Re: [Flightgear-devel] Terrain self-shading

2013-04-21 Thread tuomas . kuosmanen
Then fall and windy could be combined with particles (?) to simulate wind 
blown leaves and dynamically painting the foliage part of the texture with 
alpha to make leaves fall off on windy weather..? ;) Kinda special case and 
maybe not worth the effort but might be quite awesome jaw-dropper on the right 
moment.. ;-)

//Tuomas



On 15.4.2013 23:27 Thomas Albrecht wrote:

 On a related note, the thread highlights that our tree textures are
 rather small, so our trees look quite blocky.

Stuart,

I created new textures for tropical trees a while ago, and I intend to improve
central European tree textures in the near future. Thorsten suggested [1]
separating foilage and trunk; is this what you have in mind?
I'm just waiting for the right weather to take pictures of the trunks -- and
then of course, for the trees become green again -- but then I can provide hi-
res tree textures.

Tom

[1]
http://www.flightgear.org/forums/viewtopic.php?f=5t=19265sid=d60eca7e515a1fcd8f7a8e881aba1a3cstart=15#p179241



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Re: [Flightgear-devel] Window glass reflection effects

2012-03-15 Thread Tuomas Kuosmanen
I totally agree with your reasoning. The reflections might look cool, but
they generally just get in the way of flying the airplane. Same with
instrument glass reflections. Optional would be fine.


I have flown with some dirty and scratched windshields, and can verify what
Torsten says about brain adapting and masking out the stuff so that you
don't notice it in practice when you focus on other tasks in the cockpit.


//Tuomas

On 10.3.2012 11:41 Renk Thorsten wrote:
I have a request to aircraft developers.

I was trying the DR400 yesterday, and I liked the plane as such quite well
- but the canopy glass effect spoiled all my fun. The reflection effects
are just way too strong. I have a similar problem with the cockpit windows
of the CRJ700 which also dull the colors of the environment rather strongly.

I would ask that such effects are implemented optionally. I would like to
get the direct view outside without any glass effect. I was seriously
tempted to open ac3d and simply remove the offending window...

The reason for this has to do with perception: Glass may be dirty and have
lots of reflections, but we don't actually 'see' that. When looking through
a window, the eyes are focused for distance, whereas the glass stains and
reflections are near, so they create blurred images on the retina with
different depth information (i.e. different apparent locations in both
eyes). As a result, unless the window is very dirty, the visual processing
in the brain removes dirt and reflections very efficiently - in essence we
are able to look 'through' the dirt.

Now, when a realistic amount of dirt and reflections is rendered in front
of the outside scene on a flat screen, the brain lacks the depth
information and the eyes always focus on the screen, and  as a result
perception can not do this trick. So a seemingly realistic amount of
reflection on-screen end up simulating a very dirty and distorting glass
which I would never fly with in the first place - I'd clean my cockpit
window before takeoff.

So if implemented at all, I think the effect has to be very subtle, and in
my opinion only a minority of planes get this 'right'. Thus, please
consider it good practice to allow people to clean their windows and switch
all glass effects off.

Thanks,

* Thorsten
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Re: [Flightgear-devel] Projection system question

2012-02-15 Thread tuomas . kuosmanen
Hi.

Two things: First, keep us posted of your progress :) I am also working on 
simulator stuff at our aviation club, so this kind of stuff is interesting to 
follow.

Another thing that comes to my mind is a spherical door projection example I 
remember seeing on README.multiscreen (or it was one other file in the docs/ 
dir in flightgear sources) - Did you check that example out, did it not do what 
you needed? Unfortunately I am also just looking into all this, so I cannot be 
of more help, but I remember trying that one, and it warped the display to a 
circle and the perspective was all curved, so maybe it could be something 
useful?

Anyway, thanks for posting the link, that kind of setup looks very interesting, 
given it uses just one projector. Might work for us also..

/Tuomas


On 12.2.2012 22:59 Roy Caligan wrote:

Hi everyone,

I've been speaking with some of the folks on the FG forum about a problem I'm 
having, and I was recommended to contact this group for some possible help. I'm 
trying to build a sim using Paul Bourke's projection method. Simply put, you 
can achieve an immersive, 180+ degree field-of-view using a single projector, a 
hemispherical mirror, and any geometry screen your wish (it could be a dome, a 
cylinder, or walls and a ceiling). You can get more details in his papers:

http://paulbourke.net/papers/jmm/jmm.pdf

http://paulbourke.net/papers/cgat09b/

Paul was kind enough to share his code libraries with me that make this work. 
The problem, however, is that the code is written in C and uses the features of 
OpenGL, not OSG.  Here they are:

domelib.h: http://codepad.org/i2EaRFsz

domelib.c: http://codepad.org/42EVHWo4

I'm not a programmer, so I have no idea if upgrading the code to use C++ and 
OSG is difficult or not. I'm also not trying to replicate his process exactly. 
His method uses four different views to get a 180-degree field of view in all 
directions. When flying, horizontal field of view is much more important than 
vertical. I'd like to get a 210-degree horizontal field of view and about a 
118-degree vertical (that's a 16:9 image). This isn't just for home use, by the 
way. I plan on using this setup at a flight school here and seeing how well it 
works as a training aid.

Here's an experimental camera group I've developed to get the look I want 
(I'm not sure if it's useful for this discussion or not):

http://codepad.org/zGfzR79D

Any help or advice the community can give me will be greatly appreciated! Also, 
if I can help in some way, please let me know. As I said, I'm not a programmer, 
but I am a flight instructor and part-time aviation faculty. So if I can help 
with things like training, human factors, or simulator fidelity, I'll help as 
much as I can.

Finally, I know you folks are busy with the new build. If this is a bad time, I 
can ask again after the release date. Thanks in advance!

Roy


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Re: [Flightgear-devel] Projection system question

2012-02-15 Thread tuomas . kuosmanen
I intended to say Spherical *dome* projection example but my phone knew 
better and autocorrected..

/T


On 15.2.2012 15:35 tuomas.kuosma...@gmail.com wrote:

Hi.

Two things: First, keep us posted of your progress :) I am also working on 
simulator stuff at our aviation club, so this kind of stuff is interesting to 
follow.

Another thing that comes to my mind is a spherical door projection example I 
remember seeing on README.multiscreen (or it was one other file in the docs/ 
dir in flightgear sources) - Did you check that example out, did it not do what 
you needed? Unfortunately I am also just looking into all this, so I cannot be 
of more help, but I remember trying that one, and it warped the display to a 
circle and the perspective was all curved, so maybe it could be something 
useful?

Anyway, thanks for posting the link, that kind of setup looks very interesting, 
given it uses just one projector. Might work for us also..

/Tuomas


On 12.2.2012 22:59 Roy Caligan wrote:

Hi everyone,

I've been speaking with some of the folks on the FG forum about a problem I'm 
having, and I was recommended to contact this group for some possible help. I'm 
trying to build a sim using Paul Bourke's projection method. Simply put, you 
can achieve an immersive, 180+ degree field-of-view using a single projector, a 
hemispherical mirror, and any geometry screen your wish (it could be a dome, a 
cylinder, or walls and a ceiling). You can get more details in his papers:

http://paulbourke.net/papers/jmm/jmm.pdf

http://paulbourke.net/papers/cgat09b/

Paul was kind enough to share his code libraries with me that make this work. 
The problem, however, is that the code is written in C and uses the features of 
OpenGL, not OSG.  Here they are:

domelib.h: http://codepad.org/i2EaRFsz

domelib.c: http://codepad.org/42EVHWo4

I'm not a programmer, so I have no idea if upgrading the code to use C++ and 
OSG is difficult or not. I'm also not trying to replicate his process exactly. 
His method uses four different views to get a 180-degree field of view in all 
directions. When flying, horizontal field of view is much more important than 
vertical. I'd like to get a 210-degree horizontal field of view and about a 
118-degree vertical (that's a 16:9 image). This isn't just for home use, by the 
way. I plan on using this setup at a flight school here and seeing how well it 
works as a training aid.

Here's an experimental camera group I've developed to get the look I want 
(I'm not sure if it's useful for this discussion or not):

http://codepad.org/zGfzR79D

Any help or advice the community can give me will be greatly appreciated! Also, 
if I can help in some way, please let me know. As I said, I'm not a programmer, 
but I am a flight instructor and part-time aviation faculty. So if I can help 
with things like training, human factors, or simulator fidelity, I'll help as 
much as I can.

Finally, I know you folks are busy with the new build. If this is a bad time, I 
can ask again after the release date. Thanks in advance!

Roy




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Re: [Flightgear-devel] new Cessna Altimeter

2012-02-01 Thread Tuomas Kuosmanen
Hey.

Would this be helpful? http://gallery.tigert.com/gallery/gauges/aab?full=1
The photo was taken by me years ago and I can license it as GPL if you
want. Feel free to use it as a texture if you find it helpful.

Btw, we had QNH of 1055 hPa last week and the local aviation forum
discussions had one commenter check his altimeter which had a scale of 945
to 1050 hPa. How's the scale on yours?

//Tuomas

On 1 February 2012 22:12, Stephan Bourgeois stepha...@hotmail.com wrote:


 Hello everybody,

 I have been working on a new version of the Cessna Altimeter with the
 dual unit Kollsman window.

 This is to scale with the best photograph I have of such instrument.
 However I would like to play with the line thickness and the font to
 improve the legibility. Also, to match the line thickness on the VSI.

 I have put a few snapshots starting on

 https://picasaweb.google.com/lh/photo/VYcfa0LupUKCUSlxoK62wrtBKth8brfvXTX_6GVpOLg?feat=directlink

 The last picture of the album shows the artwork for the dual unit baro
 scale. I would appreciate if someone could check that I haven't made any
 mistake with the inHg / HPa conversion.

 Please send feedback as usual.
 Stephan.


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Re: [Flightgear-devel] new Cessna Altimeter

2012-02-01 Thread Tuomas Kuosmanen
Oops. Looks like my old gallery site is unreliable.

http://koti.kapsi.fi/tigert/altimeter.jpg

That's the same image, sorry for the bad url.

//T

On 1 February 2012 22:56, Tuomas Kuosmanen tuomas.kuosma...@gmail.comwrote:

 Hey.

 Would this be helpful? http://gallery.tigert.com/gallery/gauges/aab?full=1

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Re: [Flightgear-devel] new Cessna Altimeter

2012-02-01 Thread Tuomas Kuosmanen
Actually, heck. I have some more too, if someone finds them useful. These
were taken from a piper sales promo event at our airport in 2003 (time
flies... :-)) where they promoted the new piper Saratoga and Archer. They
are the new interior/panel style but pre-GarminG1000 age. So, kinda
recent steam gauges. These gauges are pretty generic anyway, so maybe they
are useful as generic gauge textures in fgfs..?

https://www.dropbox.com/gallery/2730444/1/fgfs?h=f79f9e

The gauges included are:
- artificial horizon
- altimeter
- vor gauge (garmin)
- VSI
- rpm gauge
- directional gyro
- turn / bank
- combo oil press / temp, fuel pressure
- fuel qty
- airspeed for Piper Archer
- gyro suction
- egt big gauge (strange variant :))
- clock
- ADF
- Piper Saratoga artificial horizon / hsi combo
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Re: [Flightgear-devel] new Altimeter for Cessna c172p

2012-01-05 Thread Tuomas Kuosmanen
Just a random thought: does (could) it have both hPa and InHg scale in the
baro window? Would be very practical. Those exist in real life, there sre
just two baro scale windows on opposite sides of the gauge face.


//Tuomas

-- 

On 4.1.2012 22:08 Stephan Bourgeois wrote:

Hello everybody,

I have a new Altimeter ready for the c172p cockpit. However, I have a few
questions regarding the panel illumination.

1. All the current instruments, except the AI (gyro) have illuminated
knobs. Should I keep this with any new instrument?

2. I have problems with materials that don't use a texture map. Even when
the light-control is off, standard AC3D materials seem tohave a white
illumination. The illumination turns orange as the light-control is turned
up. I was hoping to replace the grey texture map on knobs with a standard
AC3D material.

Has anyone else experienced such a problem?

In case my question is unclear. I'm referring to objects listed in
the  animation  typematerial/type  [...]emission [...]
 factor-prop/sim/model//material/instruments/factor/factor-prop
in the instrument .xml

Thank You,
Stephan


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Re: [Flightgear-devel] Simgear

2012-01-01 Thread Tuomas Kuosmanen
If I am understanding you correctly, you want to get access to various
variables within flightgear. Isn't the Property Tree via telnet or http
something that might work for you? Should be easy to access it from a web
service even. Or define a generic protocol, the wiki had an example how to
make it talk json or similar format you can parse and generate easily.


/T


-- 

On 1.1.2012 6:50 Pedro Morgan wrote:
I'm looking at part of FG in various scenarious..

So Can I propose we expand the scope to the simgear code..

The intention would be to make available all the maths within simgear..
for all other langs//

Geoff has got the perl..
I got some python..
there's some java  in openradar
and indeed I got some php...
but expand it to other langs as well

So we got constants and calcs so Indeed having them under one banner
would be good... for all of us.. a Starting Point.. no need to have to
fiture other stuff out.. its there use as required..

The way to do it I think would be to have the current scenarios...And then
have some externals.. in git///

MAIN PROBLEM.. is to create the stable code.. and its in there and safe and
tested..

But it will save a lot of frustration..

Main COSNTANTS =
defined ***
conversions ***

Define and Consolidation would be a good appraisal of FG system... imho
in all scopes


Need to find the distance to DME marker from x.y..

Maybe we need to focus on context.. and the dead reckoner more..

pete

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Re: [Flightgear-devel] Cessna 172p cockpit improvement

2011-12-20 Thread Tuomas Kuosmanen
On 14 December 2011 20:07, Gijs de Rooy gijsr...@hotmail.com wrote:

 A great source of dimensions is http://gallery.tigert.com/gallery/c172dim
 Note that this is a C172N (not P), but there doesn't seem to be much of a
 difference
 between the two models cockpitwise.


Yeah. That's our club's OH-CTL (which reached 15000 flight hours this
summer...) If you need more dimensions or maybe texture photos, I am more
than happy to take them for you, even edit them to fit a certain texture
rectangle, just let me know. I want to learn how to do modelling so this
would be interesting if I can help this way first..?


 Nor does it have photorealistic texturing...


This is easy to fix if desired :-) I could snap some pics on saturday and
lets see if those would be useful..?

//Tuomas
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[Flightgear-devel] Recent shader stuff vs 2.4

2011-12-12 Thread Tuomas Kuosmanen
Hello.


I was talking about this on irc before as well. I am testing stuff on an
older macbook running Ubuntu, and with fg 2.4 I could set the enable
shaders master switch in rendering options to off, and without 3d clouds I
got about 25fps, which was ok for testing panels and developing gauges etc.
Whenever I just checked the toggle to enable shaders, but all sub-options
off, my fps dropped to about 4.


The recent shader options revamp seems to put me in the 4 fps mode even
though I set everything to minimal. I wonder what changed there to hog the
GPU performance. Sure, it's an old and crappy i915, but the change is
pretty significant, and the options I am setting are basically minimal
eyecandy to get max fps. Anyone got a clue why this happens?


/Tuomas
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Re: [Flightgear-devel] Recent shader stuff vs 2.4

2011-12-12 Thread Tuomas Kuosmanen
On 12 December 2011 16:48, Gijs de Rooy gijsr...@hotmail.com wrote:
 could it be thre trees? They are now no-longer dependant of the
 Shader/Quality-vs-Performance setting...

This is another way to set FPS limit to about 2 ;-) But it was off
when I was testing.

 to push it today. But you can already test it via
 https://gitorious.org/fg/fgdata/merge_requests/124

Looks like you got time to commit it. My initial test proved to be
promising, this seems to have resolved at least most of the slowness.
For some reason I think the GPU just chokes if there is any shader
active. Now I get 20fps on a lucky day and simple scenery, so I think
the performance is where it was before. Goodness, and thanks!

//Tuomas

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Re: [Flightgear-devel] apt.dat update (lowercase names etc.)

2011-12-11 Thread Tuomas Kuosmanen
Sure, but it was his former homebase which he remembered by heart. I am not
saying they are not useful in an emergency, but as they are not official
airports, there is no guarantee the runway is even suitable for landing or
takeoff. Hence the question whether they should be part of the airport data
at all.


Of course it would be nice to have them in the scenery with white X-marks
on the runway..


//T


-- 

On 11.12.2011 2:46 James J. Brennan wrote:

  Sure they are marked in some charts as they might be useful in an
 emergency, but essentially they are not much different from a large
 parking lot or a wide road.

One came in pretty handy a few years ago when a guy ran out of gas.
Something about the glimly glider (sp?)


jj


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Re: [Flightgear-devel] apt.dat update (lowercase names etc.)

2011-12-10 Thread Tuomas Kuosmanen
NOTAM has usually a time of validity, so permanent/long term changes
usually end up as an AIP supplement which have a longer lifespan.


Closed runways have a big white X on both ends of the runway (I guess if it
is closed both ways? ;))


One more thought: Should completely closed airports be part of apt.dat at
all? They are no longer a part of the air transport system. There is no
guarantee at all that they are suitable for landing or takeoff. Sure they
are marked in some charts as they might be useful in an emergency, but
essentially they are not much different from a large parking lot or a wide
road.


//Tuomas


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On 10.12.2011 12:23 Erik Hofman wrote:
On Sat, 2011-12-10 at 11:14 +0100, HB-GRAL wrote:
 The airports marked as closed are closed at all, no service. And for
 temporary closed runways you will need NOTAM I think, or not?

I don't think NOTAMS are good enough for permanently closed runways.

Erik


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Re: [Flightgear-devel] apt.dat update (lowercase names etc.)

2011-12-09 Thread Tuomas Kuosmanen
Wouldn't it be useful to somehow flag the airport as
closed/restricted/whatever in the data, so that nav displays and gps/fms
units could show a different airfield symbol if desired for closed
airports? Does the data format support this?


FG could say (closed) in the end also based on the flag, if that were
possible, so the name field wouldnt need to contain the information.


//Tuomas

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On 10.12.2011 1:51 HB-GRAL wrote:
Am 08.12.11 13:36, schrieb HB-GRAL:

 Hi all


Hi again

About marking closed airports in apt.dat:

- marking the name with [X]  might be closer to charts I guess and most
airports marked as closed in apt.dat comes with the x
- removing x and marking with (closed) at end of name is possible in most
cases without having  40 chars, but this is some kind of new convention ?
- FAA marks closed airports with Cl

What do you prefer for the apt.dat names ?

Cheers, Yves

Attached: Log of running close option in script. Means: replacing names
with names from ourairports.com, marking with [X] where it is marked
closed in ourairports database.






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Re: [Flightgear-devel] Snow line based on METAR

2011-12-08 Thread Tuomas Kuosmanen
Hmm. As far as I know, METAR snow information only focuses on the
runway surface. Imagine a nice sunny day in late march, where the
runway is just dry asphalt, yet there can be lots of snow in the
ground. On the other hand, if the runway surface has snow, we can
pretty safely assume it exists on the landscape as well. But missing
snowtam does not mean there is no snow in the landscape..!

//Tuomas

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Re: [Flightgear-devel] turbine inlet temperature in the seneca (TIT)

2011-12-08 Thread Tuomas Kuosmanen
Ok, I made a pretty gross hack for now, and used EGT but made the
gauge show 100°F higher :-P

On the other hand, since I am making a custom panel for the senecaII
anyway, I could just make the gauges EGT for now, as they serve more
or less the same purpose in engine management anyway.

Torsten, you seem to be the maintainer for the SenecaII, would you be
interested in including the gauges in the seneca at some point? Could
make another nice fullscreen minipanel, since the small engine gauge
cluster fits nicely in a monitor with the basic sixpack..
https://gitorious.org/fgfs-ftd-mik/mik-ftd/blobs/master/OH-TWN/Panels/screenshot.jpg

If yes, how would we proceed? And if yes, should they go in
Aircraft/Instruments/ or into the SenecaII folder?

I could also do some textures for the Seneca instrument panel, if that
is a welcome idea? I have some panel photos I took a while ago that
could be useful there..

//Tuomas

On 6 December 2011 22:37, Ron Jensen w...@jentronics.com wrote:
 On Tuesday 06 December 2011 07:39:48 Torsten Dreyer wrote:
 t.

 Ron Jensen is the master of the JSBSim piston engine code. IIRC he has
 the supercharger model on his backlog, maybe TIT will be part of his
 solution..

 The current supercharger code is old, and strictly RPM based, and I don't have
 a good solution.

 The EGT calculations changed slightly in the last (2.5) release, and will
 change again (already in git) in the next release, so they may be more
 accurate to use as a base for TIT.

 As I understand it, TIT is exhaust gas temperature measured before the turbo
 and EGT is exhaust gas temperature measured after the turbo, so TIT will be
 higher than EGT. The temperature difference should be somewhat proportional
 to the boost ratio. The more boost being produced, the higher the
 back-pressure in the turbine impeller, and higher pressure implies higher
 temperature.

 Ron

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Re: [Flightgear-devel] turbine inlet temperature in the seneca (TIT)

2011-12-06 Thread Tuomas Kuosmanen
On 6 December 2011 11:07, Gary Neely grne...@gmail.com wrote:
 I can say for certain that YASim does not model TIT, and I believe
 JSBsim doesn't either, though there seems to be a stub for TIT
 modeling which may be where that property comes from. Someone please
 correct me if I'm wrong about JSBsim and TIT. A developer may have
 written custom code to model turbine inlet temp for a specific model,
 but I'm not aware of any examples.

Yeah, maybe one could do this with nasal, some educated guesswork
etc.. As long as everything is working normally, it should follow
other engine parameters and ambient air properties, I guess.

 I'm currently working on a project that aims to handle multi-cylinder
 temperature reporting and yield results good enough to at least teach
 the concepts of best power/best economy and LOP operations.
 Unfortunately my effort doesn't yet model turbocharged engines.

That is important stuff too, would be useful for me also. Actually it
would be nice to have something like the EDM-800 gauge
(http://www.jpinstruments.com/edm_800.html) to show the values.
Unfortunately my skills with fg / nasal / programming are not very
high, as I am more of a designer, but let me know if I can help with
graphics. I am better with that stuff. :)

 Since you're using the JSBsim-based Seneca II, you might want to
 consider working with JSBsim to add the necessary modeling for TIT, if
 it doesn't already exist. You might try posting on the JSBsim forum on
 this topic, as someone may already be developing this.

Good point.

//Tuomas

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[Flightgear-devel] turbine inlet temperature in the seneca (TIT)

2011-12-05 Thread Tuomas Kuosmanen
Hello.

I am working on some XML 2D gauges for our aviation club flight
training device. We have a twin engine trainer I built over the years
which runs on top of MS Flight Simulator, and I am making a flightgear
setup for it to have a platform that stays alive :-)

The SenecaII looks like the best choice for FDM, and I started to
model some gauges in the SenecaV style (as our trainer has the two
columns of small engine gauges on the right -panel cutout in place).
However, SenecaV new style engine cluster has a turbine inlet
temperature gauge (TIT).

Does FG model this value? The property tree seems to have a tit
property but it seems to be empty no matter if engines run or not.

Does anyone have a clue on how to do this? Or should this be done
somehow via nasal / other assumptions based on manifold pressure and
environment etc..? Or should the TIT value show something?

Best wishes,

//Tuomas

(the work in progress is here for now: https://gitorious.org/fgfs-ftd-mik )

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[Flightgear-devel] Fgpanel and ubuntu 11.10 build linking failed on libz, solved.

2011-10-24 Thread tuomas . kuosmanen
Hi folks, and a quick hello, myself being new to this list. :)

Here's just a quick note when compiling from git on ubuntu 11.10, I had to add 
SIMGEAR_LIBRARIES to the linking section on utils/fgpanel CMakeLists.txt, it 
would fail on missing symbols on libz otherwise.

After this fgpanel (and the whole flightgear) built fine. Now, I am not very 
familiar with cmake, but I just compared fgpanel files with fgadmin and this 
was the first difference I noticed (as fgadmin built ok).

//Tuomas
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