Re: [Flightgear-devel] fgmap navaids
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?)
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. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- ___ Surf the Web in a faster, safer and easier way: Download Opera 8 at http://www.opera.com Powered by Outblaze ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tides in FlightGear?
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)
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. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- ___ Surf the Web in a faster, safer and easier way: Download Opera 8 at http://www.opera.com Powered by Outblaze ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Bush's family and their Saudi partners make higher profits by preventing Saddam's huge Iraqi oil reserves from ever being sold. They'll Enron the world - George Watson 2001 For Hurricanes www.globalboiling.com For solar wind and earthquakes www.electricquakes.com Typos caused by two inch mobile phone keyboard ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tides in FlightGear?
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. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tides in FlightGear?
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [OT] JSBSim wiki
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 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tides in FlightGear?
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. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tides in FlightGear?
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. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [OT] First flight lesson
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 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tides in FlightGear?
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/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Partial transparency for textures
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 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [OT] First flight lesson
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 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [OT] First flight lesson
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 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tides in FlightGear?
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 signature.asc Description: PGP signature ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Partial transparency for textures
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 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tides in FlightGear?
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. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] transparency
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 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [OT] First flight lesson
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Property Browser: old dog, new tricks
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. :-) --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel 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 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Seneca II updated
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 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tides in FlightGear?
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. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] F-14 undercarriage animation / Blender / SF.net lists
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 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Property Browser: old dog, new tricks
* 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. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [OT] First flight lesson
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 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Bush's family and their Saudi partners make higher profits by preventing Saddam's huge Iraqi oil reserves from ever being sold. They'll Enron the world - George Watson 2001 For Hurricanes www.globalboiling.com For solar wind and earthquakes www.electricquakes.com Typos caused by two inch mobile phone keyboard ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Property Browser: old dog, new tricks
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. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Harrier checkin
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 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel