Re: [Flightgear-devel] A/C Tractors 3D Models
I'm in the mood for building more 3d models for airport ground traffic; do you have any suggestion/request about that? I assume there's really a lot of moving vehicles on the ground (in reality), what do you think could be taken as a priority in order to get some more realistic simulation near the airfields? My next step will be a few baggage tractors with tenders attached to them anyway. Is there someone trying to get AI to airport ground vehicles? Static aircrafts on Aprons are nice to see, what about tractors pushing them around? Is there even any chance there will be some interactive tractor simulation? I am thinking about tractor-aircraft manouvering simulation where the tractor has AI controlled movement and the aircraft is human controlled. Roberto --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] A/C Tractors 3D Models
I'm in the mood for building more 3d models for airport ground traffic; do you have any suggestion/request about that? I assume there's really a lot of moving vehicles on the ground (in reality), what do you think could be taken as a priority in order to get some more realistic simulation near the airfields? My next step will be a few baggage tractors with tenders attached to them anyway. In real life, the ground traffic actively avoids interfering with airplanes. In controlled airports, this means that they actually talk to the ground control, and get clearances to cross runways/taxiways, and this only when they won't interfere with the aircraft traffic. Make sure your models don't start randomly taxi all around the place and try to run into airplanes etc. --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Format for Airport Data
The description for the airport data appears to be out of date. I am using the data file from the FG9.8 vintage, dated Jan 17, 2005, and I want to fly from Gillespie Field in El Cajon, CA (KSEE). The program has trouble identifying runway 28L on which it wants to start, (why?) but the file identifies only 17x and 09R. The runways and taxiways appear to be identified by the number 10, while the documentation says it should be R. Is there another source that explains the layout so that I can fix the problem? thanks, Rex --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] GOTD ... Gimmick Of The Day
Melchior FRANZ wrote: My little Nasal console: http://members.aon.at/mfranz/nasal-console.jpg [23 kB] Nice. :) I get all teary-eyed when I see stuff like this. Andy --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Re: GOTD ... Gimmick Of The Day
* Andy Ross -- Tuesday 14 February 2006 18:05: Melchior FRANZ wrote: My little Nasal console: http://members.aon.at/mfranz/nasal-console.jpg [23 kB] Nice. :) It's just a simple xml dialog, added to my Debug menu. Should be useful to test aircraft functions without having to assign key bindings. One could also allow to have more of those around, smaller ones ... m. --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Format for Airport Data
Dene, Thanks for the references. Ron explained where I had messed up, but it is useful to get the definitions. I had forgotten that the runways came fro the Xplane site. Rex dene maxwell wrote: Hi Rex, Having been through a similar experience recently, I appreciated the following two links; 1) Most recent apt.dat.gz; http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/data/Airports/?cvsroot=FlightGear-0.9 and 2) apt.dat definition http://x-plane.org/home/robinp/FileDef.htm Hope this helps Cheers =Dene From: Rex [EMAIL PROTECTED] Reply-To: flightgear-devel@lists.sourceforge.net To: flightgear-devel@lists.sourceforge.net Subject: [Flightgear-devel] Format for Airport Data Date: Tue, 14 Feb 2006 09:16:47 -0500 The description for the airport data appears to be out of date. I am using the data file from the FG9.8 vintage, dated Jan 17, 2005, and I want to fly from Gillespie Field in El Cajon, CA (KSEE). The program has trouble identifying runway 28L on which it wants to start, (why?) but the file identifies only 17x and 09R. The runways and taxiways appear to be identified by the number 10, while the documentation says it should be R. Is there another source that explains the layout so that I can fix the problem? thanks, Rex --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel _ Discover fun and games at @ http://xtramsn.co.nz/kids --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] render-to-texture XML animation
Tiago Gusmão wrote: Anyway, my biggest problem right now is that it's eating 10fps in my GF4MX without actually drawing anything. Any tips for increasing performance in render-to-texture? If not, is this performance unacceptable? I think you are actually facing the most obvious problem of the whole idea here: By rendering into a texture you put load on the CPU for doing a job that could be much better done by appropriate OpenGL hardware. You could try to circumvent this problem by shifting the render-to-texture job onto the graphics board, but such a solution would come out to be _very_ hardware-specific, i.e.totally non-portable. If you have a 'spare' CPU you could try to run the job there, although synchronization might be tricky, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid3432bid#0486dat1642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] render-to-texture XML animation
Martin Spott wrote: Tiago Gusmão wrote: Anyway, my biggest problem right now is that it's eating 10fps in my GF4MX without actually drawing anything. Any tips for increasing performance in render-to-texture? If not, is this performance unacceptable? I think you are actually facing the most obvious problem of the whole idea here: By rendering into a texture you put load on the CPU for doing a job that could be much better done by appropriate OpenGL hardware. You could try to circumvent this problem by shifting the render-to-texture job onto the graphics board, but such a solution would come out to be _very_ hardware-specific, i.e.totally non-portable. If you have a 'spare' CPU you could try to run the job there, although synchronization might be tricky, Martin. Sorry, i wasn't very explicit, i am doing everything with normal OpenGL calls, using the existing RenderTexture code (used for the 3d clouds and wxradar), which uses the pbuffer, which i understand to be HW accelerated (but maybe not much?). I think newer cards should be able to handle it quite fast, because i suppose it's often used in recent games (?). --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Flaps/Gear/Load/Speed limits patch
Hi All, A patch to the Nasal limits code is available from http://www.nanjika.co.uk/flightgear/limits2.tar.gz. It consists of - An improved limits.nas file using property listeners and the new Nasal display code instead of timers and the original C-based display. - Support for multiple flap limits. For example, the C182 now has limits of 140, 120, 100 kts for flaps settings of 10, 20 and 30 degrees respectively. This is much more accurate. - New limits and help text for the C310 (taken from www.twincessna.org) It also means we can back out the original source patch I submitted for displaying text to the screen via src/Scripting/NasalDisplay.* -Stuart ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel