[Flightgear-devel] non windows compability of the ov10

2007-01-24 Thread Maik Justus
Hi,

the ov10 has two files, which can not live together on Windows:
Aircraft/OV10/Models/CDF/OV10.xml
Aircraft/OV10/Models/CDF/ov10.xml

Maik

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Re: [Flightgear-devel] segfaults in SGShaderAnimation::~SGShaderAnimation(), Patch

2007-01-24 Thread Joacim Persson
On Fri, 5 Jan 2007, Maik Justus wrote:

 Hello,

 sometimes I get a segfault in function 
 SGShaderAnimation::~SGShaderAnimation(), file 
 simgear/scene/model/shadanim.cxx.

I never get a SIGSEGV from there, but rather a SIGABORT due to a failed
assert. (This with plib, nota bene) And from the gang-debugging session we
had last night on IRC+MP we now know how to replicate it. (although I'm not
sure if there was a consesus on exactly how, but something like this: at least
two models using the chrome shader, one leaves mp and then fgfs crashes for
any miserable one watching them leave. Other's said it was provoked by a
join-leave-rejoin cycle)

I looked through my gdb logs frm last night again now and found this
interesting little piece of forensic evidence:
#
$30 = {SGAnimation = {ssgBase = {_vptr.ssgBase = 0x861cd08, refc = 0, 
unique = 169256, type = 1,
   spare = 0, name = 0x0, user_data = 0x0}, static current_object = 0x0,
 static sim_time_sec = 370.013874, _branch = 0xe84da10, 
animation_type = 0}, _condition = 0x0,
   _condition_value = true, _shader_type = 3, _param_1 = 1, _param_color = 
{9.52882956e-44, 9.38869971e-44,
 9.52882956e-44, 8.82818033e-44}, _depth_test = true, _factor = 1, 
_factor_prop = {_ptr = 0x0},
   _speed = 1, _speed_prop = {_ptr = 0x0}, _effectTexture = 0xe822df8,
   _textureData = 0xe860b98 
\216\211\214\210\203\207\203~\201{wzxtvwtvwtuwtuxuvyvwywwzwx~}{\200\200~\201\202\1
77\202\203\177\202\203\177\211\204\206\201\177|\205\205\204\206\206\206\206\206\206\206\206\206\223\224\222\23
0\231\226\232\234\231\234\236\232\235\237\233\235\237\233\236\237\234\236| 
\234\236| \234\236| \234\236| \234\
236| \234\236| 
\234\236\237\234\235\237\233\235\237\233\234\236\232\232\234\231\230\231\226\223\224\222\206\20
6\206\206\206\206\206\206\206\205\205\204\201\177|\211\204\206\202\203\177\202\203\177\201\202\177\200\200~~}{
zwxywwyvwxuvwtuwtuwtvxtv{wz\203~\201\210\204\207\203~\201{w..., _texWidth = 
64, _texHeight = 64, _envColor =
{
 0.853901267, 0.865621746, 0.934002459, 1}}
(gdb) print * this._effectTexture
$31 = {ssgBase = {_vptr.ssgBase = 0x862d428, refc = 1, unique = 169252, type 
= 17, spare = 0, name = 0x0,
 user_data = 0x0}, filename = 0x0, own_handle = 0, handle = 0, wrapu = 0, 
wrapv = 0, mipmap = 0,
   has_alpha = false}
###

Note the refc's are different for the parent and child.


Something like this perhaps?
  if (_effectTexture-getRef()==UNUSED) delete _effectTexture;
#define UNUSED 0 // ??





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[Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-24 Thread Stewart Andreason
Hi everybody,

I have been working on some Star Trek shuttlecraft and the runabout to fly 
instead of the ufo saucer, for 2 years (off and on).

While I know most of you are dedicated to wing-based aircraft, I am sure there 
are others who like to fly around just for the scenery.

I have finally reached a point where I can call it done, with only some 
flight-handling details remaining.
  So I have a few questions:

Is there a programmer's guide to nasal and xml?

How can I modify a factor-property to get only the integer?
example in Models/danube.xml :
  animation
 typematerial/type
 object-nameMesh.ImpulseGlow/object-name
 emission
   factor-prop/velocities/airspeed-kt/factor-prop
   red0.0002/red
 /emission
  /animation

doesn't work when airspeed is negative.

2nd:
Does the ufo flight model have any variables I can set, to Detect the ground 
and stay above it?

3rd:
Does the ufo flight model support vertical take offs and landings?
(I see reactor jets in the harrier model, but ...)

4th:
material emissions do not cast light on nearby surfaces. Are there other light 
sources available?

5th, an observation:
It seems there is a ceiling at 262410 ft. above which, there is no black space.
No, I don't expect to fly to the moon, but it would be cool to see the earth 
from space. ;)

Screenshots and downloadable files are at:
   http://www.geocities.com/sandreas41/flightgear_aircraft.html

My thanks to Melchior for the bo105 files to learn animation from, and for the 
blender-textured-lights tutorial.

Stewart

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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-24 Thread Melchior FRANZ
* Stewart Andreason -- Wednesday 24 January 2007:
 Is there a programmer's guide to nasal and xml?

Use of Nasal in XML is no different from using it elsewhere.
Here in this case you can't embed any nasal:
 
  emission
factor-prop/velocities/airspeed-kt/factor-prop
red0.0002/red
  /emission
 
 doesn't work when airspeed is negative.

But you can simply use a different property and write some Nasal
elsewhere that updates that airspeed property accordingly:

 factor-prop/velocities/abs-airspeed-kt/factor-prop

In a *.nas file or elsewhere:

  var airspeed = props.globals.getNode(/velocities/airspeed-kt, 1);
  var abs_airspeed = props.globals.getNode(/velocities/abs-airspeed-kt, 1);

  update_airspeed = func {
  var a = abs(airspeed.getValue());
  abs_airspeed.setDoubleValue(a);
  settimer(update_airspeed, 0);
  }
  update_airspeed();

You may have to initialize the airspeed property or defer its usage
(via /sim/signals/fdm-initialized listener if you are using fg/cvs).



 2nd:
 Does the ufo flight model have any variables I can set, to Detect the ground 
 and stay above it?

No. The ufo FDM was never thought to simulate an actual ufo. It's
just the scenery browser and was originally thought (by the author)
to replace the old scenery browser -- the magic FDM. That's why
it doesn't have any fancy features, and I somehow doubt any such will
be added for nicer UFO experience.



 3rd:
 Does the ufo flight model support vertical take offs and landings?
 (I see reactor jets in the harrier model, but ...)

No. You could, of course, fake that via a dynamic_view like
mechanism. Just tilt 3D model and view. Or use an FDM that
supports it. That would be YASim.


 
 4th:
 material emissions do not cast light on nearby surfaces. Are there other 
 light 
 sources available?

Not yet. I bet Mathias has plans for that.  :-)



 My thanks to Melchior for the bo105 files to learn animation from, and for 
 the 
 blender-textured-lights tutorial.

I'm glad that at least a few people look at this stuff. :-)
unfortunately, the fgfs_animation.py is broken and waits for a fix.

m.

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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-24 Thread Heiko Schulz

--- Stewart Andreason [EMAIL PROTECTED]
schrieb:

Hi,

Sorry, but I get following message:
Sorry, this GeoCities site is currently unavailable.

And a question: Why it is called Danube ?  :-)

Greetings
HHS
 Screenshots and downloadable files are at:
   

http://www.geocities.com/sandreas41/flightgear_aircraft.html
 
 My thanks to Melchior for the bo105 files to learn
 animation from, and for the 
 blender-textured-lights tutorial.
 
 Stewart
 

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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-24 Thread R. van Steenbergen
Curtis Olson schreef:
 On 1/24/07, *Heiko Schulz* wrote:

 Hi,

 Sorry, but I get following message:
 Sorry, this GeoCities site is currently unavailable.

 And a question: Why it is called Danube ?  :-)

 Greetings
 HHS
  Screenshots and downloadable files are at:
 
 
 http://www.geocities.com/sandreas41/flightgear_aircraft.html


 It's the dreaded FlightGear effect again ... :-)

 Post a link on the FlightGear mailing list and that site quickly gets 
 overwhelmed with too much traffic.

Same problem here.

On the Danube question: The Danube is the name of the class of a 
runabout in Star Trek and was first introduced in Star Trek: Deep Space 
Nine. All of DS9's runabouts were named after rivers on Earth.

http://memory-alpha.org/en/wiki/Danube_class

I'd really like some more spacecraft popping up, such as Serenity from 
Firefly, which is actually a model based on real-world aviation 
principles (e.g. has VTOL with reaction jets, etc.). I'm making a bit of 
a case study of building a light sci-fi styled spacecraft sim based on 
Serenity, which can be used for orbital flight and atmospheric flight 
(and be used to simulate real-world aircraft as well). Not sure if the 
sim will ever get built, but it might be possible to combine the efforts 
of Orbiter (for orbital / space simulation) and FlightGear (atmo 
flight), possibly with visuals on the planet from FS2004 or FSX. If you 
look on the net (see link) you can find a lot of data on the Danube 
class -- keep in mind that the model was never designed for real-world 
flight and I'm not sure how much a good FDM would appreciate this.

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Re: [Flightgear-devel] segfaults in SGShaderAnimation::~SGShaderAnimation(), Patch

2007-01-24 Thread Nick Warne
On Wednesday 24 January 2007 17:05, Joacim Persson wrote:
 On Fri, 5 Jan 2007, Maik Justus wrote:
  Hello,
 
  sometimes I get a segfault in function
  SGShaderAnimation::~SGShaderAnimation(), file
  simgear/scene/model/shadanim.cxx.

 I never get a SIGSEGV from there, but rather a SIGABORT due to a failed
 assert. (This with plib, nota bene) And from the gang-debugging session we
 had last night on IRC+MP we now know how to replicate it. (although I'm not
 sure if there was a consesus on exactly how, but something like this: at
 least two models using the chrome shader, one leaves mp and then fgfs
 crashes for any miserable one watching them leave. Other's said it was
 provoked by a join-leave-rejoin cycle)

Here is my gdb output.  I can get this crash everytime with the 
join/leave/join scenerio.

Join with the harrier and sit on the deck.  get someone (Maik here) to join 
with the dhc2.  Fly a little (just take off will do).  Get Maik leave the 
server, and rejoin - *crash* for me.

Interesting thing is, you do not see Maik leave the server - but re 'joins 
twice' even though he has left.

(gdb) list produces nonsense, but I include it at the end anyway.

Nick



Server chat:

Chat [mpserve] Maik is now online, using

Chat [mpserve] Aircraft/dhc2/Models/dhc2wheels.xml

Using global material animation that can no longer work
Using global material animation that can no longer work
Using global material animation that can no longer work
Using global material animation that can no longer work
Chat [mpserve] Maik is now online, using

Chat [mpserve] Aircraft/dhc2/Models/dhc2wheels.xml

Using global material animation that can no longer work
Using global material animation that can no longer work
Using global material animation that can no longer work
Using global material animation that can no longer work

Program received signal SIGSEGV, Segmentation fault.
0x36ff1f36 in ?? ()




Backtrace:

(gdb) bt
#0  0x36ff1f36 in ?? ()
#1  0x404409e6 in osg::StateSet::setTextureAttributeAndModes () 
from /usr/local/lib/libosg.so
#2  0x085230c9 in create_specular_highlights (node=0x11bc1558) at 
shadanim.cxx:160
#3  0x085233f6 in SGShaderAnimation::createAnimationGroup (this=0xbfd16ea0, 
[EMAIL PROTECTED]) at shadanim.cxx:198
#4  0x0851043d in SGAnimation::installInGroup (this=0xbfd16ea0, 
[EMAIL PROTECTED], [EMAIL PROTECTED], [EMAIL PROTECTED])
at animation.cxx:606
#5  0x085102cf in SGAnimation::apply (this=0xbfd16ea0, [EMAIL PROTECTED]) at 
animation.cxx:583
#6  0x403c9def in osg::Group::accept () from /usr/local/lib/libosg.so
#7  0x403c84e4 in osg::Group::traverse () from /usr/local/lib/libosg.so
#8  0x08069704 in osg::NodeVisitor::traverse (this=0xbfd16ea0, 
[EMAIL PROTECTED]) at NodeVisitor:180
#9  0x0851021f in SGAnimation::apply (this=0xbfd16ea0, [EMAIL PROTECTED]) at 
animation.cxx:575
#10 0x080695f1 in osg::NodeVisitor::apply (this=0xbfd16ea0, [EMAIL PROTECTED]) 
at NodeVisitor:247
#11 0x08069955 in osg::NodeVisitor::apply (this=0xbfd16ea0, [EMAIL PROTECTED]) 
at NodeVisitor:250
#12 0x403df74f in osg::MatrixTransform::accept () 
from /usr/local/lib/libosg.so
#13 0x0851015c in SGAnimation::apply (this=0xbfd16ea0, node=0x1202b4e0) at 
animation.cxx:542
#14 0x0850fd83 in SGAnimation::animate (node=0x1202b4e0, configNode=0xf015ab0, 
modelRoot=0x1218e600) at animation.cxx:510
#15 0x0850461a in sgLoad3DModel ([EMAIL PROTECTED], [EMAIL PROTECTED], 
prop_root=0x1218e600, sim_time_sec=318.666242,
load_panel=0, data=0x0, [EMAIL PROTECTED]) at model.cxx:547
#16 0x0846bfd9 in FGAIBase::load3DModel (this=0x11e38268, [EMAIL PROTECTED], 
[EMAIL PROTECTED], prop_root=0x1218e600,
sim_time_sec=318.666242) at AIBase.cxx:175
#17 0x0846bd94 in FGAIBase::init (this=0x11e38268, search_in_AI_path=true) at 
AIBase.cxx:143
#18 0x0847322a in FGAIMultiplayer::init (this=0x11e38268, 
search_in_AI_path=true) at AIMultiplayer.cxx:60
#19 0x08468ec3 in FGAIManager::attach (this=0xb271810, model={_ptr = 
0x11e38268}) at AIManager.cxx:157
#20 0x084619e4 in FGMultiplayMgr::addMultiplayer (this=0xb8d9cf0, 
[EMAIL PROTECTED], [EMAIL PROTECTED])
at multiplaymgr.cxx:758
#21 0x08461550 in FGMultiplayMgr::ProcessPosMsg (this=0xb8d9cf0, 
Msg=0xbfd17820 SFGF\001, [EMAIL PROTECTED], len=536,
stamp=1169672780) at multiplaymgr.cxx:685
#22 0x08460b60 in FGMultiplayMgr::Update (this=0xb8d9cf0) at 
multiplaymgr.cxx:518
#23 0x0805d2a5 in fgMainLoop () at main.cxx:454
#24 0x080995c8 in fgOSMainLoop () at fg_os_sdl.cxx:247
#25 0x0805f638 in fgMainInit (argc=8, argv=0xbfd180e4) at main.cxx:1029
#26 0x0805bc76 in main (argc=8, argv=0xbfd180e4) at bootstrap.cxx:204



(gdb) list 
142 set_fpc_csr(f.fc_word);
143 }
144 #endif
145
146 int _bootstrap_OSInit;
147
148 // Main entry point; catch any exceptions that have made it this far.
149 int main ( int argc, char **argv ) {
150
151 _bootstrap_OSInit = 0;


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[Flightgear-devel] FlightGear Book

2007-01-24 Thread Curtis Olson

More on this later, but here's a quick link:

   http://www.bomots.de/flightgear/index.htm

Bomots has just published a FlightGear book in the German language.  The
title is FlightGear kompakt, ISBN: 3-939316-12-1.

I have a copy in front of me and it it looks really nice.  (I say looks
because I don't exactly read German very well.)  It's very current and
includes a lot of pictures of the various available FlightGear aircraft.

Regards,

Curt.
--
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-24 Thread Stewart Andreason
Hi,

Geocities has an hourly limit of 4.2Mb for free accounts, so there's not much 
I can do short of finding a different site to host on.

I had forgotten about this and did not anticipate the high level of interest.

Because Danube is shorter than runabout? ;)
or because I wouldn't name a c172 as airplane.
Makes sense to me, and I'm sticking by it. :)

Looks like R. took care of the why question.

Stewart

Curtis Olson wrote:
 On 1/24/07, *Heiko Schulz* wrote:
 
 Hi,
 
 Sorry, but I get following message:
 Sorry, this GeoCities site is currently unavailable.
 
 And a question: Why it is called Danube ?  :-)
 
 Greetings
 HHS
   Screenshots and downloadable files are at:
  
  
 http://www.geocities.com/sandreas41/flightgear_aircraft.html
 
 
 It's the dreaded FlightGear effect again ... :-)
 
 Post a link on the FlightGear mailing list and that site quickly gets 
 overwhelmed with too much traffic.
 
 Curt.


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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-24 Thread bass pumped
I think the models look great!!

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Re: [Flightgear-devel] FlightGear Book

2007-01-24 Thread Melchior FRANZ
* Curtis Olson -- Wednesday 24 January 2007:
 http://www.bomots.de/flightgear/index.htm
 
 Bomots has just published a FlightGear book in the German language.  The
 title is FlightGear kompakt, ISBN: 3-939316-12-1.

Umm, but how is it the official FlightGear-user handbook.
In which way is it official? Authorized in any way? Or is
it just TFM (The FlightGear Manual) translated? Just
marketing speak?! Yes probably ...

m.

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Re: [Flightgear-devel] FlightGear Book

2007-01-24 Thread Curtis Olson

On 1/24/07, Melchior FRANZ wrote:


* Curtis Olson -- Wednesday 24 January 2007:
 http://www.bomots.de/flightgear/index.htm

 Bomots has just published a FlightGear book in the German language.  The
 title is FlightGear kompakt, ISBN: 3-939316-12-1.

Umm, but how is it the official FlightGear-user handbook.
In which way is it official? Authorized in any way? Or is
it just TFM (The FlightGear Manual) translated? Just
marketing speak?! Yes probably ...



I guess the first one to publish/print a book gets to call their's
official?  As long as no one else is publishing anything, who's to
complain?  :-) It is not a simple translation of the FlightGear manual we
have online, it is an original work written from scratch (as best as I can
tell.)

Regards,

Curt.
--
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-24 Thread Stewart Andreason
Hi,

Problem with orbital flight in FlightGear, is the scenery cache gets bogged 
down fast enough as it is.
I believe I saw a comment about that, perhaps in the last month, that the tile 
cache doesn't get deleted properly.
Of course, not a problem for normal aircraft, or short flights.

The danube model may not be designed for real-world flight, and it would take 
me quite a while to learn how to integrate it with yasim, but with the 
exception of VTOL, I am quite happy with the way it flies with the ufo logic.

More spacecraft here and there? :)
Like shuttles flying in and out near the SFO bay bridge, just like in the 
movies. Don't give any ideas... :D

Stewart


R. van Steenbergen wrote:
 I'd really like some more spacecraft popping up, such as Serenity from 
 Firefly, which is actually a model based on real-world aviation 
 principles (e.g. has VTOL with reaction jets, etc.). I'm making a bit of 
 a case study of building a light sci-fi styled spacecraft sim based on 
 Serenity, which can be used for orbital flight and atmospheric flight 
 (and be used to simulate real-world aircraft as well). Not sure if the 
 sim will ever get built, but it might be possible to combine the efforts 
 of Orbiter (for orbital / space simulation) and FlightGear (atmo 
 flight), possibly with visuals on the planet from FS2004 or FSX. If you 
 look on the net (see link) you can find a lot of data on the Danube 
 class -- keep in mind that the model was never designed for real-world 
 flight and I'm not sure how much a good FDM would appreciate this.


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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-24 Thread Stewart Andreason
Hi Melchior,

Melchior FRANZ wrote:
 * Stewart Andreason -- Wednesday 24 January 2007:
 Is there a programmer's guide to nasal and xml?
 
 Use of Nasal in XML is no different from using it elsewhere.

But I still need a manual. I can only learn from existing code, when said 
models have every possible function included in use!


 But you can simply use a different property and write some Nasal
 elsewhere that updates that airspeed property accordingly:
 
  factor-prop/velocities/abs-airspeed-kt/factor-prop
 
 In a *.nas file or elsewhere:
 
   var airspeed = props.globals.getNode(/velocities/airspeed-kt, 1);
   var abs_airspeed = props.globals.getNode(/velocities/abs-airspeed-kt, 1);

right, and why are some variables declared without the var?

 
   update_airspeed = func {
   var a = abs(airspeed.getValue());
   abs_airspeed.setDoubleValue(a);
   settimer(update_airspeed, 0);
   }
   update_airspeed();

Ah, that's the part I didn't know about.

 No. The ufo FDM was never thought to simulate an actual ufo. It's
 just the scenery browser and was originally thought (by the author)
 to replace the old scenery browser 

Didn't anticipate that one, huh? :D
Another good reason to demonstrate the possibilities.


 Does the ufo flight model support vertical take offs and landings?
 (I see reactor jets in the harrier model, but ...)
 
 No. You could, of course, fake that via a dynamic_view like
 mechanism. Just tilt 3D model and view. Or use an FDM that
 supports it. That would be YASim.

Ok, I searched the entire code base, and can't find any text like 
dynamic_view. So this returns to question #1...

 I'm glad that at least a few people look at this stuff. :-)
 unfortunately, the fgfs_animation.py is broken and waits for a fix.

Ah, yes, a little broken... but it was adequate to figure out how the emission 
billboards work.

2 New questions:
Is it known that overlapping transparent textures cancel out the ones behind?

I had to keep the warp glow from overlapping any other animations, (for 
example).

And, Why do large .ac files give SegFault11 and crash? when the same mesh, 
saved in .3ds does load ok?

(I am no longer certain why some meshes load in FG and some don't.)
Perhaps, Does the ac format create a size limitation inside FG?

Thanks,
Stewart

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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-24 Thread Ampere K. Hardraade
On Wednesday 24 January 2007 14:54, Stewart Andreason wrote:
 I have finally reached a point where I can call it done, with only some
 flight-handling details remaining.
   So I have a few questions:

 Is there a programmer's guide to nasal and xml?
Not really, though there is a homepage for Nasal:
http://www.plausible.org/nasal/

 2nd:
 Does the ufo flight model have any variables I can set, to Detect the
 ground and stay above it?
I think you should be able to pull it off with Nasal by modifying the 
properties under /positions.

 3rd:
 Does the ufo flight model support vertical take offs and landings?
 (I see reactor jets in the harrier model, but ...)
Possibily, with Nasal, also by modifying properties under /positions.

 4th:
 material emissions do not cast light on nearby surfaces. Are there other
 light sources available?
Unfortunately, no.

 5th, an observation:
 It seems there is a ceiling at 262410 ft. above which, there is no black
 space. No, I don't expect to fly to the moon, but it would be cool to see
 the earth from space. ;)
Yeah, that's a bugger.  I can't use FG in a presentation for a 
microsatellite. :(

 Screenshots and downloadable files are at:
http://www.geocities.com/sandreas41/flightgear_aircraft.html
Looks good.

Ampere

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Re: [Flightgear-devel] FlightGear Book

2007-01-24 Thread tangyong
Can anybody translate the book to English?I think there are more people can 
read English than German language.


--  --
From:Curtis Olson [EMAIL PROTECTED] 
Date:2007-01-25 06:47:29
To:FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Cc:(无)
Subject:Re: [Flightgear-devel] FlightGear Book 


On 1/24/07, Melchior FRANZ wrote: 

* Curtis Olson -- Wednesday 24 January 2007:
 http://www.bomots.de/flightgear/index.htm

 Bomots has just published a FlightGear book in the German language.  The 
 title is FlightGear kompakt, ISBN: 3-939316-12-1.

Umm, but how is it the official FlightGear-user handbook.
In which way is it official? Authorized in any way? Or is
it just TFM (The FlightGear Manual) translated? Just
marketing speak?! Yes probably ...

I guess the first one to publish/print a book gets to call their's official?  
As long as no one else is publishing anything, who's to complain?  :-) It is 
not a simple translation of the FlightGear manual we have online, it is an 
original work written from scratch (as best as I can tell.) 

Regards,

Curt.
-- 
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/   http://www.humanfirst.umn.edu/  
http://www.flightgear.org
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d -
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Re: [Flightgear-devel] autopilot broken by recent osg branc h fgfsupdate

2007-01-24 Thread gh.robin
On Wed 24 January 2007 07:14, Dave Perry wrote:
 On Tue, 2007-01-23 at 18:48 +0100, Roy Vegard Ovesen wrote:
  Just updated from CVS (HEAD (OSG)), and it seems to me that the
  autopilots are
  working. I tried the KAP140, and the generic in the pa28-161. Both
  worked
  fine in heading mode, and the followed the bug on the HSI.

 I just did a cvs update -dP for both simgear and the fgfs source (osg
 branch) and the new version kap140 works with the one quirk; to get
 the heading bug to work requires going to the debug gui and reloading
 the autopilot config.

Oh yes that is right , if we reload the autopilot config with menu/debug
We get the autopilot working heading and altitude

and the WP  function is right

Regards

-- 
Gérard


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[Flightgear-devel] B-29 And Flightgear

2007-01-24 Thread Brian Penix
First of all I want to really thank all who have contributed to FlightGear for 
a fantastic set of programs! I am really new to it and learning very slowly. 
The complexity of it is daunting but well worth the time spent learning it.

Now on to the real reason for this post. I have access to loads of data for 
the B-29 Super Fortress mostly dealing with the electrical components used 
and the meters for control panels. I have been crawling all over the wiki 
(and will continue to do so even though I hate wikis) for how to make these 
meters for the B-29 (especially for the currently non-functional Engineer's 
station) look more authentic. The problem is that I don't really write code 
very well but I can do the correct meter artwork based on documented sources. 
(I already have one such meter artwork done but don't know what to do with 
it). 

Second, besides the B-29 stuff I do Geographic Information Systems (GIS) for a 
living and have loads of data where that is concerned. Who is the point of 
contact for bettering the various layers in the scenery? For example, in my 
state of West Virginia, we have new statewide 3 meter DEMs as well as new 
road and stream layers that are way more accurate than what is in the model. 
(I can post a screenshot showing the Elk River going unnaturally up the side 
of the mountain to KCRW (Yeager) for one small example if need be). We also 
are almost done with building footprints for selected cities that should 
allow for more realistic buildings in the model. 

Again, thanks for a great product and the opportunity for learning...

Brian

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Re: [Flightgear-devel] Development Docs

2007-01-24 Thread Magus
Hello Thiago,

Tuesday, January 23, 2007, 5:30:14 PM, you wrote:

 Hi all.

 I'm new in FGS.
 Does anybody know where can I find a good documentation about FG 
 development.

 Thanks in advance

 Thiago Drechsel

Since you didn't specify what type of development, here's a doc on 3D
Aircraft Models: http://www.flightgear.org/Docs/fgfs-model-howto.html
and here's the main page of the Wiki with more documentation ranging
from Newbie to Developer level:
http://wiki.flightgear.org/flightgear_wiki/index.php?title=Main_Page

I hope this helps.

-- 
Best regards,
 Magus


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Re: [Flightgear-devel] B-29 And Flightgear

2007-01-24 Thread Ampere K. Hardraade
On Wednesday 24 January 2007 22:57, Brian Penix wrote:
 Second, besides the B-29 stuff I do Geographic Information Systems (GIS)
 for a living and have loads of data where that is concerned. 
Having loads of GIS data is great, but the first thought that came to my mind 
after reading this sentence is copyright issue.

 We also
 are almost done with building footprints for selected cities that should
 allow for more realistic buildings in the model.
How those footprints are generated would be a more interesting topic, in my 
opinion.

Ampere

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Re: [Flightgear-devel] B-29 And Flightgear

2007-01-24 Thread Brian Penix
On Wednesday 24 January 2007 23:22, Ampere K. Hardraade wrote:
 On Wednesday 24 January 2007 22:57, Brian Penix wrote:
  Second, besides the B-29 stuff I do Geographic Information Systems (GIS)
  for a living and have loads of data where that is concerned.

 Having loads of GIS data is great, but the first thought that came to my
 mind after reading this sentence is copyright issue.

And you would have good reason.However, the data for WV is publicly 
available. See:

http://wvgis.wvu.edu/

  We also
  are almost done with building footprints for selected cities that should
  allow for more realistic buildings in the model.

 How those footprints are generated would be a more interesting topic, in my
 opinion.

 Ampere

Simple, it is part of the E-911 Statewide Addressing and Mapping Board 
initiative utilizing side scanning LIDAR data for the larger buildings (exact 
square footage threshold is still under debate). The idea behind it is to be 
able to determine exact locations for emergency response. This data (E-911) 
is currently non-public until validation is complete then publicly cleared 
data will be released on the WVGIS site I listed above. Full metadata 
(including any copyright info) is given with the data.

Brian

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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-24 Thread Stewart Andreason
Hi Ampere and Melchior and everybody who downloaded the shuttlecraft models,

I have completed the VTOL and ground handling I desired to put in the model!
Many thanks to those who answered the questions, it was helpful.

I have updated all files, but if you were successful in downloading anything 
today, don't worry! I have put together a small patch-file (with 3 text files) 
to make the upgrade easy.
  http://www.geocities.com/sandreas41/data/danube_patch.zip
  http://www.geocities.com/sandreas41/data/shuttleG_patch.zip


Melchior FRANZ wrote:
 No. The ufo FDM was never thought to simulate an actual ufo. It's
 just the scenery browser and was originally thought (by the author)
 to replace the old scenery browser -- the magic FDM. That's why
 it doesn't have any fancy features, and I somehow doubt any such will
 be added for nicer UFO experience.

I think the fancy features have just been added.
The nasal angle works very well.

VTOL is available through the Hat on multi-button joysticks, in combination 
with the F4 modifier, (elevator trim).

[TAB] also brings up a menu, for those who want to change the defaults. :)

Stewart


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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-24 Thread Torsten Dreyer
 Is there a programmer's guide to nasal and xml?
http://wiki.flightgear.org/ has a lot
http://www.plausible.org/nasal is good for nasal
the Docs dircectory of the fg installation
And of course - source code is the best documentation ;-)

Nice models - I am looking forward to a klingon vessel!

Torsten

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