Re: [Flightgear-devel] Solid MP Models

2009-10-05 Thread Durk Talsma
Hi Mathias,

On Saturday 26 September 2009 03:08:52 pm Mathias Fröhlich wrote:
 Hi,

 On Thursday 17 September 2009 17:58:47 Durk Talsma wrote:
  with no or insufficient parking. Each successive call to
  getGroundElevation would put the lowest aircraft on top of the other, and
  slowly the
   pairs/triplets/whatever would climb up in the air.

 Ok, that pretty much matches my expectations of the behavior of the code.
 Each aircraft does not see itself, but any other aircraft.
 Hmm, ok.
 Durk, any chance to fix that problem at its root - that is have only one
 aircraft at one point or do we need anything that works around that
 problem?

Let me think a little about this. The only way to really prevent this would be 
to ensure that aircraft would never get on top of each other, but for airports 
without a ground network that would be rather tricky, and for airports with 
insufficient capacity, the same holds. 

Cheers,
Durk

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Re: [Flightgear-devel] Solid MP Models

2009-09-26 Thread Mathias Fröhlich

Hi,

On Thursday 17 September 2009 17:58:47 Durk Talsma wrote:
 Just to add two cents: I've seen more or less similar behavior in recent
 versions of FlightGear, but only in cases where two or more AIAircraft got
  on top of each other for one reason or the other (i.e. at airports with no
  or insufficient parking. Each successive call to getGroundElevation would
  put the lowest aircraft on top of the other, and slowly the
  pairs/triplets/whatever would climb up in the air.
 
 Interestingly, a recent update to the heading calculation library functions
 inadvertently broke the distance keeping code, and made aircraft
  deliberately taxi on top of each other. Combined with the ground elevation
  problem, this gave some pretty spaced out visuals ... :-) The distance
  keeping code is fixed now, except for a (hopefully) minor problem with the
  distance to user controlled aircraft, which is still on my TODO list.
 
 IIRC, I ran flightgear with the EHAM scenery last week, and didn't notice
 anything unusual. Unfortunately, I'm extremely busy right now, so I can't
  be of much help at the moment, but I might have a look at EHAM as well as
  EGNM, just to see whether I can replicate the problem.

Ok, that pretty much matches my expectations of the behavior of the code. Each 
aircraft does not see itself, but any other aircraft.
Hmm, ok.
Durk, any chance to fix that problem at its root - that is have only one 
aircraft at one point or do we need anything that works around that problem?

Greetings

Mathias

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Re: [Flightgear-devel] Solid MP Models

2009-09-17 Thread Vivian Meazza
Mathias wrote

 
 On Wednesday 16 September 2009 15:45:47 Vivian Meazza wrote:
  During some testing last night I noticed AIAircraft on the ground rising
  straight up and going out of sight. I assume that this is the same bug I
  had to deal with in AIGroundVehicles - the ground detection method is
  finding the AIAircraft and not the ground.
 
  The solution is simple - disable HOT for all AIAircraft. But that
 defeats
  the desire to have them solid AND a lot of work is required to add that
 to
  all the .xml files.
 
  I'm sure Mathias can come up with a more elegant solution
 I hoped that this already works.
 The generic osg based scenery lookup functions gained an argument to skip
 hits
 where the own AIModel's scenery root node appears in the path.
 If this does not yet work, pleas help me to find a testcase to make that
 finally
 work.
 

Doesn't seem to work. I have updated osg to head. If you set this:

traffic-manager
 enabled type=booltrue/enabled
 instantaneous-action type=boolfalse/instantaneous-action
 use-custom-scenery-data type=boolfalse/use-custom-scenery-data
 proportion0.2/proportion
  /traffic-manager

in your preferences.xml file

--airport=EGNM, then you will see an AIAircraft (B737 in Easyjet livery)
rise vertically off the ground and eventually disappear.

The relevant code seems (Durk's) seems to be:

AIAircraft line # 416

if (getGroundElevationM(SGGeod::fromGeodM(pos, 2), alt, 0))
tgt_altitude_ft = alt * SG_METER_TO_FEET;

HTH


Vivian

 



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Re: [Flightgear-devel] Solid MP Models

2009-09-17 Thread Durk Talsma
On Thursday 17 September 2009 10:15:02 am Vivian Meazza wrote:


 --airport=EGNM, then you will see an AIAircraft (B737 in Easyjet livery)
 rise vertically off the ground and eventually disappear.

 The relevant code seems (Durk's) seems to be:

 AIAircraft line # 416

 if (getGroundElevationM(SGGeod::fromGeodM(pos, 2), alt, 0))
 tgt_altitude_ft = alt * SG_METER_TO_FEET;


Just to add two cents: I've seen more or less similar behavior in recent 
versions of FlightGear, but only in cases where two or more AIAircraft got on 
top of each other for one reason or the other (i.e. at airports with no or 
insufficient parking. Each successive call to getGroundElevation would put the 
lowest aircraft on top of the other, and slowly the pairs/triplets/whatever 
would climb up in the air. 

Interestingly, a recent update to the heading calculation library functions 
inadvertently broke the distance keeping code, and made aircraft deliberately 
taxi on top of each other. Combined with the ground elevation problem, this 
gave some pretty spaced out visuals ... :-) The distance keeping code is fixed 
now, except for a (hopefully) minor problem with the distance to user 
controlled aircraft, which is still on my TODO list. 

IIRC, I ran flightgear with the EHAM scenery last week, and didn't notice 
anything unusual. Unfortunately, I'm extremely busy right now, so I can't be 
of much help at the moment, but I might have a look at EHAM as well as EGNM, 
just to see whether I can replicate the problem.

Cheers,
Durk

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Re: [Flightgear-devel] Solid MP Models

2009-09-16 Thread Vivian Meazza
Ron wrote

 
 On Thu, 2009-09-10 at 19:45 +0200, Mathias Fröhlich wrote:
  Hi,
 
  On Sunday 06 September 2009 21:42:36 Ron Jensen wrote:
   Sometime recently MP Models silently became solid.  IMHO, this is a
   horrid state.  Aircraft now crash when new aircraft appear at the
 same
   spawn site.
  
   To say I am upset about this feature is an understatement.  I feel I
   am no longer able to use the public multi-player servers.
 
  I think that in general you should not be able to just fly through other
  aircraft. You cannot do so in real life.
  But for the multiplayer case I see that we either need a much more
 complex
  logic to startup at positions where no other participant is. Which is
  something I do not want today evening. Thinking about race conditions
 ...
  Or we just disable collisions for the MP aircraft. The AI ones should
 stay I
  think. I believe that Durk makes sure that the AI Aircraft will wait if
 the
  simulated aircraft is somewhere around.
 
  I have disabled the MP Aircrafts collisions with the rest of the world.
 
  Greetings
 
  Mathias
 
 Thank you Mathias.
 
 The issue isn't realism it is the UN-realism of random aircraft
 spawning in random places, non-pilots flying on MP and not following
 rules or even not always doing sensical things, no equivalent of the FAA
 pulling licenses for failure to follow rules, no controllers controlling
 the airspace.
 
 Not starting on KSFO 28R isn't an operable option either.  I got
 squashed at KNUQ the other day, right as I started my take-off run a
 heavy spawned on top of me.
 


During some testing last night I noticed AIAircraft on the ground rising
straight up and going out of sight. I assume that this is the same bug I had
to deal with in AIGroundVehicles - the ground detection method is finding
the AIAircraft and not the ground. 

The solution is simple - disable HOT for all AIAircraft. But that defeats
the desire to have them solid AND a lot of work is required to add that to
all the .xml files.

I'm sure Mathias can come up with a more elegant solution


Vivian



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Re: [Flightgear-devel] Solid MP Models

2009-09-16 Thread Mathias Fröhlich

Hi,

On Wednesday 16 September 2009 15:45:47 Vivian Meazza wrote:
 During some testing last night I noticed AIAircraft on the ground rising
 straight up and going out of sight. I assume that this is the same bug I
 had to deal with in AIGroundVehicles - the ground detection method is
 finding the AIAircraft and not the ground.

 The solution is simple - disable HOT for all AIAircraft. But that defeats
 the desire to have them solid AND a lot of work is required to add that to
 all the .xml files.

 I'm sure Mathias can come up with a more elegant solution
I hoped that this already works.
The generic osg based scenery lookup functions gained an argument to skip hits 
where the own AIModel's scenery root node appears in the path.
If this does not yet work, pleas help me to find a testcase to make that 
finally 
work.

Greetings

Mathias

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Re: [Flightgear-devel] Solid MP Models

2009-09-16 Thread Vivian Meazza
Mathias wrote:

 Hi,
 
 On Wednesday 16 September 2009 15:45:47 Vivian Meazza wrote:
  During some testing last night I noticed AIAircraft on the ground rising
  straight up and going out of sight. I assume that this is the same bug I
  had to deal with in AIGroundVehicles - the ground detection method is
  finding the AIAircraft and not the ground.
 
  The solution is simple - disable HOT for all AIAircraft. But that
 defeats
  the desire to have them solid AND a lot of work is required to add that
 to
  all the .xml files.
 
  I'm sure Mathias can come up with a more elegant solution
 I hoped that this already works.
 The generic osg based scenery lookup functions gained an argument to skip
 hits
 where the own AIModel's scenery root node appears in the path.
 If this does not yet work, pleas help me to find a testcase to make that
 finally
 work.
 

It doesn't work right out of the box AFAIKS. I think I need a bit more help
on this one.

Do I need to set a value somewhere?

Vivian



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Re: [Flightgear-devel] Solid MP Models

2009-09-10 Thread Mathias Fröhlich

Hi,

On Sunday 06 September 2009 21:42:36 Ron Jensen wrote:
 Sometime recently MP Models silently became solid.  IMHO, this is a
 horrid state.  Aircraft now crash when new aircraft appear at the same
 spawn site.

 To say I am upset about this feature is an understatement.  I feel I
 am no longer able to use the public multi-player servers.

I think that in general you should not be able to just fly through other 
aircraft. You cannot do so in real life.
But for the multiplayer case I see that we either need a much more complex 
logic to startup at positions where no other participant is. Which is 
something I do not want today evening. Thinking about race conditions ...
Or we just disable collisions for the MP aircraft. The AI ones should stay I 
think. I believe that Durk makes sure that the AI Aircraft will wait if the 
simulated aircraft is somewhere around.

I have disabled the MP Aircrafts collisions with the rest of the world.

Greetings

Mathias

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Re: [Flightgear-devel] Solid MP Models

2009-09-10 Thread Nicolas Quijano
Rest of the world ? That's not good if you mean it literally : no more
carrier landings, no more field landings, no more landing on building
tops... Surely, you don't mean the rest of the world, do you ?
Instead of enabling/disabling it in code, why the resistance at giving us a
property to turn it on or off ? That would be the best of both world and
doesn't requite the end user to tinker with code, which shouldn't be
necessary to lever the power of FGFS.

I was going to write today as to where this was in code, so I could at least
configure it for myself.
Thanks in advance for pointing me in the right direction,
Cheers,
Nic

2009/9/10 Mathias Fröhlich mathias.froehl...@gmx.net


 Hi,

 On Sunday 06 September 2009 21:42:36 Ron Jensen wrote:
  Sometime recently MP Models silently became solid.  IMHO, this is a
  horrid state.  Aircraft now crash when new aircraft appear at the same
  spawn site.
 
  To say I am upset about this feature is an understatement.  I feel I
  am no longer able to use the public multi-player servers.

 I think that in general you should not be able to just fly through other
 aircraft. You cannot do so in real life.
 But for the multiplayer case I see that we either need a much more complex
 logic to startup at positions where no other participant is. Which is
 something I do not want today evening. Thinking about race conditions ...
 Or we just disable collisions for the MP aircraft. The AI ones should stay
 I
 think. I believe that Durk makes sure that the AI Aircraft will wait if the
 simulated aircraft is somewhere around.

 I have disabled the MP Aircrafts collisions with the rest of the world.

 Greetings

 Mathias


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Re: [Flightgear-devel] Solid MP Models

2009-09-10 Thread Nicolas Quijano
Never mind, found the actual codeline, where the mask is set.
Cheers,
Nic

On Thu, Sep 10, 2009 at 2:13 PM, Nicolas Quijano nquij...@gmail.com wrote:

 Rest of the world ? That's not good if you mean it literally : no more
 carrier landings, no more field landings, no more landing on building
 tops... Surely, you don't mean the rest of the world, do you ?
 Instead of enabling/disabling it in code, why the resistance at giving us a
 property to turn it on or off ? That would be the best of both world and
 doesn't requite the end user to tinker with code, which shouldn't be
 necessary to lever the power of FGFS.

 I was going to write today as to where this was in code, so I could at
 least configure it for myself.
 Thanks in advance for pointing me in the right direction,
 Cheers,
 Nic

 2009/9/10 Mathias Fröhlich mathias.froehl...@gmx.net


 Hi,

 On Sunday 06 September 2009 21:42:36 Ron Jensen wrote:
  Sometime recently MP Models silently became solid.  IMHO, this is a
  horrid state.  Aircraft now crash when new aircraft appear at the same
  spawn site.
 
  To say I am upset about this feature is an understatement.  I feel I
  am no longer able to use the public multi-player servers.

 I think that in general you should not be able to just fly through other
 aircraft. You cannot do so in real life.
 But for the multiplayer case I see that we either need a much more complex
 logic to startup at positions where no other participant is. Which is
 something I do not want today evening. Thinking about race conditions ...
 Or we just disable collisions for the MP aircraft. The AI ones should stay
 I
 think. I believe that Durk makes sure that the AI Aircraft will wait if
 the
 simulated aircraft is somewhere around.

 I have disabled the MP Aircrafts collisions with the rest of the world.

 Greetings

 Mathias


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Re: [Flightgear-devel] Solid MP Models

2009-09-10 Thread Heiko Schulz
Hmmm...

For a short time this might be helping but
 

I have disabled the MP Aircrafts collisions with the rest of the world.

... but we also have a lot of AI aircrafts around and they don't announce there 
incoming. That makes it very realistic and a lot of fun, then now you really 
have to watch out and look for other aircrafts! Like in real world!

I vote also for possibility to tun on/ off AI/ MP collision- that would be a 
very neat feature!
Regards
HHS

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Re: [Flightgear-devel] Solid MP Models

2009-09-10 Thread George Patterson
On Fri, Sep 11, 2009 at 6:21 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
 Hmmm...

 For a short time this might be helping but


I have disabled the MP Aircrafts collisions with the rest of the world.

 ... but we also have a lot of AI aircrafts around and they don't announce 
 there incoming. That makes it very realistic and a lot of fun, then now you 
 really have to watch out and look for other aircrafts! Like in real world!

 I vote also for possibility to tun on/ off AI/ MP collision- that would be a 
 very neat feature!
 Regards
 HHS


Seconded!

The problem is though you might be wanting to avoid other aircraft.
Some immature people (kids??) take a perverse pleasure in flying
through other peoples planes. It's another reason why I rather fly
near KSFO. I'm not sure if aircraft to aircraft collision detection is
good idea on open servers when there are no consequence to the
perpetrator.


George

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Re: [Flightgear-devel] Solid MP Models

2009-09-10 Thread AC001
Just a thought. The glide slope tunnel appears on 28R. So I set my 
startup to be 28L.

pete

George Patterson wrote:
 On Fri, Sep 11, 2009 at 6:21 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
   
 Hmmm...

 For a short time this might be helping but


 
 I have disabled the MP Aircrafts collisions with the rest of the world.
   
 ... but we also have a lot of AI aircrafts around and they don't announce 
 there incoming. That makes it very realistic and a lot of fun, then now you 
 really have to watch out and look for other aircrafts! Like in real world!

 I vote also for possibility to tun on/ off AI/ MP collision- that would be a 
 very neat feature!
 Regards
 HHS

 

 Seconded!

 The problem is though you might be wanting to avoid other aircraft.
 Some immature people (kids??) take a perverse pleasure in flying
 through other peoples planes. It's another reason why I rather fly
 near KSFO. I'm not sure if aircraft to aircraft collision detection is
 good idea on open servers when there are no consequence to the
 perpetrator.


 George

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Re: [Flightgear-devel] Solid MP Models

2009-09-10 Thread AC001
AC001 wrote:
 Just a thought. The glide slope tunnel appears on 28R. So I set my 
 startup to be 28L.

 pete
   
Oops forgot the link to this wiki page.
http://wiki.flightgear.org/index.php/San_Francisco_International_Airport

 George Patterson wrote:
   
 On Fri, Sep 11, 2009 at 6:21 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
   
 
 Hmmm...

 For a short time this might be helping but


 
   
 I have disabled the MP Aircrafts collisions with the rest of the world.
   
 
 ... but we also have a lot of AI aircrafts around and they don't announce 
 there incoming. That makes it very realistic and a lot of fun, then now you 
 really have to watch out and look for other aircrafts! Like in real world!

 I vote also for possibility to tun on/ off AI/ MP collision- that would be 
 a very neat feature!
 Regards
 HHS

 
   
 Seconded!

 The problem is though you might be wanting to avoid other aircraft.
 Some immature people (kids??) take a perverse pleasure in flying
 through other peoples planes. It's another reason why I rather fly
 near KSFO. I'm not sure if aircraft to aircraft collision detection is
 good idea on open servers when there are no consequence to the
 perpetrator.


 George

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Re: [Flightgear-devel] Solid MP Models

2009-09-10 Thread Ron Jensen
On Thu, 2009-09-10 at 19:45 +0200, Mathias Fröhlich wrote:
 Hi,
 
 On Sunday 06 September 2009 21:42:36 Ron Jensen wrote:
  Sometime recently MP Models silently became solid.  IMHO, this is a
  horrid state.  Aircraft now crash when new aircraft appear at the same
  spawn site.
 
  To say I am upset about this feature is an understatement.  I feel I
  am no longer able to use the public multi-player servers.
 
 I think that in general you should not be able to just fly through other 
 aircraft. You cannot do so in real life.
 But for the multiplayer case I see that we either need a much more complex 
 logic to startup at positions where no other participant is. Which is 
 something I do not want today evening. Thinking about race conditions ...
 Or we just disable collisions for the MP aircraft. The AI ones should stay I 
 think. I believe that Durk makes sure that the AI Aircraft will wait if the 
 simulated aircraft is somewhere around.
 
 I have disabled the MP Aircrafts collisions with the rest of the world.
 
 Greetings
 
 Mathias

Thank you Mathias.

The issue isn't realism it is the UN-realism of random aircraft
spawning in random places, non-pilots flying on MP and not following
rules or even not always doing sensical things, no equivalent of the FAA
pulling licenses for failure to follow rules, no controllers controlling
the airspace.

Not starting on KSFO 28R isn't an operable option either.  I got
squashed at KNUQ the other day, right as I started my take-off run a
heavy spawned on top of me.

Thanks again,

Ron




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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread Heiko Schulz


 Hi,
I can remember that a whole long time ago it already happened again...
It was wished feature though there was the problem that noone could use  it 
because they always chrashed because starting at the same spot.
And the wish came up to have parking spots on the airports...
Now we have them- why not keep this feature ( as we want to make things right!) 
But we have to extend it: how to make it switchable (if possible) ?
So the user can choose if he wants to have them solid or not.
One problem though I found with this new state: the ground objects (buildings) 
aren't really solid anymore
The plane surfaces yes, the walls not
Regards
HHSstill in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html



- Ursprüngliche Mail 
Von: Ron Jensen w...@jentronics.com
An: FlightGear Dev flightgear-devel@lists.sourceforge.net
Gesendet: Sonntag, den 6. September 2009, 21:42:36 Uhr
Betreff: [Flightgear-devel] Solid MP Models

Sometime recently MP Models silently became solid.  IMHO, this is a
horrid state.  Aircraft now crash when new aircraft appear at the same
spawn site..

To say I am upset about this feature is an understatement.  I feel I
am no longer able to use the public multi-player servers.

Ron


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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread syd adams
Just tried at KSFO , hadn't noticed it before ...

http://imagebin.org/62739

http://imagebin.org/62740

It would be nice to keep this , if startup wasnt a problem :)
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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread Gijs de Rooy

Hey,

 

 Ron Jensen wrote:

 Aircraft now crash when new aircraft appear at the same
 spawn site.

 

Isn't that what happens in RL too? :)

 

Maybey this will finaly force new users to spawn from parking spots? It will 
make ATCing a lot easier 

and more intersting, guiding aircraft to the runways instead of only giving 
people clearence for takeoff 

when they ask. It would also prevent occupied runways on approach.

 

I do agree that it is really ignoring to see your plane crash because someone 
spawned on you. Would a

time switch help with that? Eg. MP-Colission gets active after 30 seconds or 
so. So you got some time

to move your aircraft to a free space...

 

Regards,

Gijs

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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread willie
Ron Jensen wrote:
 Sometime recently MP Models silently became solid.  IMHO, this is a
 horrid state.  Aircraft now crash when new aircraft appear at the same
 spawn site.
 
 To say I am upset about this feature is an understatement.  I feel I
 am no longer able to use the public multi-player servers.
 
 Ron

Just put --runway=28L in your .fgfsrc or on the command line if you want
to join in the MP madn^H^H^Hgoodness at KSFO.

But you are right, before there is talk of a further release we need to
either randomise the starting runway or parking position. At busy times
I have had to try up to a dozen times before respawning at KSFO.

Again this comes back to the game vs sim conumdrum. In the long long
run, I can see the project forking over this but that's for another
discussion..





Best Regards
Willie

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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread Detlef Faber
Am Sonntag, den 06.09.2009, 19:53 + schrieb Heiko Schulz:
 
  Hi,
 I can remember that a whole long time ago it already happened again...
 It was wished feature though there was the problem that noone could use  it 
 because they always chrashed because starting at the same spot.
 And the wish came up to have parking spots on the airports...
 Now we have them- why not keep this feature ( as we want to make things 
 right!) 

I like the new solidness too. It gives some exciting possibilities. E.g
entering Multiplayer Aircraft with the Bluebird walker is now possible.
Maybe loading Vehicles into Aircraft is now possible too. Mooring
multiple boats or Seaplanes together without having them floating into
each other.
Finally camping at the Runway starting point will most likely upset any
ATC. This way people might begin to take care not to stand in the way.

 But we have to extend it: how to make it switchable (if possible) ?
 So the user can choose if he wants to have them solid or not.
 One problem though I found with this new state: the ground objects 
 (buildings) aren't really solid anymore
 The plane surfaces yes, the walls not

walls have never been solid (unfortunately), unless they are sloped


Greetings

 Regards
 HHSstill in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html
 
 
 
 - Ursprüngliche Mail 
 Von: Ron Jensen w...@jentronics.com
 An: FlightGear Dev flightgear-devel@lists.sourceforge.net
 Gesendet: Sonntag, den 6. September 2009, 21:42:36 Uhr
 Betreff: [Flightgear-devel] Solid MP Models
 
 Sometime recently MP Models silently became solid.  IMHO, this is a
 horrid state.  Aircraft now crash when new aircraft appear at the same
 spawn site..
 
 To say I am upset about this feature is an understatement.  I feel I
 am no longer able to use the public multi-player servers.
 
 Ron
 
 
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 Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day 
 trial. Simplify your report design, integration and deployment - and focus on 
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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread Ron Jensen
On Sun, 2009-09-06 at 21:12 +0100, willie wrote:
 Ron Jensen wrote:
  Sometime recently MP Models silently became solid.  IMHO, this is a
  horrid state.  Aircraft now crash when new aircraft appear at the same
  spawn site.
  
  To say I am upset about this feature is an understatement.  I feel I
  am no longer able to use the public multi-player servers.
  
  Ron
 
 Just put --runway=28L in your .fgfsrc or on the command line if you want
 to join in the MP madn^H^H^Hgoodness at KSFO.

Actually, I was at KNUQ the last time.

 But you are right, before there is talk of a further release we need to
 either randomise the starting runway or parking position. At busy times
 I have had to try up to a dozen times before respawning at KSFO.

As far as spawning at a parking spot, even if you did, you would end up
properly taxiing to the same end of runway spawn spot.

 Again this comes back to the game vs sim conumdrum. In the long long
 run, I can see the project forking over this but that's for another
 discussion..

And this is definitely a game feature...

Ron



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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread Gene Buckle
 Finally camping at the Runway starting point will most likely upset any
 ATC. This way people might begin to take care not to stand in the way.


You'll need something to combat that with people that do it on purpose. 
I would suggest extending Anders mute player function to not only ignore 
text from them, but not display or collide against their aircraft model.


g.

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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread Gary Neely
Collision detection is a desirable feature and and a separate issue
from player muting. I suggest collision be its own option defaulting
to off so as not to affect new participants just getting their start
as KSFO.

-Gary


On Sun, Sep 6, 2009 at 7:00 PM, Gene Bucklege...@deltasoft.com wrote:
 Finally camping at the Runway starting point will most likely upset any
 ATC. This way people might begin to take care not to stand in the way.


 You'll need something to combat that with people that do it on purpose.
 I would suggest extending Anders mute player function to not only ignore
 text from them, but not display or collide against their aircraft model.


 g.

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