Re: [Flightgear-devel] fgmap navaids

2006-06-03 Thread Vivian Meazza
Ron Jensen

 
 Hi Vivian
 
  I'm more than willing to be corrected on this one, but my understanding
 is
  as follows:
 
  A VORTAC station has 3 frequencies in RL - TACAN, VOR, and DME.
 
 This is my understanding, too.  Further A TACAN channel includes 3
 frequencies, Two for TACAN/DME and one for VOR/ILS. [1]

I'd like to see where this idea comes from - not [1], which is a very
simplistic description. A TACAN channel includes just 2 frequencies -
airborne (or interrogation) and ground (or reply). If you have a
TACAN receiver (military), the response frequency contains both the bearing
and range information. If you have a DME instrument (civilian) you will get
range information only. VOR is described by its frequency. Thus a VOR/DME
station should have a frequency and a channel associated with it and a DME
just a channel. AKAIKS DAFIF does just this.

If Navaids are collocated as defined by AFMAN33-120_USAFESUP1_I 17 DECEMBER
2004, then frequency pairing is mandated. However, not all TACAN channels
have an associated VOR frequency assigned. Nav.dat seems to assume that
TACAN _uses_ the associated VOR assigned frequency. Where there is no VOR
frequency / TACAN channel pairing, then nav.dat, in a fit of madness, seems
to use the mandated Localizer / TACAN channel pairing. What it does for
TACAN channels which have neither, I can't find out for now. Perhaps there
are none. We have a GIGO situation here.

   In FG nav.dat only the VOR and DME are held.
 
 Actually, nav.dat only holds the VOR freq. The DME uses the associated
 VOR frequency.

Yes - incorrectly - should be the frequency indicated by the DME Channel

   Thus it is a fix in the case of VORTAC to misalign the TACAN
 channel/frequency
  pairing to the VOR frequency in stead of the TACAN frequency.
 
 There is not a mis-alignment.  The TACAN spec includes the VOR freq
 pairing, as well as the DME freq pairing.  

Not for all TACAN channels, at least not in the reference which I am using
(AFMAN33-120_USAFESUP1_I 17 DECEMBER 2004). It is simply incorrect to use
the paired VOR frequency for a stand alone TACAN ...

 It is possible in real life
 to tune a VOR/DME reciever to (most?) TACAN stations and receive DME
 information.

   Unfortunately, there are other stations in
  the world which are TACAN only, which seem to have the correct TACAN
  frequency assigned: Flesland TACAN is one such example.
 
 Flesland TACAN (FLE) uses channel 092X [2]
 Flesland VOR/DME (FLS) uses channel 102Y (115.55 MHz) [3]
 
 zgrep Flesland nav.dat.gz:
 12  60.300036  005.213589185 11450 130   0.000 FLE  Flesland TACAN
 12  60.311261  005.212194213 11555 130   0.000 FLS  Flesland VOR-DME
 
 
I'm wrong here - the nav.dat data is incorrect, well rubbish really. The
only correct bit is that the TACAN and VOR-DME are separate. (Well, and the
positions)

 Under the current version of TACAN.dat FLE is tuned using 058Y and FLS
 is not tuneable.
 
 FLS should give DME only to the onboard TACAN system, currently the
 TACAN system in FG would ignore it, if it were tuneable, I think.
 
   Thus we fix the VORTAC at the expense of the TACAN.
 
 I don't see this.  With a corrected TACAN.dat and the current nav.dat
 both VORTAC and TACAN work fairly well.  I use HIF TACAN all the time:
 
 12  41.120503 -111.963681   4806 11120  40   0.000 HIF  Hill TACAN

   The correct fix is to modify nav.dat to show all 3 frequencies for the
 VORTAC stations.
 
 If I understand correctly, you are concerned because the current TACAN
 uses the name of the DME station to determine whether or not to provide
 TACAN service.  Adding a section for TACAN Azimuth that mirrors the DME
 entries for VORTAC and TACAN stations makes sense, the TACAN DME would
 respond to all DME entries (12/13) in nav.dat and TACAN azimuth would
 respond only to the new (number??) TACAN entries in nav.dat.
 
 Overall, I don't see a way to proceed without first replacing TACAN.dat.
 

I would very much like get nav.dat fixed so that it corresponds to the RL
situation, and we can provide proper VOR, TACAN and DME facilities. I'm not
clear how practical this is: probably cannot be done, in the short term at
least. (If you feel inclined to take that on, I for one would be delighted.)
It would also probably require a rewrite of some of the DME code.

In the interests of expediency, I think the short term (and probably long
term as well) is to use the TACAN channel / VOR frequency pairing which you
produced, and just accept that there are blocks of channels which cannot be
used, and hope that nav.dat copes with that situation.

We at FG pride ourselves on our accuracy and realism. This is all far from
that. I really, really, don't like to do this. As I said before, it's a hack
to fix a hack, and I'm sure will lead to misunderstandings in the future.

Overall, this has forced me to research this properly, instead of relying on
memory. I hope that we are all clear on this now. I suppose we ought to
record all this somewhere.


Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-06-03 Thread Jeff Koppe
As a long time Virtual Sailor user/idea contributor this thread caught my 
attention (well... once it said Sailing Ships... in the subject). In fact 
I've been toying with the idea of attempting to make my own cross-platform 
sailing simulator for several years. I had thought about using FG as a starting 
point but more recently I decided Delta3d would suit my needs better. But then 
again I'm primarily a Perl programmer and it's all vaporware at this point! If 
there is any movement in this direction I'd be more than happy to help. I'd 
gladly convert any of my Virtual Sailor boats for use and probably build 
anything needed. (See www.static-lift.net for examples.) But I do think that 
wave action upon a boat is THE key to a sailing/boating/ship simulator. Let's 
face it, regardless of the motive power of the vessel (I too, had downloaded 
the original Surprise program with the intent of porting it over to Linux), 
moving up, down, across and through waves is the defining factor of ma
 ritime travel.

--jeff


 - Original Message -
 From: Steve Hosgood [EMAIL PROTECTED]
 To: [EMAIL PROTECTED], FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)
 Date: Fri, 02 Jun 2006 09:49:04 +0100
 
 
 GWMobile wrote:
 
  What about changing the aerodynamic computation so they take 
  place based on radius from the earth and at what would be sea 
  level change the air density to that of water.
  Then any object below sealevel flys under those equations. It 
  would allow for surface ships and submarines.
 
  And load in the whole terrain map of the world including all 
  bathespheric data
 
 
 
 
 I'd considered this, but I don't have the knowledge of hydraulics
 necessary to try and parameterise a ship's behaviour to suit (say)
 jsbsim. I think we'd need to spend some time running model hulls through
 water tanks or flumes if we were ever to gain that sort of data, and
 that means waiting until some Ph.D ship design students fancy getting
 into the project!
 
 I'm thinking more modestly for now, i.e take Peter Davis's surprise
 FDM as a starting point. It doesn't handle any of the flotation aspects
 of a ship - just assumes the ship is at water level (which is OK until
 you want to try handling behaviour in waves). Davis's sim basically
 deals with thrust on sails up masts at various heights with yardarms set
 at given angles. Oh, and a rudder of course. It does consider heeling
 though, and in a true FDM for a ship I believe a heeled-over hull (as
 long as it is moving) is a significant contribution to being able to
 steer the thing. I've not dug in deep enough to see if Davis deals with
 heeling effects using real data or just fudge-factors.
 
 Either way, I think it'll be OK for a starter.
 
 FG's world model doesn't even need bathymetric data to start with.
 Basically you could get away with if (ship within 50m of land) then
 you've run aground; as a starting point. Worry about bathymetrics
 *after* getting the rest of it to work.
 
 But you're right about submarines of course. They do fly in the water.
 Boats are the special case.
 Steve.
 
 
 
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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-03 Thread Martin Spott
Martin Doege wrote:

 I have looked around for high-resolution Wadden Sea bathymetry on the Web
 and the best I have found yet is this
 maphttp://www.waddensea-secretariat.org/news/documents/WSP-Maps/MAP-CWSS-2003.pdf
 http://www.waddensea-secretariat.org/news/documents/WSP-Maps/MAP-CWSS-2003.pdf
[...]
 The problem is of course extracting the data back onto a grid to interpolate
 it.

Wow !! the Disclaimer doesn't prevent us from using this document
together with FlightGear or the Landcover-DB. We definitely should try
to get this vector data into GRASS or some comparable system and
separate the different layers - in case of doubt we even could use
commercial software to do the required conversion. Once someone is able
to load the data into GRASS, the geo-referencing should not pose any
serious problem as lots of significant points have a well-known
location. I'm looking forward to get hold of this data as I'm
personally _very_ interested in this area 

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-06-03 Thread GWMobile
For craft at sea level over non land turbulence equations could be 
modified to create rythmic up down motion as well as currents from a 
direction.

If the frequency of the verticla turbulence shift is equal to the speed 
of the ship times 3 to 20 feet it should provide reasonable wave dip.

On Sat, 3 Jun 2006 7:57 am, Jeff Koppe wrote:
 As a long time Virtual Sailor user/idea contributor this thread caught 
 my attention (well... once it said Sailing Ships... in the subject). 
 In fact I've been toying with the idea of attempting to make my own 
 cross-platform sailing simulator for several years. I had thought about 
 using FG as a starting point but more recently I decided Delta3d would 
 suit my needs better. But then again I'm primarily a Perl programmer 
 and it's all vaporware at this point! If there is any movement in this 
 direction I'd be more than happy to help. I'd gladly convert any of my 
 Virtual Sailor boats for use and probably build anything needed. (See 
 www.static-lift.net for examples.) But I do think that wave action upon 
 a boat is THE key to a sailing/boating/ship simulator. Let's face it, 
 regardless of the motive power of the vessel (I too, had downloaded the 
 original Surprise program with the intent of porting it over to Linux), 
 moving up, down, across and through waves is the defining factor of ma
  ritime travel.

 --jeff


  - Original Message -
  From: Steve Hosgood [EMAIL PROTECTED]
  To: [EMAIL PROTECTED], FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
  Subject: Re: [Flightgear-devel] Sailing Ships (was Re: Tides in 
 FlightGear?)
  Date: Fri, 02 Jun 2006 09:49:04 +0100


  GWMobile wrote:

   What about changing the aerodynamic computation so they take
   place based on radius from the earth and at what would be sea
   level change the air density to that of water.
   Then any object below sealevel flys under those equations. It
   would allow for surface ships and submarines.
  
   And load in the whole terrain map of the world including all
   bathespheric data
  
  
  

  I'd considered this, but I don't have the knowledge of hydraulics
  necessary to try and parameterise a ship's behaviour to suit (say)
  jsbsim. I think we'd need to spend some time running model hulls 
 through
  water tanks or flumes if we were ever to gain that sort of data, and
  that means waiting until some Ph.D ship design students fancy getting
  into the project!

  I'm thinking more modestly for now, i.e take Peter Davis's surprise
  FDM as a starting point. It doesn't handle any of the flotation 
 aspects
  of a ship - just assumes the ship is at water level (which is OK until
  you want to try handling behaviour in waves). Davis's sim basically
  deals with thrust on sails up masts at various heights with yardarms 
 set
  at given angles. Oh, and a rudder of course. It does consider heeling
  though, and in a true FDM for a ship I believe a heeled-over hull 
 (as
  long as it is moving) is a significant contribution to being able to
  steer the thing. I've not dug in deep enough to see if Davis deals 
 with
  heeling effects using real data or just fudge-factors.

  Either way, I think it'll be OK for a starter.

  FG's world model doesn't even need bathymetric data to start with.
  Basically you could get away with if (ship within 50m of land) then
  you've run aground; as a starting point. Worry about bathymetrics
  *after* getting the rest of it to work.

  But you're right about submarines of course. They do fly in the water.
  Boats are the special case.
  Steve.



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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-03 Thread Arnt Karlsen
On Sat, 3 Jun 2006 12:57:05 + (UTC), Martin wrote in message 
[EMAIL PROTECTED]:

 Martin Doege wrote:
 
  I have looked around for high-resolution Wadden Sea bathymetry on
  the Web and the best I have found yet is this
  maphttp://www.waddensea-secretariat.org/news/documents/WSP-Maps/MA
  P-CWSS-2003.pdf
  http://www.waddensea-secretariat.org/news/documents/WSP-Maps/MAP-CWSS-2003.pdf
 [...]
  The problem is of course extracting the data back onto a grid to
  interpolate it.
 
 Wow !! the Disclaimer doesn't prevent us from using this document
 together with FlightGear or the Landcover-DB. We definitely should try
 to get this vector data into GRASS or some comparable system and
 separate the different layers - in case of doubt we even could use
 commercial software to do the required conversion. Once someone is
 able to load the data into GRASS, the geo-referencing should not pose
 any serious problem as lots of significant points have a well-known
 location. I'm looking forward to get hold of this data as I'm
 personally _very_ interested in this area 

..Martin, see if you can find such data around GVAC (Cape Verde), 
looks like I have TerrorGear working in a few hours.
Thanks to Fred B. for sending me a working gpc Makefile.  :o)

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




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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-03 Thread Martin Spott
Arnt Karlsen wrote:

 ..Martin, see if you can find such data around GVAC (Cape Verde), 
 looks like I have TerrorGear working in a few hours.

If you point me to a location where I can fetch such data I'll tell
you if I managed to find it  ;-)

Martin.
-- 
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[Flightgear-devel] [OT] JSBSim wiki

2006-06-03 Thread Jon S. Berndt
Can anyone tell me what the file structure should look like for a MediaWiki
installation?

Say I've got a main html directory where all the public html pages go, and I
want to install a wiki in a subdirectory of that, wiki/. I think that is
where the LocalSettings.php and index.php files are supposed to go. Is that
same directory also where the skins/, bin/, include/, etc. subdirectories
go?

I've got everything almost configured, but I keep getting told that I have
to move either the LocalSettings or the index php files up a directory
level.

Comments appreciated.

Jon



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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-03 Thread Arnt Karlsen
On Sat, 3 Jun 2006 16:59:45 + (UTC), Martin wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
  ..Martin, see if you can find such data around GVAC (Cape Verde), 
  looks like I have TerrorGear working in a few hours.
 
 If you point me to a location where I can fetch such data I'll tell
 you if I managed to find it  ;-)

..pass, got a dead disk to try pry out TerrorGear from.  
Seriously, no big deal, just a few more hours.  ;o)

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



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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-03 Thread Martin Doege
On 6/3/06, Chris Metzler [EMAIL PROTECTED] wrote:

Is the crash really related to size?Maybe the SVG conversion wasbugged?(of course, Inkscape should react to that better than
by crashing, as well, but anyway.)
It looks like Inkscape needs to fit the whole image data into physical
memory. It loads a little more of the file if I log into X without KDE,
just some xterms, but it still crashes with a std::bad_alloc message
when it has processed about 80%.

I have slimmed down the SVG somewhat by removing the font definitions,
bitmap images, text, and the red hatching with a text editor and grep.
While the file is now only 13.5 MB in size, Inkscape still cannot
load the whole thing.

Maybe I should try to throw out more elements, based on their color? Or simply buy more RAM? :-)

Martin D.



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[Flightgear-devel] [OT] First flight lesson

2006-06-03 Thread Ralf Gerlich
Hi all,

following the tradition of reporting on the progress of the respective 
pilot's license on flightgear-devel, today it's my turn as today I had 
my very first flight lesson for the Sport Pilot's License for very light 
aircraft (Ultraleicht, i.e. MTOW 472.5kg).

No, that doesn't mean I'm flying trikes. Essentially these planes are 
like your everyday light aircraft (Piper PA28, C172, whatever), just a 
lot lighter ;-)

And as we were talking about the value of FlightGear, it has proven to 
have its very own value for me, even monetary speaking. Thanks to 
training on physically accurate FlightGear I was able to skip all that 
typical first-lesson stuff (flying curves, climb, descend, holding 
course and altitude, etc.) and go directly to traffic circuits and 
landing practice. Which essentially means that I'll possibly be able to 
actually do something sensible with the expensive instructor lessons 
and train for the really important stuff ;-)

BTW: As FlightGear currently features neither an Ikarus C42 (yes, I 
know, the name is not well selected for a plane, but tell that to the 
people at Comco) nor an EuroFox - in fact I haven't found any very light 
aircraft in the hangar yet - I plan to model at least one of them as 
soon as I get a better feeling for them and as soon as I get better 
access to our club's planes for taking pictures for modelling. Don't pin 
me down on this, I said, I plan doing that. ;-)

Cheers,
Ralf


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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-03 Thread Anders Gidenstam
On Sat, 3 Jun 2006, Martin Doege wrote:

 It looks like Inkscape needs to fit the whole image data into physical
 memory. It loads a little more of the file if I log into X without KDE, just
 some xterms, but it still crashes with a std::bad_alloc message when it has
 processed about 80%.

[snip]

 Maybe I should try to throw out more elements, based on their color? Or
 simply buy more RAM? :-)

If you have some spare disk space you could add more swap. I think that 
can be done using a swap-file so you don't even have to create another 
swap partition. See the man page for swapon(8) for more info.

Cheers,

Anders
-- 
In a world without fences, who needs gates?
Email: anders(at)gidenstam.org
WWW: http://www.gidenstam.org/FlightGear/JSBSim-LTA/


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[Flightgear-devel] Partial transparency for textures

2006-06-03 Thread flying.toaster
I have found what may be a problem with Z-buffer and alpha on textures. You can 
find a description of the issue on that post :
http://forums.avsim.net/dcboard.php?az=show_topicforum=198topic_id=1810mesg_id=1810page=

Also I would like to know if there is an easy means to add smoke generators 
to a 3D model (since I am making spin trials)

Thanks for any advice on those issues 

Enrique



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Re: [Flightgear-devel] [OT] First flight lesson

2006-06-03 Thread Torsten Dreyer
 following the tradition of reporting on the progress of the respective
 pilot's license on flightgear-devel, today it's my turn as today I had
 my very first flight lesson for the Sport Pilot's License for very light
I can imagine the wide grin in your face ;-)
Congratulations and welcome to the sky!

Torsten


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Re: [Flightgear-devel] [OT] First flight lesson

2006-06-03 Thread Ralf Gerlich
Hi,

Torsten Dreyer schrieb:
following the tradition of reporting on the progress of the respective
pilot's license on flightgear-devel, today it's my turn as today I had
my very first flight lesson for the Sport Pilot's License for very light
 
 I can imagine the wide grin in your face ;-)

Actually, that grin briefly vanished in the light turbulences we had 
here today. That's a thing you can't train on FlightGear (yet) ;-) You 
also won't get a wiff of the awkward position your in when 
slipping...but I'll get used to that.

 Congratulations and welcome to the sky!

Thanks. If I hadn't already been addicted before, I would be now ;-)

Cheers,
Ralf


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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-03 Thread Chris Metzler
On Sat, 3 Jun 2006 20:05:14 +0200
Martin Doege wrote:

 Maybe I should try to throw out more elements, based on their color? Or
 simply buy more RAM? :-)

Or file a bug.  It sounds like you have plenty of RAM, so I wouldn't
think this would be acceptable to the Inkscape folks.

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
(remove snip-me. to email)

As a child I understood how to give; I have forgotten this grace since I
have become civilized. - Chief Luther Standing Bear


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Re: [Flightgear-devel] Partial transparency for textures

2006-06-03 Thread Detlef Faber
Am Samstag, den 03.06.2006, 20:28 +0200 schrieb flying.toaster:
 I have found what may be a problem with Z-buffer and alpha on textures. You 
 can find a description of the issue on that post :
 http://forums.avsim.net/dcboard.php?az=show_topicforum=198topic_id=1810mesg_id=1810page=
 
The transparent objects in your model are sorted in the wrong order. You
need to hand-adjust the objects within the .ac file. Cut and paste
transparent objects to the end of the .ac file and your model should be
ok.

The object definition begins with the keyword OBJECT. The next line
contains the name of the object. The last line of an object is the
kids tag. Be sure not to leave any blank lines in the .ac file as FG
will quit with an error.

 Also I would like to know if there is an easy means to add smoke generators 
 to a 3D model (since I am making spin trials)
 

look at the readme.submodels file in the docs folder. You should find
something useful there.

Greetings

Detlef

http://www.sol2500.net/flightgear


 Thanks for any advice on those issues 
 
 Enrique
 
 
 
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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-03 Thread Martin Doege
On 6/3/06, Anders Gidenstam [EMAIL PROTECTED] wrote:
If you have some spare disk space you could add more swap. I think thatcan be done using a swap-file so you don't even have to create anotherswap partition. See the man page for swapon(8) for more info.
Inkscape does not even seem to touch the existing 2 GB of swap, so adding more will help little. Memory usage just balloons to 750-800 MB, which is the physical memory minus memory used by KDE, X, etc., and then the app fails to allocate more.
I always thought virtual memory was somehow transparent to applications, but in this case there seems to be a marked distinction between physical memory and swap space for some reason.Martin D.

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Re: [Flightgear-devel] transparency

2006-06-03 Thread syd sandy


 I have found what may be a problem with Z-buffer and alpha on textures. You 
 can find a description of the issue on that post :
 http://forums.avsim.net/dcboard.php?az=show_topicforum=198topic_id=1810mesg_id=1810page=

 Also I would like to know if there is an easy means to add smoke generators 
 to a 3D model (since I am making spin trials)

 Thanks for any advice on those issues 

 Enrique

   
 From the posted screenshot , it looks like aircraft shadows  are 
enabled without transparency being enabled...

Cheers,
Syd


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Re: [Flightgear-devel] [OT] First flight lesson

2006-06-03 Thread Martin Spott
Ralf Gerlich wrote:

 following the tradition of reporting on the progress of the respective 
 pilot's license on flightgear-devel, today it's my turn as today I had 
 my very first flight lesson for the Sport Pilot's License for very light 
 aircraft (Ultraleicht, i.e. MTOW 472.5kg).

Wooohooo !!! Errrm, great  ;-)
I'm looking forward to get the permission to fly such light aircraft, I
guess it's even more fun than sitting in a 'stock' C172 

Welcome to the third dimension,
Martin.
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Re: [Flightgear-devel] Property Browser: old dog, new tricks

2006-06-03 Thread Josh Babcock
Melchior FRANZ wrote:
 I've hacked the property browser a bit:
 
 - it unselects entries after editing is finished (i.e. after the small edit
   window has disappeared)
 
 - doesn't scroll the list back to top after editing value (which was very
   annoying)
 
 - makes bool entries toggle on Ctrl-click. This could almost be made default
   (without Ctrl), but would probably cause occasional unintentional toggling.
 
 - if /sim/gui/dialogs/property-browser/show-flags is set to true, shows
   the following property flags:
 
 r ... read protected
 w ... write protected
 A ... archive
 U ... userarchive
 T ... tied
 
   An entry would then look something like this:
 
 foo = '123.456' (double; AT)
 
   r  w are a bit unintuitive for Linux/Unix users, as they actually mean
   the opposite of the ls command output: r means that reading it *not*
   allowed (which probably keeps that very flag from working ;-). T is 
   important, as it shows which values are tied and can, thus, not be set
   other than by the C++ code that owns them. This also means that attached
   listeners will never get triggered.
 
 Now, try with going to /sim/gui/dialogs/property-browser/show-flags and
 Ctrl-clicking on it.
 
 m.  :-)
 
 
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Wonderful, I have had a wish list about this stuff for a while. The only
thing you missed was to make mouse buttons 4 and 5 scroll the window.

Josh


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Re: [Flightgear-devel] Seneca II updated

2006-06-03 Thread Josh Babcock
Torsten Dreyer wrote:
 Hi,
 
 I spent some time on the Seneca II model. 
 The update is available here
 

Very nice! Can you fix this link though? I get a 403 error.
http://www.t3r.de/fg/seneca/SenecaII.dcm

Josh


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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-03 Thread Martin Doege
On 6/3/06, Martin Doege [EMAIL PROTECTED] wrote:
Inkscape does not even seem to touch the existing 2 GB of swap, so adding more will help little. Memory usage just balloons to 750-800 MB, which is the physical memory minus memory used by KDE, X, etc., and then the app fails to allocate more.
I just tried to open the file in Inkscape 0.43 under Mac OS Xand it worked!Of course the poor little iBook is probably a little too slow to do much with the data after it has loaded, but at least the loading itself works nicely, even if it takes forever. I should try this on the other Mac tomorrow.
So apparently Inkscape (or its developers) are not to blame here, it is the FreeBSD 6.0 virtual memory subsystem that seems to be a little wonky to say the least.I should have considered this possibility earlier, but apparently sometimes FreeBSD users are a little full of themselves and consider production releases of their OS of choice unsinkable. Which may have been true in the 
4.x days, but not anymore, that much is certain! ;-)Martin D.
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Re: [Flightgear-devel] F-14 undercarriage animation / Blender / SF.net lists

2006-06-03 Thread Josh Babcock
AJ MacLeod wrote:

  I posted a preview of animations (landing gear retraction) at avsim forum.
 
 I think I got the blender inverse kinematics right now, but I am wondering if
  this is of any use since blender uses bones as a replacement for
  transforms in the animations (actually bones are pseudo objects redefining
  the axes of its childs in the hierarchy).

Take a look at this:

http://jrbabcock.home.comcast.net/flightgear/gear-tutorial/gear-tutorial.html

Josh


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Re: [Flightgear-devel] Property Browser: old dog, new tricks

2006-06-03 Thread Melchior FRANZ
* Josh Babcock -- Saturday 03 June 2006 23:21:
 The only thing you missed was to make mouse buttons 4 and 5 scroll
 the window. 

My mouse doesn't have a 4th/5th button, but only three buttons and
no wheel. So I didn't really miss it -- it just wouldn't buy me
anything.  :-}

Would certainly be nice, but it has to be done in plib. By someone
who has the hardware to test it.

m.


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Re: [Flightgear-devel] [OT] First flight lesson

2006-06-03 Thread GWMobile
A steep sideslip approach with full flaps is the most fun you can safely 
have in a cessna!

On Sat, 3 Jun 2006 3:10 pm, Ralf Gerlich wrote:
 Hi,

 Torsten Dreyer schrieb:
 following the tradition of reporting on the progress of the respective
 pilot's license on flightgear-devel, today it's my turn as today I had
 my very first flight lesson for the Sport Pilot's License for very 
 light

  I can imagine the wide grin in your face ;-)

 Actually, that grin briefly vanished in the light turbulences we had
 here today. That's a thing you can't train on FlightGear (yet) ;-) You
 also won't get a wiff of the awkward position your in when
 slipping...but I'll get used to that.

  Congratulations and welcome to the sky!

 Thanks. If I hadn't already been addicted before, I would be now ;-)

 Cheers,
 Ralf


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Re: [Flightgear-devel] Property Browser: old dog, new tricks

2006-06-03 Thread Arnt Karlsen
On Sun, 4 Jun 2006 01:53:14 +0200, Melchior wrote in message 
[EMAIL PROTECTED]:

 * Josh Babcock -- Saturday 03 June 2006 23:21:
  The only thing you missed was to make mouse buttons 4 and 5 scroll
  the window. 
 
 My mouse doesn't have a 4th/5th button, but only three buttons and
 no wheel. So I didn't really miss it -- it just wouldn't buy me
 anything.  :-}
 
 Would certainly be nice, but it has to be done in plib. By someone
 who has the hardware to test it.

..I have such hw and can test those, and 2 more, 3 button rodent 
with a 2 axis stick for 2 axis scrolling.  Pointers?  

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




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Re: [Flightgear-devel] Harrier checkin

2006-06-03 Thread Josh Babcock
AJ MacLeod wrote:

 My only request at this stage is an easy one - that the aircraft starts off 
 with the parking brake engaged.  There are few things more irritating than 
 having the fg screen fade in only to find yourself pitching off the carrier 
 deck or into the nearest windsock!


Hmm, rather than force everyone to start with the P-brake engaged, why
don't you just set it in your preferences.xml file? This is the sort of
thing that really has nothing to to with the aircraft, and everything to
do with the procedures that an individual pilot likes to follow.

I always find it irritating when an aircraft designer thinks that they
know better how I want to operate in my little world than I do.

josh


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