Re: [Flightgear-devel] Solid MP Models
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 -- Come build with us! The BlackBerryreg; Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9#45;12, 2009. Register now#33; http://p.sf.net/sfu/devconf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Come build with us! The BlackBerryreg; Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9#45;12, 2009. Register now#33; http://p.sf.net/sfu/devconf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Come build with us! The BlackBerryreg; Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9#45;12, 2009. Register now#33; http://p.sf.net/sfu/devconf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Come build with us! The BlackBerryreg; Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9#45;12, 2009. Register now#33; http://p.sf.net/sfu/devconf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Come build with us! The BlackBerryreg; Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9#45;12, 2009. Register now#33; http://p.sf.net/sfu/devconf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Come build with us! The BlackBerryreg; Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9#45;12, 2009. Register now#33; http://p.sf.net/sfu/devconf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Come build with us! The BlackBerryreg; Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9#45;12, 2009. Register now#33; http://p.sf.net/sfu/devconf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Be Kind. Remember, everyone is fighting a hard battle. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Be Kind. Remember, everyone is fighting a hard battle. -- Be Kind. Remember, everyone is fighting a hard battle. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 :) -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 _ 25GB gratis online harde schijf http://skydrive.live.com-- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Detlef Faber http://www.sol2500.net/flightgear -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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 -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. ScarletDME - The red hot Data Management Environment A Multi-Value database for the masses, not the classes. http://www.scarletdme.org - Get it _today_! -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Solid MP Models
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. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. ScarletDME - The red hot Data Management Environment A Multi-Value database for the masses, not the classes. http://www.scarletdme.org - Get it _today_! -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel