi-reliably. I will try that. ;) Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] aircraft TODO list
On Saturday 13 December 2003 01:45, Lee Elliott wrote: About the two cockpits in the TSR-2 - there were two cockpits in the TSR-2. When in the second one, try looking sideways. ;) LeeE You mean some sort of CoPilot? I didn't knew that, thanks. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: aircraft TODO list
On Friday 12 December 2003 23:42, Melchior FRANZ wrote: * Andy Ross -- Friday 12 December 2003 23:25: There actually is *lots* of documentation out there, as you point out the difficulty is getting someone to do the work to compile and index it. While you're working on it (heh), I wrote a manual for the A-4 that should probably go in: http://www.plausible.org/a4-ops/ It would be nice if we had a standard place for description and handling tips, e.g. $FG_ROOT/Aircraft/p51d/manual.html, so that launchers like fgrun could open a browser window with help and performance data for the selected aircraft. (OTOH, the idea of internationalized versions thereof makes me shudder.) We could use this performance data also in the simulation menu as soon as we are available to switch and select another aircraft in the simulation from a list without to restart FG. That could be quite usefull. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] We could need a cvs directory for the world scenery files
Hello, Yesterday we discussed on the flightgear irc channel about the need of a cvs directory for the world scenery. A cvs directory for this would help adding new 3d buildings (*.ac files etc.) to the world scenery. At the moment we can do this only for the area around San Fransisco via the base package (data directory) but not for other areas of the world. So managing the rest of the world via cvs too could help a lot. If bandwith costs is a problem, we could create separate cvs directorys for every scenery package like e000n00, e000n10, wXXXnXX etc. to save bandwith costs. This way volunteers could easily work on their favourite area and add improvements like 3d real world buildings to the world scenery. What is your opionion about that? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Could we add wheels to this Boeing?
Could we add wheels to this Boeing you can see in the background of this screenshot? http://www.8ung.at/mars/images/boeing-without-landing-gears.jpg Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Exterior Views... Update: Airbus Aircraft Familiy
Ok, i found some drawings of the Airbus Aircraft Familiy: http://www.airbus.com/media/drawings.asp Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Exterior Views of the Boeing Aircraft Familiy
Hello, Here is a list of pintable documents that show each aircraft type of the Boeing Aircraft Family from a side, top and front view: http://www.boeing.com/commercial/717/pf/ex_arrangement.pdf http://www.boeing.com/commercial/737family/pf/pf_exterior.html http://www.boeing.com/commercial/737family/pf/pf_exterior_700C.html http://www.boeing.com/commercial/747family/pf/pf_exterior.html http://www.boeing.com/commercial/757family/pf/pf_exterior_passenger.html http://www.boeing.com/commercial/757family/pf/pf_exterior_freighter.html http://www.boeing.com/commercial/767family/pf/pf_exterior_er.html http://www.boeing.com/commercial/767family/pf/pf_exterior_300_fgt.html http://www.boeing.com/commercial/777family/pf/pf_exterior_general.html http://www.boeing.com/commercial/777family/pf/pf_exterior_lr.html Maybe you find this data useful. Here is the main Website: http://www.boeing.com/commercial/flash.html Choose: commerical airplane info - Product Information - airplane type - technical specs - printer friendly documents - Exterior Views. I couldn't find similar documents from Airbus and their Aurbus familiy. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Exterior Views of Airbus A380
One more, but a very good document about the upcoming Airbus A380: http://www.airbus.com/pdf/a380/MFP_A380.pdf On page 25-26 of this document you find very good drawings from the side, front and top view of this airplane type. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Voice Capability
On Wednesday 04 February 2004 17:40, Matthew Law wrote: The simplest, very crude way I imagine would be to calculate a bounding box around each model and look for overlap of two or more boxes each frame. I don't like such a solution Microsoft uses such thing in their MS Flight Simulator and it is really ugly. You can't do acrobatic flying with this, because there are situations where such a solution would simulate a crash into a building, airplane etc. even if this crash wasn't possible in real life. If it's quicker it might be prudent to only calculate the bounding box if the two aircraft are within a certain distance of each other. The only correct solution would be to use the complete 3d model of the aircraft as a complex bounding box. What are people's thoughts on this? Do we even need collision ? I think yes it will be someday a necessary feature. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Switching from Glut to SDL+OpenGL
There was a discussion in August 2003 about switching from Glut to SDL+OpenGL, what is the current status about this discussion? Are any decisions made so far? http://baron.flightgear.org/pipermail/flightgear-devel/2003-August/020193.html BTW: In the discussion there was also mentioned OpenAL to use OpenAL for the sound, what is the status about using OpenAL in FSFG? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Switching from Glut to SDL+OpenGL
On Monday 09 February 2004 10:05, Erik Hofman wrote: kreuzritter wrote: There was a discussion in August 2003 about switching from Glut to SDL+OpenGL, what is the current status about this discussion? Are any decisions made so far? The dependencies of GLUT have been removed wherever possible. There are a few remaining areas but the fact that plib is taking SDL (next to GLUT) serious the last week probably means we can switch to SDL very soon (provided we all want that). That sounds like really good news, thanks. BTW: In the discussion there was also mentioned OpenAL to use OpenAL for the sound, what is the status about using OpenAL in FSFG? Forget about OpenAL. It unsupported only on Creative hardware and for me the project is of very little interest now (after Loki went down). But OpenAL is the only solution that allows 3d surround on all major plattforms and it is allready used in commercial games like Unreal Tournament 2003, Unreal 2, Jedi Knight 2 and a lot more. The project is also still alive, the last news message from the official homepage is from December 5, 2003 and the mailinglist is still active: http://opensource.creative.com/pipermail/openal-devel/2004-February/thread.html I also think that ID software will use it for Doom 3 on Linux. Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain model holes
On Tuesday 23 March 2004 20:24, Curtis L. Olson wrote: We triangulate the resulting set of points to produce the surface we render. At the moment we produce and draw only a single level of detail for the entire world. This was a design choice that made a lot of sense at the time we made it, and still makes sense for many reasons today. Just a question: What kind of reasons were that? Best Regards, Oliver C. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Next release of FlightGear
Erik Hofman wrote: IRIX and Solaris binaries also include it by default. I'm not sure about other distributions, but I would encourage them to include it with the distribution. I include it with the slackware package too. Is there likely to be a new release of fgrun before the release of 0.9.5 or should I use the cvs version? What is in cvs is the next release of fgrun. I was testing it yesterday when my hard drive crashed. It may be some time before my system and data are fully recovered. Bernie ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] May I help with scenery?
Martin: If I can assist you by providing space on my ftp site I'll be happy to do so. (I currently mirror the flightgear code. It's updated automatically from them by some sort of magic that I don't fully understand, but Curtis does. grin!) There is also a private upload area in that server for special folks to upload into. It's not accessable without a password, and only a very few folks have it. I then can xfer what's in that directory into a public accessable area manually if needbe. ftp://kingmont.com jj ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Anyone using TomTom POI files for scenery
I don't recall ever seeing that model, or anythng referring to it! In any case, please accept my (belated) thanks for doing it!~ jj On Wed, 2 Mar 2005, Erik Hofman wrote: Curtis L. Olson wrote: jj wrote: I'd surely like to see an Observatory bulding (such as mine, see http://kingmont.com and ftp://kingmont.com for pictures of it). Jim, if you send the coordinates of your house to Jon Stockill, he can place a grain silo there in the object database. The silo should match your house structure to within a couple inches. :-) This is actually a legitimate landmark since it as at the top of a hill overlooking a lake. I made just this observatory model for him about a year back or so: FlightGear/data/Models/Structures/observatory.* Erik ___ 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
[Flightgear-devel] Multiplayer VATSIM-IVAO Network
Hi all! Yes, I know this topic has already been discussed and I know also that someone of you is working on the FG multiplayer code... anyway I think that it will be an advantage to the FG comunity to interface to IVAO and/or VATSIM networks. Ok, They don't want that a GPL tools is used to interface their network for secutity reasons (I think this is understandable) anyway why can't we join their network with their own code? Even if FG can't redistribute the necessary software they can do it... Why wasting that possibility? Maybe someone else will appreciate that feature... I'd like to help to implement that but at the moment I'm still learning... thank to everyone for the very good job you are doing! Ciao, Andrea V. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Push-Back?
Hi All, I would like to contribute to coding Flightgear, unfortunately I'm not very experienced in c++ programming, I only did some small projects to make daily work life a little easier. In FLYII there was a nive goodie-script called Push-Back. 1. After hitting the hotkey, there was a conversation between the pilot and the ground personnel: Ground to cockpit: Ready for push-back? - Yes, ready for push back! - Please release parking brakes! Or something in that style... 2. User has to release parking brakes. Pilot:Parking brakes released! 3. Than the plane was pushed back. There were three different hotkeys resuming in three different push-backs (distance / curvature) 4. After push-back: Ground to cockpit: Set parking brakes 5. User has to set parking brakes. Pilot:Parking brakes set! 6. Ground for Cockpit: Towing system removed, ready for starting engines, please wait for hand signal on left hand side I would like to jump into Flightgear with something similar. I already played a little bit with this Nasal scripting with moderate success. My idea was to give the plane a longitudinal velocity and rotate the front wheel after a certain distance to get the 90deg curve. I was able to check the status of the parking brakes. I tried to set the body-u-velocity to some value to get the plane moving, but did not succeed. The FLY-Script pushed the plane for a fixed distance. Maybe it's possible to check the position of the plane relative to the next taxi way and adjust the push-back track in such a way, that the plane is aligned to the center line of the taxi way correctly. Also I would like to implement some kind of check if other planes are passing behind the plane. But this is something really advanced. I would like to start with a simple push back function first. Here are my first questions: 1. Will Nasal scripting give me all options to program the push-back function (incl. playing sound files and checking distances to other planes or to next taxi way)? Or will I have to use c++ (if so, is there anyone who is interessted to give me some beginners support?)? 2. Why does appling a body-u-velocity not work? 3. Can I rotate the front wheel to get a curved movement? Any reply or comment is very welcome Carsten ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] [PATCH] Include Saitek X36 with X45 joystick xml file
From what I'm seeing, the Saitek X45 is almost identical to the Saitek X36 joystick. I own both of them and the only differences I'm seeing (from just looking at them) is the X45 has a candy blue decals along with more fancy red lights. All in all, they look and almost perform identical. This patch merrily adds the X36 system device naming scheme to the top of the file of the /usr/share/games/FlightGear/Input/Joysticks/Saitek/X45.xml file. I've been testing it seems to work exceptionally well. -- Roger http://www.eskimo.com/~roger/index.html Key fingerprint = 8977 A252 2623 F567 70CD 1261 640F C963 1005 1D61 Thu Dec 1 14:39:29 PST 2005 --- /usr/share/games/FlightGear/Input/Joysticks/Saitek/._X45.xml.orig 2005-12-01 05:30:52.0 -0800 +++ /usr/share/games/FlightGear/Input/Joysticks/Saitek/X45.xml 2005-12-01 05:32:05.0 -0800 @@ -56,6 +56,10 @@ nameSaitek Saitek X45/name nameSaitek X45 Flight Controller USB/name nameSaitek X45 Flight Control Stick /name + nameSaitek X36/name + nameSaitek Saitek X36/name + nameSaitek X36 Flight Controller USB/name + nameSaitek X36 Flight Control Stick /name axis n=0 descAileron/desc ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] [PATCH] Include Saitek X36 with X45 joystick xml file
Take this back.. I'm playing with the X45 now and things are completely different. Might be best to have a seperate X36.xml file. On Thu, 2005-12-01 at 14:42 -0800, [EMAIL PROTECTED] wrote: From what I'm seeing, the Saitek X45 is almost identical to the Saitek X36 joystick. I own both of them and the only differences I'm seeing (from just looking at them) is the X45 has a candy blue decals along with more fancy red lights. All in all, they look and almost perform identical. This patch merrily adds the X36 system device naming scheme to the top of the file of the /usr/share/games/FlightGear/Input/Joysticks/Saitek/X45.xml file. I've been testing it seems to work exceptionally well. -- Roger http://www.eskimo.com/~roger/index.html Key fingerprint = 8977 A252 2623 F567 70CD 1261 640F C963 1005 1D61 Thu Dec 1 14:39:29 PST 2005 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d -- Roger http://www.eskimo.com/~roger/index.html Key fingerprint = 8977 A252 2623 F567 70CD 1261 640F C963 1005 1D61 Thu Dec 1 18:06:04 PST 2005 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d