Re: [Flightgear-devel] Yoke mounted PDA
On Tue, Apr 13, 2010 at 9:30 AM, Victhor victhor.fos...@gmail.com wrote: Hmmm, AFAIK we couldn't get things like moving map displays anyway... and some of those GPSes have turn-by-turn navigation for use with cars, which is kinda cool, as they're pretty expensive :0) With the better car GPS units spotting when you have miss a corner and re-calculates the best path from where you are. The cheaper units tells you to do a u-turn. I'm not sure if either is particularly applicable for aviation though. :-D Regards George -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Excellent new J3 Cub model
David Megginson wrote: On Mon, Apr 12, 2010 at 3:20 PM, Heiko Schulz aeitsch...@yahoo.de wrote: What I wonder- if David Megginson gave permission- why we have now the same aircraft with two different models in CVS? One named j3cub and one named Cub. No, pull the old one. It was a lot of fun to build, and was (I think) our second taildragger, when we were still figuring out how to model gear, but there's no reason to keep it around now. It is already removed from CVS. It's just a matter of running cvs up -Pd to also remove it from your local repository. Erik -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Windows fgfs-screen-001.png BATCH file Mover and random file name renamer for moving PNG files to ftp server directory.
Usefull file for windows users of flightgear If you want to move your flightgear screenshots to a new location such as a windows FTP directory for file sharing here is a simple batch file that wil also generate a partial random number to preserve your files SO NONE ARE OVER WRITTEN! Creat a text file save it as your-name.bat ( BAT Extention) Put the bat file in your flightgear directory, make a shortcut to the desktop. :: BATCH CODE STARTS HERE @echo off if exist *.png copy fgfs-screen*.png C:\FTP DIR PATH\*-*.%random%*.png if exist *.png del *.png echo echo All Screen Shots have been moved - press a key to exit! pause :: BATCH CODE ENDS HERE Hope you find it as usefull as I am :) Aerotro-- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Excellent new J3 Cub model
On Tue, Apr 13, 2010 at 2:45 AM, Erik Hofman e...@ehofman.com wrote: It is already removed from CVS. It's just a matter of running cvs up -Pd to also remove it from your local repository. I always do cvs -z3 update -d -P, but when I replied, I hadn't checked to see if it was still on my machine (it's not). Should we also set up j3cub as an alias, to provide a smooth transition for anyone who had the old Cub as his/her default aircraft, or is that just being overly solicitous? :) Thanks, David -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [Announce] (electrical) circuit simulation
Hi all, this is just to let you know that I am currently experimenting with gnucap integration into FlightGear. Gnucap is the Gnu Circuit Analysis Package, much like (p)spice or it's derivates. Unlike spice, it's GPL'ed and should give the ability to perform detailed and exact electrical circuit analyses to simulate the electrical system. There is nothing to present so far, but first tests are very promising. My goal is to integrate gnucap in a way, that nodes are presented as properties and in that way accessible from FlightGear. The electrical system will be presented to gnucap as a netlist, so even complex circuits may be processed. http://www.gnucap.org/ org http://www.gnu.org/software/gnucap/ Greetings, Torsten -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Normal map shader example - c172p
2010/4/9 Stuart Buchanan stuar...@gmail.com: Frederic Bouvier wrote: Glad to see the effect is used. I noticed the bump is reverted on one axis. In a previous thread, I wrote : I use the GIMP normal map plug-in to create my normal maps. Here are two example. A bump : http://frbouvi.free.fr/flightsim/gimp-normalmap-bump.png A hole : http://frbouvi.free.fr/flightsim/gimp-normalmap-hole.png They are created from the same height field image. Reds should point to the bottom right and greens should points to the top left. More precisely: #FF7F7F points to the right #7FFF7F points to the top #007F7F points to the left #7F007F points to the bottom These are the only two realistic combinations. Remember that for OpenGL the origin of the image is the bottom left when the origin of an image is the top left, so that's why an axis should be reverted. Looking closely at the wing map : http://frbouvi.free.fr/flightsim/gimp-normalmap-c172.png It appears that reds are pointing to the top right and greens to the bottom left. You may need to check the 'Invert Y' box in order to get them right. Thanks for the help. I've updated the normal maps, and included this information in the wiki article. This is some nice artistic/graphical work indeed, however, I am afraid this is not very realistic. If you want Cessna aerodynamicists to die from an heart attack, just show them this picture ^_^ In real life, and on most modern aircrafts, you do not have such protruding rivets unless you want your fuel consumption to go through the roof. Countersunk head rivets are used nowadays and their number and position are the result of a tough battle between the design office (who want a strong/cheap/light structure) and the aerodynamics office (who want very smooth/expensive air washed surfaces) ^_^ The result of these hard negotiations is that rivets *must have* a countersunk head (it is a minimum to enter a round of negotiation ^_^), there must be as few as possible of them, the gap between the rivet head and the countersunk hole should often be filled by a sealant (or at least by paint ^_^ both of them cracking in service anyway ^_^) and rivets with protruding heads are not an option (don't even think about them, unless you want to be crucified on the public place ^_^). The result, unfortunately, is not very spectacular as can be seen on the picture that Martin Spott sent a few days ago (http://foxtrot.mgras.net/bitmap/FGFS/DEEQA-Oelklappe.jpg) but it significantly improves your aircraft performance (and make the aerodynamicists happy - which is priceless). Cheers, Bertrand. P.S. No offence is meant to the aerodynamicists. They are very smart guys (you have to when you are involved in CFD) and most of them are really cool guys. Furthermore they are the greenest dept of an aircraft manufacturer since all their work is dedicated to the reduction of the fuel consumption ^_^ -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Announce] (electrical) circuit simulation
Sounds promising . Ive been poking around with the generic electrical system , kind of hoping to revive it as a default system , with more complex systems done in nasal . I look forward to seeing what this can do. Cheers -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] YASim question - move a fuselage part?
Hi all I am currently working on a update to the v22 ( http://www.flightgear.org/forums/viewtopic.php?f=4 http://www.flightgear.org/forums/viewtopic.php?f=4t=7205 t=7205 ) and run into a question about YASim. I want to implement the engine nacelles fuselage to the YASim fdm, but since it is a tilt rotor aircraft I want to move them according to the tilt position of the rotors. Is this possible in yasim? I already asked this question at the FGFS forum http://www.flightgear.org/forums/viewtopic.php?f=4 http://www.flightgear.org/forums/viewtopic.php?f=4t=7562 t=7562 and a idea for a workaround was suggested, but I thought asking if there is a nicer solution could not hurt. Best regards and thanks for any help, Oliver -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Normal map shader example - c172p
Bertrand wrote: This is some nice artistic/graphical work indeed, however, I am afraid this is not very realistic. If you want Cessna aerodynamicists to die from an heart attack, just show them this picture ^_^ :) I was basing the work on some photos I found on the Cessna website. This one in particular seemed to show raised rivets on the wing: http://www.cessna.com/MungoBlobs/832/502/sin_haw_flt18_hires.jpg Perhaps what I'm seeing there isn't actually protruding rivets at all. Is there any height change there at all, or are the surfaces completely smooth? I could obviously tone down the effect significantly to make them protrude less if that is more realistic. BTW - we're modeling a P model, if that makes any difference. -Stuart -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Excellent new J3 Cub model
Truely an excellent model. I've just dug out an adaption of the Cub to the new(er) YaSim engine configuration I once made and ran it through Melchiors YaSim Importer. The new FDM config can be found here: sol2500.net/flightgear/files/Cub_FDM.xml Maybe someone with Cub flying experience can comment. I'd like to commit it if David agrees. Greetings -- Detlef Faber http://www.sol2500.net/flightgear -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Normal map shader example - c172p
Here's a bunch of random photos from a 172S: http://hellosimon.org/35117/ There's some close ups of some rivets in some of them. Hope that helps, Simon On Tue, Apr 13, 2010 at 4:48 PM, Stuart Buchanan stuar...@gmail.com wrote: Bertrand wrote: This is some nice artistic/graphical work indeed, however, I am afraid this is not very realistic. If you want Cessna aerodynamicists to die from an heart attack, just show them this picture ^_^ :) I was basing the work on some photos I found on the Cessna website. This one in particular seemed to show raised rivets on the wing: http://www.cessna.com/MungoBlobs/832/502/sin_haw_flt18_hires.jpg Perhaps what I'm seeing there isn't actually protruding rivets at all. Is there any height change there at all, or are the surfaces completely smooth? I could obviously tone down the effect significantly to make them protrude less if that is more realistic. BTW - we're modeling a P model, if that makes any difference. -Stuart -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Simon Hollier -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Normal map shader example - c172p
2010/4/13 Stuart Buchanan stuar...@gmail.com: Bertrand wrote: This is some nice artistic/graphical work indeed, however, I am afraid this is not very realistic. If you want Cessna aerodynamicists to die from an heart attack, just show them this picture ^_^ :) I was basing the work on some photos I found on the Cessna website. This one in particular seemed to show raised rivets on the wing: http://www.cessna.com/MungoBlobs/832/502/sin_haw_flt18_hires.jpg Perhaps what I'm seeing there isn't actually protruding rivets at all. Is there any height change there at all, or are the surfaces completely smooth? I could obviously tone down the effect significantly to make them protrude less if that is more realistic. BTW - we're modeling a P model, if that makes any difference. -Stuart Well spotted Stuart. They look very much like protruding rivets. May be what I reported above is limited to some specific class of aircrafts ? A Cessna C172 is a relatively cheap aircraft flying at low speeds, may be this is why Cessna are using protruding rivets (which are cheaper than countersunk rivets). May be it only makes a difference at higher speeds ? It seems I have extrapolated my experience to an area where it does not apply ^_^ As you may have guessed I am not an aerodynamicist myself, moreover my own experience is limited to airliners where, I think, the criteria are more stringent than for small aircrafts... Or may be in Cessna the design office have won the battle against aerodynamics ? ^_^ Anyway my contribution was not much worth it... Next time I will check closer ^_^ Cheers, Bertrand. -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Simgear CVS browsing
Is the CVS browse link broken? http://cvs.flightgear.org/cgi-bin/viewvc/viewvc.cgi/?root=SimGear-0.3 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear CVS browsing
Hi Jon, The link was updated slightly at some point, try: http://cvs.flightgear.org/viewvc/?root=SimGear Regards, Curt. On Tue, Apr 13, 2010 at 8:17 PM, Jon S. Berndt wrote: Is the CVS browse link broken? http://cvs.flightgear.org/cgi-bin/viewvc/viewvc.cgi/?root=SimGear-0.3 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] SimGear license
If I'm not mistaken, the license for SimGear code is LGPL, no? Jon -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)
On Sunday 11 April 2010 03:21:54 Erik Hofman wrote: Frederic Bouvier wrote: Hi, I commited changes to help users to tune their rendering quality according to their available hardware. As a picture is worth a thousand words, see : http://frbouvi.free.fr/flightsim/fgfs_quality_level.gif I encourage effect designers to use this new /sim/rendering/quality-level property to allow users to have a better experience with new enhancements in flightgear You know, so much has happened the last few weeks that made me wonder if it might be a good idea to schedule the release FlightGear 2.1 within a month or two? Erik Apparently there is a new PLIB with a fix for the Microsoft joystick identification bug. It would be great if 2.1 (or 2.0.1?) were built against that one instead of the broken one that prevents windows users from correctly detecting their joysticks. Thanks, Ron http://www.flightgear.org/forums/viewtopic.php?f=24t=2439 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Normal map shader example - c172p
All the Cessna 172's I've seen have had protruding rivets, but the heads don't stick out much, and the paint smooths out the edges to the point that they're just gentle bumps -- a 172's wing doesn't look like a steam boiler. IIRC, the Mooney has countersunk rivets, which is why it can go so fast. All the best, David On Tue, Apr 13, 2010 at 5:18 PM, Bertrand Coconnier bcoco...@gmail.com wrote: 2010/4/13 Stuart Buchanan stuar...@gmail.com: Bertrand wrote: This is some nice artistic/graphical work indeed, however, I am afraid this is not very realistic. If you want Cessna aerodynamicists to die from an heart attack, just show them this picture ^_^ :) I was basing the work on some photos I found on the Cessna website. This one in particular seemed to show raised rivets on the wing: http://www.cessna.com/MungoBlobs/832/502/sin_haw_flt18_hires.jpg Perhaps what I'm seeing there isn't actually protruding rivets at all. Is there any height change there at all, or are the surfaces completely smooth? I could obviously tone down the effect significantly to make them protrude less if that is more realistic. BTW - we're modeling a P model, if that makes any difference. -Stuart Well spotted Stuart. They look very much like protruding rivets. May be what I reported above is limited to some specific class of aircrafts ? A Cessna C172 is a relatively cheap aircraft flying at low speeds, may be this is why Cessna are using protruding rivets (which are cheaper than countersunk rivets). May be it only makes a difference at higher speeds ? It seems I have extrapolated my experience to an area where it does not apply ^_^ As you may have guessed I am not an aerodynamicist myself, moreover my own experience is limited to airliners where, I think, the criteria are more stringent than for small aircrafts... Or may be in Cessna the design office have won the battle against aerodynamics ? ^_^ Anyway my contribution was not much worth it... Next time I will check closer ^_^ Cheers, Bertrand. -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Using Nasal to create a protocol
I posted this question a few days ago, but got no response, so here we go again ... Is it possible to use Nasal to create a new FlightGear protocol? None of the existing protocols (including generic) will do what I need. Thanks, Brian -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)
- Ron Jensen a écrit : Apparently there is a new PLIB with a fix for the Microsoft joystick identification bug. It would be great if 2.1 (or 2.0.1?) were built against that one instead of the broken one that prevents windows users from correctly detecting their joysticks. The fix is from me and I added it to the 2.0 binary before it was added to the plib repository, which took a while for different reasons. So there is no need for a new release for that. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)
- j'ai écrit : - Ron Jensen a écrit : Apparently there is a new PLIB with a fix for the Microsoft joystick identification bug. It would be great if 2.1 (or 2.0.1?) were built against that one instead of the broken one that prevents windows users from correctly detecting their joysticks. The fix is from me and I added it to the 2.0 binary before it was added to the plib repository, which took a while for different reasons. So there is no need for a new release for that. http://www.flightgear.org/forums/viewtopic.php?f=24t=2439 http://www.flightgear.org/forums/viewtopic.php?f=24t=2439start=44 -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel