Re: [Flightgear-devel] Google movies
On 12/15/2010 4:39 PM, Curtis Olson wrote: kind of cool how they work the flightgear.org http://flightgear.org domain name right into the movie. I'm not sure how they do that ... must be some new google/youtube/chrome/nanobot technology or something. Ah, a video form letter. -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active
The fog looks good Torsten, the only problem I'm having is I can't find the top of it. It certainly goes up over 15,000. Tried clearing all weather first and turning off all other options but I can't clear the top of it. Will get the Lightning out later and try and find where the top is! Any ideas? Alex On 15 Dec 2010, at 18:00, Torsten Dreyer wrote: Hi all, i have just pushed some changes to activate a METAR generated cloud layer representing fog, mist and haze if reported. Check it out by selecting the Early morning fog weather scenario in the global weather dialog. It'll get you half a mile visibility and a fog layer of 500' thickness. Once you passed 500ft of altitude you find yourself in a clear sky and above the fog. The transition when passing through the top edge of the layer is not perfect as you might find out by yourself. I'm open to ideas how to improve this. Enjoy - and please report bugs. Torsten -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] request for FGDATA commit please.
Scott wrote: thanks Gijs, it looks like all the other changes from the source tarball didn't come through? there should a very large number of deletes and modifies... Ah, thought it was just the listed files :) I'll merge it tomorrow morning (if no-one is quicker). Cheers, Gijs -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Qestion on Scenery and Terrain
Hey Group; looking in /usr/share/flightgear/ Downloaded Scenery locations all start with e### and Terrain starts with w###. I was looking for their common locations in /usr/share/flightgear. Which ended up a bit confusing because there are two directories with w### and no directories with e###. Where would any new files of e### and w### be added. -- 73 de Donn Washburn 307 Savoy Street Email: n5...@comcast.net Sugar Land, TX 77478 LL# 1.281.242.3256 Ham Callsign N5XWB HAMs : n5...@arrl.net VoIP via Gizmo: bmw_87kbike / via Skype: n5xwbg BMW MOA #: 4146 - Ambassador http://counter.li.org #279316 -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Comments and questions about model loading, model formats, and effects....
Ok then, trying to make sense of this whole model effects loading code... In `modellib.cxx' the `loadFile' and `loadModel' functions, which check the file extensions for a `.ac' file and if so sets a flag for instantiation of effects. This flags is only checked in the 'ACOptimizePolicy::optimize' method in `ModelRegistry.cxx' and appears it's only purpose is to make sure non xml wrapped `.ac' files get the default model effect applied. This is done by calling an overloaded `instantiateEffects' function in `model.hxx' that simply calls the other version of the function with an empty effects property tree causing default model effect to get used. Ok... Now models wrapped in xml (and thus any model with an effect attached) of course don't get any flags set in the `load*' functions and go a whole different path...through `SGReaderWriterXML' and friends. So then `sgLoad3DModel_internal' from `SGReaderWriterXML' seems to handle most the heavy lifting of parsing the xml file including any `effects' elements, and then itself calls `instantiateEffects'. In this case though it calls the non overloaded version and passes in any effect properties it found...which if there were none again causes default model effect to get applied. Now, in this xml loading path any models loaded from inside it, `.ac' or otherwise, never find there way to the `load*' functions in `modellib.cxx' thus never getting the instantiate effect flag, thus ensuring that `ACOptimizePolicy' (which does still get called) doesn't call the overloaded `instantiateEffects' since xml loader will call the non overloaded itself. Phew.. So here is the kicker...`instantiateEffects' does indeed seem to be called for every single model wrapped in an xml regardless of whatever format that might be. So then it seems the effect code is simply failing silently on non ac3d formats. Perhaps in the `MakeEffectVisitor' or further up the chain somewhere who knows...deeper down the rabbit hole we go... So umm Tim...could you maybe explain the process of the whole model loading, getting effects applied, what the effects system expects from a model, the reasoning behind it and so on? There is a lot of static local functions and classes and so on in this code that is completely undocumented and not at all trivial to unwind and try and fit the pieces together. Would be really, really helpful if you could lay out the code flow here, what functions are involved and inter-dependent on each other, what processing is needed for the effect system to work, etcin the mean time I'll keep digging. cheers! --Jacob -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] request for FGDATA commit please.
On Wednesday 15 December 2010 22:08, Scott wrote: thanks Gijs, it looks like all the other changes from the source tarball didn't come through? there should a very large number of deletes and modifies... Hello, It looks like they've appeared in aircraft/A380 instead of Aircraft/A380 Martin. -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] AH-1 Merge Request
On Tue, Dec 14, 2010 at 12:37 AM, Jack Mermod wrote: Everything in the package I have sent is under the GPL. That's great news :) I may not get the chance to commit this in the near future, so if someone else wants to go ahead, they are welcome. Thanks for your work. -Stuart -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active
The fog's top is approx. at 500ft agl. No need to clear any weather items, just pick early morning fog from the drop-down list in global weather. Make sure, you got latest SimGear+FlightGear+fgdata from git. Torsten The fog looks good Torsten, the only problem I'm having is I can't find the top of it. It certainly goes up over 15,000. Tried clearing all weather first and turning off all other options but I can't clear the top of it. Will get the Lightning out later and try and find where the top is! Any ideas? Alex On 15 Dec 2010, at 18:00, Torsten Dreyer wrote: Hi all, i have just pushed some changes to activate a METAR generated cloud layer representing fog, mist and haze if reported. Check it out by selecting the Early morning fog weather scenario in the global weather dialog. It'll get you half a mile visibility and a fog layer of 500' thickness. Once you passed 500ft of altitude you find yourself in a clear sky and above the fog. The transition when passing through the top edge of the layer is not perfect as you might find out by yourself. I'm open to ideas how to improve this. Enjoy - and please report bugs. Torsten -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active
Hi Torsten, When I tried it the last time, I saw that the early morning fog option was now available, but upon choosing it, the code pushed the ground level visibility out to 20k. I'm wondering if maybe there is a code change that hasn't been pushed up to the master repository yet? Curt. On Thu, Dec 16, 2010 at 11:38 AM, Torsten Dreyer wrote: The fog's top is approx. at 500ft agl. No need to clear any weather items, just pick early morning fog from the drop-down list in global weather. Make sure, you got latest SimGear+FlightGear+fgdata from git. Torsten The fog looks good Torsten, the only problem I'm having is I can't find the top of it. It certainly goes up over 15,000. Tried clearing all weather first and turning off all other options but I can't clear the top of it. Will get the Lightning out later and try and find where the top is! Any ideas? Alex On 15 Dec 2010, at 18:00, Torsten Dreyer wrote: Hi all, i have just pushed some changes to activate a METAR generated cloud layer representing fog, mist and haze if reported. Check it out by selecting the Early morning fog weather scenario in the global weather dialog. It'll get you half a mile visibility and a fog layer of 500' thickness. Once you passed 500ft of altitude you find yourself in a clear sky and above the fog. The transition when passing through the top edge of the layer is not perfect as you might find out by yourself. I'm open to ideas how to improve this. Enjoy - and please report bugs. Torsten -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/ -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active
Torsten, Just tried again on my Windows machine and still getting heavy fog up to at least 17,000 ft AGL. Got latest gits (first thing this morning) Will try again later on my other machine and see if its some sort of conflict. Alex On 16 Dec 2010, at 17:38, Torsten Dreyer wrote: The fog's top is approx. at 500ft agl. No need to clear any weather items, just pick early morning fog from the drop-down list in global weather. Make sure, you got latest SimGear+FlightGear+fgdata from git. Torsten The fog looks good Torsten, the only problem I'm having is I can't find the top of it. It certainly goes up over 15,000. Tried clearing all weather first and turning off all other options but I can't clear the top of it. Will get the Lightning out later and try and find where the top is! Any ideas? Alex On 15 Dec 2010, at 18:00, Torsten Dreyer wrote: Hi all, i have just pushed some changes to activate a METAR generated cloud layer representing fog, mist and haze if reported. Check it out by selecting the Early morning fog weather scenario in the global weather dialog. It'll get you half a mile visibility and a fog layer of 500' thickness. Once you passed 500ft of altitude you find yourself in a clear sky and above the fog. The transition when passing through the top edge of the layer is not perfect as you might find out by yourself. I'm open to ideas how to improve this. Enjoy - and please report bugs. Torsten -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active
On Thu, Dec 16, 2010 at 6:55 PM, Curtis Olson curtol...@gmail.com wrote: Hi Torsten, When I tried it the last time, I saw that the early morning fog option was now available, but upon choosing it, the code pushed the ground level visibility out to 20k. Same here. However, it also adds a 700 feet thick overcast cloud layer at -200 feet, although the interpolation may take a little time. Eventually the fog ends at 500 feet as advertised. On my machine, switching the 3D clouds OFF, makes the fog look a lot better. -- Csaba/Jester -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active
On Thu, Dec 16, 2010 at 6:55 PM, Curtis Olson curtol...@gmail.com wrote: Hi Torsten, When I tried it the last time, I saw that the early morning fog option was now available, but upon choosing it, the code pushed the ground level visibility out to 20k. Same here. However, it also adds a 700 feet thick overcast cloud layer at -200 feet, although the interpolation may take a little time. Eventually the fog ends at 500 feet as advertised. On my machine, switching the 3D clouds OFF, makes the fog look a lot better. Argh - 3d-clouds :-P OK - I have some homework to do... Anyway - the overcast layer at -200ft is by intention, it's thickness is 700ft so the upper edge is 500ft. But it currently only works for 2d clouds. If the weather is changed at runtime and not presented at startup, all values have to go through the interpolation routine since we do not allow instant weather changes. So, please disable 3d clouds to fly in fog - I have an Idea how to work along with 3d clouds, but I'll need some time for testing... Thanks for the feedback Torsten -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active
On Thu, Dec 16, 2010 at 6:29 PM, Torsten Dreyer wrote: Argh - 3d-clouds :-P OK - I have some homework to do... Anyway - the overcast layer at -200ft is by intention, it's thickness is 700ft so the upper edge is 500ft. But it currently only works for 2d clouds. If the weather is changed at runtime and not presented at startup, all values have to go through the interpolation routine since we do not allow instant weather changes. So, please disable 3d clouds to fly in fog - I have an Idea how to work along with 3d clouds, but I'll need some time for testing... IIRC clouds default to 2D if there isn't a 3D definition in Environment/cloudlayers.xml That might provide an work around. -Stuart -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active
IIRC clouds default to 2D if there isn't a 3D definition in Environment/cloudlayers.xml That might provide an work around. Correct. Currently, the layer type is guessed in fgclouds.cxx by looking at altitude, thickness etc. My fog cloudlayer results in st (stratus) which is absolutely correct. Since a cloud definition exist in cloudlayers.xml for st, this layer gets rendered in 3d. I have two ideas in my mind: 1) explicitely set the layer type in /environment/clouds/layer[n] to some value (fog instead of st). If the layer type has been set this way, no automatic guessing is performed in fgclouds.cxx. This could also be useful to override the algorithm implemented in fgclouds.cxx. 2) add an enable-3d flag to each layer in /environment/clouds/layer[n] to force the 3d clouds in that - and only that - layer to on/off. I'm not sure yet, which solution is best - probably a combination of both... Torsten -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active
On Thu, Dec 16, 2010 at 9:59 PM, Torsten Dreyer wrote: IIRC clouds default to 2D if there isn't a 3D definition in Environment/cloudlayers.xml That might provide an work around. Correct. Currently, the layer type is guessed in fgclouds.cxx by looking at altitude, thickness etc. My fog cloudlayer results in st (stratus) which is absolutely correct. Since a cloud definition exist in cloudlayers.xml for st, this layer gets rendered in 3d. I have two ideas in my mind: 1) explicitely set the layer type in /environment/clouds/layer[n] to some value (fog instead of st). If the layer type has been set this way, no automatic guessing is performed in fgclouds.cxx. This could also be useful to override the algorithm implemented in fgclouds.cxx. 2) add an enable-3d flag to each layer in /environment/clouds/layer[n] to force the 3d clouds in that - and only that - layer to on/off. I'm not sure yet, which solution is best - probably a combination of both... Torsten Personally, I'd go for the first option. It leaves the option of someone writing a specific fog 3-D cloud effect later. -Stuart -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Gitorious merge issues
Hal I have just put in a merge request to merge my fgdata clone into fgdata. This is merge request #44. This is primarily cockpit enhancement work on the p51d-jsbsim model and includes the following: Add A-14A Oxygen Regulator Add AN/APS-13 rear warning radar control panel Add induction air controls and placard Add retract lever and placard Add aileron trim base Rework and add detail (ribs and mounting plate for AN/APS-13) to right cockpit side wall Enhance cockpit lighting animation Improve stick boot Move signal light key slightly Move left switch panel slightly Move flaps lever slightly Models for the A-14A and AN/APS-13 panel are located in Aircraft/Instruments-3d so that others can use them. Both devices were common in late WWII US and UK aircraft. The A-14A was widely used into the late 1960's on US military aircraft. I'm currently working up a nasal simulation for an oxygen system. I already have a simple version. Atm I'm trying to extend it by using Boyles Law. I think that's the one I want. It might be of some assistance. Here's the RAF equivalent: http://img715.imageshack.us/i/fgfsscreen005.jpg/ Vivian -- Lotusphere 2011 Register now for Lotusphere 2011 and learn how to connect the dots, take your collaborative environment to the next level, and enter the era of Social Business. http://p.sf.net/sfu/lotusphere-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel