Re: [Flightgear-devel] RFC: Toward a new policy for AIAircaft commits

2006-12-28 Thread Durk Talsma
On Wednesday 27 December 2006 10:29, Durk Talsma wrote:

 Once I have the few remaining rough edged of the new traffic scan patch
 ironed out, my plan would be to begin by adding the AI 737 to the base
 package, along with a few liveries for which I have traffic available
 (United, Malev, and Lufhansa). Because adding AI aircraft to the base
 package would mean adding quite a bit of binary texture files, I'd like
 keep the number of revisions for these files down to a minimum, so my
 proposal is to commit only those textures that are reasonably finished.

 I'd be interested to hear other people's thoughts and opinions before
 proceeding.


Just to follow up on my own post: The traffic scan patch is now committed to 
CVS HEAD. I also committed a small sample of AI aircraft, namely the Boeing 
737 with traffic for Malev, Lufthansa, and United Airlines. 

You can perhaps find the most interesting traffic demo at Budapest (LFBP) 
airport.

Enjoy!

Cheers,
Durk

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Re: [Flightgear-devel] RFC: Toward a new policy for AIAircaft commits

2006-12-28 Thread Durk Talsma
On Thursday 28 December 2006 10:02, Durk Talsma wrote:
 You can perhaps find the most interesting traffic demo at Budapest (LFBP)
 airport.


Whoops, typo: Should be LHBP.

D.

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[Flightgear-devel] Spitfire/Seafire mag compass doesn't work in CVS - fixed

2006-12-28 Thread Nick Warne
Hi all,

Latest CVS osg

I found the magnetic compass isn't working in the Spitfire/Seafire.

After a lot of faffing about (using the Hurricane compass as reference, as 
that worked), I found the issue... or rather diff did.

--- Spitfire/Models/compass.xml 2006-12-28 14:07:08.0 +
+++ Hurricane/Models/compass.xml2006-12-28 14:06:24.0 +
@@ -4,7 +4,7 @@
   animation
 typerotate/type
 object-nameCompass/object-name
-  propertyinstrumentation/magentic-compass/indicated-heading-deg/property
+propertyinstrumentation/magnetic-compass/indicated-heading-deg/property
 center
   x-m-0.02725/x-m
   y-m0/y-m


Can you see it?  In Spitfire/Models/compass.xml the the property 
tag, 'magnetic' is spelt wrong.

I must have looked at that line a thousand times, and even looking at the diff 
output it is hard to see.

:-D

Nick

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Re: [Flightgear-devel] setlistener oddity

2006-12-28 Thread Melchior FRANZ
* Josh Babcock -- 12/24/2006 2:48 AM:
 I have a setlistener that is behaving oddly. There are four basically
 identical ones, only difference being that the one listening to
 /instrumentation/marker-beacon/middle does not trigger.

I assume that this marker beacon property value isn't written to via 
SGPropertyNode
methods (setDoubleValue() etc.) but *directly*. This can be done via 
tie/untie,
which is quicker but doesn't trigger listeners. You can check that in 
the property
browser. If you Ctrl-click on a . entry, then the property browser 
shows the
property's properties. A 'T' means that the property is tied.

You have to use old-school polling on such directly changed tied 
properties, or
trick one of the core developers into abandoning the tying for it.  ;-)

m.


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Re: [Flightgear-devel] 787 Issues

2006-12-28 Thread Melchior FRANZ
* JOSHUA WILSON -- 12/26/2006 1:17 AM:

 I have installed the binary, and it revealed another problem with my model.
 [...] This will be more difficult because I no longer have access to the
 Browse Internal Properties feature.

As has been said already, CVS/data is not meant to work with the last
released fgfs binary, but only with the development version, which will
become the next release. This is also the reason for the non-working
property browser: you mixed binary and data from differing versions
(cvs or release). I'm actually surprised that you didn't have more
problems.  ;-)

m. 




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[Flightgear-devel] Alternatives to Terragear pipeline for building FGFS tiles?

2006-12-28 Thread Roberto Inzerillo
Hi,
  I am digging into terrain tiles creation in order to get a few 
airports layout more close to reality. I wonder if there's an 
alternative or if there's even space to experiment new ways in getting a 
highly customized geometry (especially for airport terrain meshes).

I am not very satisfied about the TaxiDraw/Terragear pipeline because of 
its limitations in the mesh creation technique.
Using TaxiDraw rectangle blocks is not flexible enough to get proper 
custom geometry. I understand TerraGear is aimed at building airports 
layout from a specific data format and does not accept other kind of 
geometries for taxiway/runways/aprons.

Since terrain meshes are based on triangles, I see full flexibility in 
that (more than what's used today). I guess rectangle blocks (I refer to 
taxiway/runway/aprons) were choosen in order to get airport layouts 
quick and easy (automatic texture mapping and lighting positioning from 
standard source data) but are not mandatory. I would not be surprised if 
someone tells me I could model my own airport mesh using any kind of 
geometry, texture it with custom image files, position lights (border, 
middle, PAPI etc...), windsocks and so on. All without being stuck to 
TaxiDraw/TerraGear limitations. Maybe TerraGear would be used anyway 
when compiling the custom mesh to a suitable .btg file, even if it does 
not come from a .dat TaxiDraw output?

Well, what should I investigate for? I guess a good knowledge of the 
.btg file format would be a good first step, but ... here I get puzzled. 
I did find very few details on that. BTG stands for Binary TerraGear, 
right? Nothing more to know? Should I really read Terragear source code 
to get it clear? Should I search into Simgear docs?

I'd really appreciate if someone could share some thoughts about this 
topic with me. I'd like to try and get a high quality airport layout and 
I'm open to not very standard approaches if needed.

Curtis, I understand you are very busy with a lot of stuff, do you have 
any hints for me anyway?

thanks,
   Roberto


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Re: [Flightgear-devel] Alternatives to Terragear pipeline for building FGFS tiles?

2006-12-28 Thread Ampere K. Hardraade
On Thursday 28 December 2006 13:17, Roberto Inzerillo wrote:
 Hi,
   I am digging into terrain tiles creation in order to get a few
 airports layout more close to reality. I wonder if there's an
 alternative or if there's even space to experiment new ways in getting a
 highly customized geometry (especially for airport terrain meshes).

 I am not very satisfied about the TaxiDraw/Terragear pipeline because of
 its limitations in the mesh creation technique.

 snip

 thanks,
Roberto

Last year, a few others and I did experiment with converting FAA airport 
diagrams (vector PDF) into 3D models then importing them into FlightGear... 
if that's what you are looking for.

Ampere

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Re: [Flightgear-devel] Alternatives to Terragear pipeline for building FGFS tiles?

2006-12-28 Thread Curtis Olson

On 12/28/06, Ampere K. Hardraade wrote:


On Thursday 28 December 2006 13:17, Roberto Inzerillo wrote:
 Hi,
   I am digging into terrain tiles creation in order to get a few
 airports layout more close to reality. I wonder if there's an
 alternative or if there's even space to experiment new ways in getting a
 highly customized geometry (especially for airport terrain meshes).

 I am not very satisfied about the TaxiDraw/Terragear pipeline because of
 its limitations in the mesh creation technique.

 snip

 thanks,
Roberto

Last year, a few others and I did experiment with converting FAA airport
diagrams (vector PDF) into 3D models then importing them into
FlightGear...
if that's what you are looking for.

Ampere



I've done some very limited and reasonably successful experiments with
recreating an area in Multigen Creator (I'm not claiming any particular 3d
modeling skills here, I'm horrible at it) and then just placing the model in
the FlightGear world a meter or two above the original surface.  In my case
we created a simple grid and laid google earth imagery on top of it ... it
was an internal not-redistributable effort, although we did get explicite
permission from google to post/publish screen shots.

Curt.


--
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http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
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[Flightgear-devel] Linking problems on Visual C++ 2005 Express Edition

2006-12-28 Thread Stuart Buchanan
Hi Guys,

I've somehow managed to break my VC8 build of FG. I followed the
instructions  linked from the wiki using the 3rdparty-2006-11-25.zip and
osg_ot_md.zip. 

This was working nicely a couple of weeks ago, so I _think_ my build
system is OK.

SimGear compiles quite happily, however building the FlightGear solution
produces the error below.

-- Build started: Project: FlightGear, Configuration: Release Win32
--
Linking...
LINK : warning LNK4075: ignoring '/INCREMENTAL' due to '/OPT:ICF'
specification
Simgear.lib(animation.obj) : error LNK2019: unresolved external symbol
public: __thiscall SGMaterialAnimation::SGMaterialAnimation(class
SGPropertyNode const *,class SGPropertyNode *)
(??0SGMaterialAnimation@@[EMAIL PROTECTED]@@PAV1@@Z) referenced in
function public: static bool __cdecl SGAnimation::animate(class osg::Node
*,class SGPropertyNode const *,class SGPropertyNode *)
([EMAIL PROTECTED]@@[EMAIL PROTECTED]@@PBVSGPropertyNode@@PAV4@@Z)
Release\FlightGear.exe : fatal error LNK1120: 1 unresolved externals
Build log was saved at
file://c:\Games\FlightGearOSG\FlightGear\projects\VC8\Release\BuildLog.htm
FlightGear - 2 error(s), 1 warning(s)
== Build: 0 succeeded, 1 failed, 3 up-to-date, 0 skipped
==

A couple of questions:
- Is it still the case that the patched OSG that Mathias' produced around
11 November is still usable, or do I have to go to OSG CVS head ?
- Am I just being thick and failing to put my SimGear libraries in the
correct place after building them ?
- Has anyone else seen a similar error ?

Thanks

-Stuart


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Re: [Flightgear-devel] Linking problems on Visual C++ 2005 Express Edition

2006-12-28 Thread Maik Justus
Hi Stuart,

add simgear\scene\model\SGMaterialAnimation.cxx to your simgear project 
file.

If you get an error message like your reported one, search for a *.c?? 
file with the required function and add it to the project file. Or: if 
you update via cvs look for new *.c?? files and add them.

Hint: (probably you don't know this): you can add simgear, flightgear, 
flightgear-lib all together into one project-folder (don't know the 
english MS-name for this, in german it is Projektmappe), tell mscv the 
dependencies of these projects and build all the projects by one click.


Maik

Stuart Buchanan schrieb am 28.12.2006 20:56:
 Hi Guys,

 I've somehow managed to break my VC8 build of FG. I followed the
 instructions  linked from the wiki using the 3rdparty-2006-11-25.zip and
 osg_ot_md.zip. 

 This was working nicely a couple of weeks ago, so I _think_ my build
 system is OK.

 SimGear compiles quite happily, however building the FlightGear solution
 produces the error below.

 -- Build started: Project: FlightGear, Configuration: Release Win32
 --
 Linking...
 LINK : warning LNK4075: ignoring '/INCREMENTAL' due to '/OPT:ICF'
 specification
 Simgear.lib(animation.obj) : error LNK2019: unresolved external symbol
 public: __thiscall SGMaterialAnimation::SGMaterialAnimation(class
 SGPropertyNode const *,class SGPropertyNode *)
 (??0SGMaterialAnimation@@[EMAIL PROTECTED]@@PAV1@@Z) referenced in
 function public: static bool __cdecl SGAnimation::animate(class osg::Node
 *,class SGPropertyNode const *,class SGPropertyNode *)
 ([EMAIL PROTECTED]@@[EMAIL PROTECTED]@@PBVSGPropertyNode@@PAV4@@Z)
 Release\FlightGear.exe : fatal error LNK1120: 1 unresolved externals
 Build log was saved at
 file://c:\Games\FlightGearOSG\FlightGear\projects\VC8\Release\BuildLog.htm
 FlightGear - 2 error(s), 1 warning(s)
 == Build: 0 succeeded, 1 failed, 3 up-to-date, 0 skipped
 ==

 A couple of questions:
 - Is it still the case that the patched OSG that Mathias' produced around
 11 November is still usable, or do I have to go to OSG CVS head ?
 - Am I just being thick and failing to put my SimGear libraries in the
 correct place after building them ?
 - Has anyone else seen a similar error ?

 Thanks

 -Stuart


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Re: [Flightgear-devel] Alternatives to Terragear pipeline for building FGFS tiles?

2006-12-28 Thread Roberto Inzerillo
 Last year, a few others and I did experiment with converting FAA airport 
 diagrams (vector PDF) into 3D models then importing them into FlightGear... 
 if that's what you are looking for.
 
 Ampere

No, that's not the idea. I know about that experiment, I followed the 
thread and looked at the results. Impressive and mostly usefull when you 
have high detailed PDF diagrams. But out of my scope.

I'm trying to fine model the mesh without using other sources. I'd like 
to have much more control on the geometry, without the limits imposed by 
predefined primitives (like TaxiDraw rectangles and lighting schemes).

What I need is more freedom when modifying geometry, full controll on 
mesh vertices movement and alignment; the same goes for textures and 
lighting positioning. E.g. I like the basic runway texture scheme used 
in FlightGear, but taxiway/apron textures is way too uncontrollable and 
rigid when trying to create high quality layouts.

What I need is more freedom in creating/modifying geometry. That's the 
point. That's at least the first step in every possible working pipeline 
I could imagine.

Roberto




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Re: [Flightgear-devel] Spitfire/Seafire mag compass doesn't work in CVS- fixed

2006-12-28 Thread Vivian Meazza
Nick Warne wrote

 
 Hi all,
 
 Latest CVS osg
 
 I found the magnetic compass isn't working in the Spitfire/Seafire.
 
 After a lot of faffing about (using the Hurricane compass as reference, as
 that worked), I found the issue... or rather diff did.
 
 --- Spitfire/Models/compass.xml 2006-12-28 14:07:08.0 +
 +++ Hurricane/Models/compass.xml2006-12-28 14:06:24.0
 +
 @@ -4,7 +4,7 @@
animation
  typerotate/type
  object-nameCompass/object-name
 -  propertyinstrumentation/magentic-compass/indicated-heading-
 deg/property
 +propertyinstrumentation/magnetic-compass/indicated-heading-
 deg/property
  center
x-m-0.02725/x-m
y-m0/y-m
 
 
 Can you see it?  In Spitfire/Models/compass.xml the the property
 tag, 'magnetic' is spelt wrong.
 
 I must have looked at that line a thousand times, and even looking at the
 diff
 output it is hard to see.
 

Well, it certainly is an error, but not in cvs head cvs-plib perhaps? There
was another bug to do with electrical outputs which I have corrected.

Vivian


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Re: [Flightgear-devel] Spitfire/Seafire mag compass doesn't work in CVS- fixed

2006-12-28 Thread Nick Warne
On Thursday 28 December 2006 21:01, Vivian Meazza wrote:
 object-nameCompass/object-name
  -  propertyinstrumentation/magentic-compass/indicated-heading-
  deg/property
  +propertyinstrumentation/magnetic-compass/indicated-heading-
  deg/property
   center
 x-m-0.02725/x-m
 y-m0/y-m
 
 
  Can you see it?  In Spitfire/Models/compass.xml the the property
  tag, 'magnetic' is spelt wrong.
 
  I must have looked at that line a thousand times, and even looking at the
  diff
  output it is hard to see.

 Well, it certainly is an error, but not in cvs head cvs-plib perhaps? There
 was another bug to do with electrical outputs which I have corrected.

 Vivian

Yes, as explained (and sorted) in IRC, it looks like I got messed up and used 
my plib data source rather than the data source for osg build.

All works good now (apart from rear castor, but that is another issue).

Thanks,

Nick

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Re: [Flightgear-devel] Linking problems on Visual C++ 2005 Express Edition

2006-12-28 Thread Stuart Buchanan

--- Maik Justus  wrote:
 Hi Stuart,
 
 add simgear\scene\model\SGMaterialAnimation.cxx to your simgear project 
 file.
 
 If you get an error message like your reported one, search for a *.c?? 
 file with the required function and add it to the project file. Or: if 
 you update via cvs look for new *.c?? files and add them.

That did the trick.

Thanks

-Stuart

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Re: [Flightgear-devel] Alternatives to Terragear pipeline for building FGFS tiles?

2006-12-28 Thread Ralf Gerlich
Hi Roberto!

Roberto Inzerillo wrote:
 What I need is more freedom in creating/modifying geometry. That's the 
 point. That's at least the first step in every possible working pipeline 
 I could imagine.

Maybe you are aware that there is a new version of the apt.dat file
format upcoming that should provide you with exactly this: more freedom.
It shall allow the definition of taxiways and aprons using polygons
including - IIRC - rounded edges as well as the exact definition of the
locations of markings and lighting.

I had started a reorganisation of the TaxiDraw code structure some time
ago (might be around 1 year) to support exactly this type of change.
Unfortunately, I'm not done yet with the restructuring (essentially, the
whole UI codebase is rewritten from scratch) and we'd still need
somebody to write an appropriate generator to convert the new apt.dat
files into btg-files.

I'm currently using my holidays to get as much done as possible on the
TaxiDraw reorganisation side. You can follow this by watching the
NEW_GUI_CODE branch in the TaxiDraw CVS.

We will get that new freedom, but it may still take a bit of time.

Cheers,
Ralf

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[Flightgear-devel] error: 'osg' has not been declared

2006-12-28 Thread woodyst

When I compile cvs version of flightgear in a gentoo and gcc-4.1 I get the
following errors:

if g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src
-I/usr/X11R6/include -I/usr/local/include  -g -O2 -D_REENTRANT -MT
groundnetwork.o -MD -MP -MF .deps/groundnetwork.Tpo -c -o groundnetwork.o
groundnetwork.cxx; \
   then mv -f .deps/groundnetwork.Tpo .deps/groundnetwork.Po; else
rm -f .deps/groundnetwork.Tpo; exit 1; fi
../../src/AIModel/AIBase.hxx:122: error: 'osg' has not been declared
../../src/AIModel/AIBase.hxx:122: error: expected ';' before '' token
../../src/AIModel/AIBase.hxx:177: error: 'osg' has not been declared
../../src/AIModel/AIBase.hxx:177: error: expected ';' before '*' token
make[2]: *** [groundnetwork.o] Error 1
make[2]: Leaving directory
`/home/edi/games/simuladores/fgfs/cvs/osgflightgear/tmp/src/Airports'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory
`/home/edi/games/simuladores/fgfs/cvs/osgflightgear/tmp/src'
make: *** [all-recursive] Error 1

I have fixed the compilation with this patch that includes osg headers into
src/AIModel/AIBase.hxx:


diff -urN source/src/AIModel/AIBase.hxx tmp/src/AIModel/AIBase.hxx
--- source/src/AIModel/AIBase.hxx   2006-11-26 13:02:06.0 +0100
+++ tmp/src/AIModel/AIBase.hxx  2006-12-28 23:11:36.0 +0100
@@ -33,6 +33,11 @@

#include Main/fg_props.hxx

+// By Edi: Include osg layer here
+#include osg/ref_ptr
+#include osg/Node
+// End osg layer
+
SG_USING_STD(string);
SG_USING_STD(list);


There may be another cleaner way of fixing it.

If it is an error please, fix it in cvs. If not I would be interested in
knowing my mistake or the circunstances that produces this error in my
system.

Thanks in advance.
--
Woodyst.
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[Flightgear-devel] YASim gear patch (make use of ground properties (friction, bumpiness, solid/fluid))

2006-12-28 Thread Maik Justus

Hi,

here is a new version of the YASim-gear patch. It should work with plib 
and osg.
But osg sometimes reports the sea to be solid, which sometimes lead to a 
airplane-crash. I hope this can be fixed soon. But on solid ground it 
should work similar to plib (as on sea osg sometimes do not report the 
ground properties correctly, therefore a default value is used (I have 
choosen solid and 20% bumpiness) which lead to some bumps on the 
runways... I hope this can be fixed soon).


Since my last version some tags have been changed (now it should be 
clearer, if a gear is defined to work on water or on solid ground or on 
both).
The inverse-speed-spring-is-doubled has been replaced by another 
mechanism which should give more realistic behavior (thanks to Detlef 
Faber for pointing this out). It still is in the code, but probably it 
will be deleted until cvs.
The on grass braking problems of some warbirds pointed out by Detlef 
should be reduced by a lower frequency bump-function I am using now. 
If the problem still exists: I think it should be possible to fix this 
with the gear parameters. Up to now the surface in flightgear was 100% 
bumpless and all gears are optimized for this. If it is not possible to 
fix this with the gear parameters: I have add two ugly parameters to 
fake this, but I prefer to delete them until cvs.


For demonstrating fluids I have added a diff for the dhc2F. Don't forget 
to retract the gear before landing on water! The jitter on solid 
surfaces is unchanged to the cvs version. To fix this, one need to 
specify smaller spring-values and longer extend values, but the 
animation fails then. For this I can add an initial load to the 
yasim-gear. @andy: how do you think about this?


Before this can be commited to cvs, I would like to have some feedback 
(it will affect all yasim aircrafts). And I need to remove some 
debugging stuff and want to remove the mentioned tags. And, of course, 
we need the agreement of Andy.


Maik


Maik Justus schrieb am 21.12.2006 02:14:

Hi

here is a patch that YASim gears make use of the ground properties 
(friction, bumpiness, etc).
It enhances the gears, that you can define different gears for on 
water and for not on water.
And you can define inverse-speed-spring-is-doubled, with this the 
gear extends with increasing speed which can be used for lifting the 
airplane out of the water with increasing speed. The friction at this 
speed is reduced by reduce-friction-by-speed to simulate (fake?) the 
reduced drag.


This patch is tested only a very bit on default scenery with only one 
aircraft. It is probably not ready for cvs. (all enhancements for 
water aircrafts are fully untested...) I hope I find the time to test 
the beaver in the next days.


Maik

Maik Justus schrieb am 20.12.2006 01:19:

Hi Melchior,

thanks for the info. I will try to make use of this with the yasim 
gears.


Maik


Melchior FRANZ schrieb am 20.12.2006 00:56:
 

* Maik Justus -- Wednesday 20 December 2006 00:47:
 

does anyone know, how to access the ground properties by the FDM?
  

Looks like the groundcache provides this:

bool
FGGroundCache::get_agl(double t, const SGVec3d dpt, double max_altoff,
   SGVec3d contact, SGVec3d normal, SGVec3d vel,
   int *type, const SGMaterial** material, 
double *agl)



The ground cache is already used by JSBSim and YASim for gear contact.
See simgear/scene/material/mat.hxx for SGMaterial. It has methods to
read friction/bumpiness/...

m.
  


Index: YASim/Airplane.cpp
===
RCS file: /var/cvs/FlightGear-0.9/source/src/FDM/YASim/Airplane.cpp,v
retrieving revision 1.20.2.2
diff -u -p -r1.20.2.2 Airplane.cpp
--- YASim/Airplane.cpp  22 Dec 2006 18:02:29 -  1.20.2.2
+++ YASim/Airplane.cpp  28 Dec 2006 22:30:32 -
@@ -602,6 +602,7 @@ void Airplane::compileContactPoints()
 // I made these up
 g-setStaticFriction(0.6f);
 g-setDynamicFriction(0.5f);
+g-setContactPoint(1);
 
 _model.addGear(g);
 }
@@ -706,7 +707,8 @@ void Airplane::solveGear()
 g-getPosition(pos);
Math::sub3(cg, pos, pos);
 gr-wgt = 1.0f/(0.5f+Math::sqrt(pos[0]*pos[0] + pos[1]*pos[1]));
-total += gr-wgt;
+if (!g-getIgnoreWhileSolving())
+total += gr-wgt;
 }
 
 // Renormalize so they sum to 1
Index: YASim/FGFDM.cpp
===
RCS file: /var/cvs/FlightGear-0.9/source/src/FDM/YASim/FGFDM.cpp,v
retrieving revision 1.44.2.1
diff -u -p -r1.44.2.1 FGFDM.cpp
--- YASim/FGFDM.cpp 18 Dec 2006 21:32:56 -  1.44.2.1
+++ YASim/FGFDM.cpp 28 Dec 2006 22:30:34 -
@@ -273,6 +273,15 @@ void FGFDM::startElement(const char* nam
g-setDynamicFriction(attrf(a, dfric, 0.7));
 g-setSpring(attrf(a, spring, 1));
 g-setDamping(attrf(a, damp, 1));
+