Re: [Flightgear-devel] A/C Tractors 3D Models

2006-02-14 Thread Robicd
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


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Re: [Flightgear-devel] A/C Tractors 3D Models

2006-02-14 Thread Vassilii Khachaturov
 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.



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[Flightgear-devel] Format for Airport Data

2006-02-14 Thread Rex

The description for the airport data appears to be out of date.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


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Re: [Flightgear-devel] GOTD ... Gimmick Of The Day

2006-02-14 Thread Andy Ross
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



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[Flightgear-devel] Re: GOTD ... Gimmick Of The Day

2006-02-14 Thread Melchior FRANZ
* 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.


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Re: [Flightgear-devel] Format for Airport Data

2006-02-14 Thread Rex

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


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Re: [Flightgear-devel] render-to-texture XML animation

2006-02-14 Thread Martin Spott
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 !
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Re: [Flightgear-devel] render-to-texture XML animation

2006-02-14 Thread Tiago Gusmão

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 (?).



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[Flightgear-devel] Flaps/Gear/Load/Speed limits patch

2006-02-14 Thread Buchanan, Stuart
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




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