Re: [Flightgear-users] Re: Will pedals help me fly better in real life?

2005-12-20 Thread Josh Babcock
Paul Johnson wrote:
 Vassilii Khachaturov wrote:
 
 
So, is the FG pedal support/sensitivity good enough on planes like the
c172p for a set of CH pedals to be a worthwhile investment?

Yes, although I find the response of the pedals a bit too sensitive;
also, the absense of the force feedback sucks. Still better than the
keyboard.
 
 
 Isn't stick and pedal sensitivity something that can be adjusted?  Seems
 like everything is adjustable, it's a matter of finding it.  Case in point,
 FlightGear thinks the range of travel on my Logitech stick is larger than
 it's range of motion, I hit 100% of movement in any particular direction
 only moving the stick two thirds to three quarters of the way...
 

Well, the sensitivity can be upped in the joystick driver, but if the
hardware doesn't have the precision to go with it, you will get an
increasing amount of noise in the signal. I think that most hardware is
made with the cheapest components available, so you would probably start
seeing this pretty quickly.

As to your situation, it sounds like your joystick is not calibrated
properly and you have actually lost quite a bit of sensitivity.

Josh

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Re: [Flightgear-users] Re: Modeling question - cockpit lighting

2005-12-20 Thread Josh Babcock
Melchior FRANZ wrote:
 * Melchior FRANZ -- Tuesday 20 December 2005 09:13:
 
* Josh Babcock -- Tuesday 20 December 2005 02:44:

Also, does anyone have any sort of tool that would dump the structure of
a branch of the scenegraph?

I have:   _branch-print()
 
 
 I should add that this takes three optional args. Verbose example:
 
   _branch-print(stderr, \t, 4);
 
 4 is very verbose (each vertex, uv coord, etc. is output). Default
 is 3. You just need to find a place to put this. You could write
 _branch-getParent(0)-print() in one of the animations. Or in the
 aircraft model loader. 
 
 m.
 
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Ahh, as usual you already have the answer.

Is there by any chance a Nasal binding? A small script that reads the
args from a property tree could be bound to a menu entry and that would
be quite nice.

Josh

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Re: [Flightgear-users] Re: Modeling question - cockpit lighting

2005-12-19 Thread Josh Babcock
Melchior FRANZ wrote:
 * Dave Culp -- Monday 19 December 2005 04:39:
 
This should lighten the face of the instrument when the lighting value is 
increased.  What I actually get is that *all* objects in that instrument get 
lighter, not just the face.
 
 
 The animation recipe looks good. I'm not sure what happens, but it
 must be one of those cases where different objects are forced
 together into one branch by some other animation. It looks as if
 both face and knob only have one common ssgSimpleState node.
 Check the animations and try splitting them, or assign a different
 material to both objects. Is this somewhere in CVS already to look at?
 
 m.
 
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It seems like the solution to this (common) problem is usually limited
to these two actions. When I make an animation with a long list of
objects though, it is very inconvenient to use either method. Would it
be sensible to have some sort of tag in an animation node that would
tell fg to not group the objects listed there and treat the xml block as
if there were an identical animation for each object?

Also, does anyone have any sort of tool that would dump the structure of
a branch of the scenegraph? It would be handy to see whether or not
objects share ssgSimpleState nodes, or how and when they get grouped
into branches.

Josh

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Re: [Flightgear-users] Helicopter Controls

2005-12-10 Thread Josh Babcock
dene maxwell wrote:
 I'm going to give a helicopter a try. I understand the physics of a
 helicopter, the rotor provides downward thrust and the speed and pitch
 of the rotor control the amount of thrust and because of the torque of
 the main rotor a tail rotor is needed. this gives the impresion there
 are alot of this to control.
 Iintuatively I'd say the joystick is used for direction control, the
 throttle is for engine speed.
 
 What controls pitch and tail rotor?
 
 A url to some basic flight instructions would be appreciated and/or
 keyboard mappings for the other important controls.
 
 Any recommendations on a nice forgiving model to try first time? :-)
 
 Dene
 
 _
 Discover fun and games at  @  http://xtramsn.co.nz/kids
 
 
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Well, the basic breakdown goes like this:

cyclic (joystick):  Controls the pitch of the rotor disk (not the
fuselage though) by changing the pitch of individual blades as they go
around. This changes how much lateral thrust there is and what direction
it is pointed in.

collective (throttle):  Controls the pitch of all the rotor blades, and
thus the amount of lift.

FADEC or throttle (located on the collective):  Controls engine power and
thus rotor RPM, which should remain constant while flying.

pedals: Control tail rotor/fenstron pitch or the air gates on systems
like NOTAR, and subsequently yaw.

The pitch of the aircraft is independent of all that in older systems
like teetering and hinged rotors, it just swings around down there
independent of the rotor disk. Here is an excellent demonstration:
http://tonyrogers.com/video/index.htm (second from the top)
I think the new semi-rigid rotors actually can pitch and roll the
aircraft directly. Rigid rotors are just a plain old dead end as far as
I know.

Helicopter aerodynamics are a lot more complicated than fixed wing, and
a lot different as well. The following two sites give a pretty good
intro. They are long reads, but worth it.

http://www.dynamicflight.com/aerodynamics/
http://www.cybercom.net/~copters/

Josh

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Re: [Flightgear-users] Helicopter Controls

2005-12-10 Thread Josh Babcock
Josh Babcock wrote:

 http://www.dynamicflight.com/aerodynamics/
 http://www.cybercom.net/~copters/
 

Umm, I take that second one back. It's been a while since I looked at it
:) Dynamicflight is definitely a good one though.

Josh

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Re: [Flightgear-users] Helicopter Controls

2005-12-10 Thread Josh Babcock
dene maxwell wrote:

 
 A few observations though; (in the Euro-copter)
 a) the throttle works in reverse (what would be flat out in a cessna is
 actually minimum in the Euro-copter) hence my almost landing in the
 middle of the harbour.

This is correct. In a helicopter, the collective is a horizontal lever
located to the left of the pilot's seat. By convention, pulling back on
a computer joystick throttle is equivalent to pulling up on a real
collective. This isn't too hard to get used to, though switching to a
tilt-rotor or vectored VTOL aircraft can be confusing, because in those
cases pushing the throttle forward is what gets you up in the air. Try
not to think of it as a throttle, think of it as a lever that makes the
rotor disk convert rotational energy into lift. If you ever autorotate
or fly something with a manual throttle (neither of which YASim supports
IIRC) that will help you manage your energy. As it is you don't really
have to worry about RPM, I don't think any of the fgfs helos are
underpowered enough that you can actually drop the RPM past the green zone.

 b) the FG dsocumentation is wrong regarding rudder. It's not 0  ,, 
 but0 and Enter on the numeric keypad.

I think this is an old error.

Josh

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Re: [Flightgear-users] Carrier Elevators

2005-12-07 Thread Josh Babcock
Gerard ROBIN wrote:
 Le mercredi 07 décembre 2005 à 23:17 +, AJ MacLeod a écrit :
 
On Wednesday 07 December 2005 22:56, Gerard ROBIN wrote:

Carrier elevators are  working perfectly (CVS update).
We only need to define a Key Binding
for toggle  property
 property/ai/models/controls/elevators/property
which key could be used ?

I think a menu might be an appropriate way to control that sort of thing.  I 
actually have a menu entry ready for it, but haven't actually got round to 
using it yet :-)

No reason not to have both, of course.

Cheers,

AJ

 
 Why, not ?
 Usually i prefer short keys.
 I only want to be sure it is acceptable regarding the Carrier project. 
 Cheers

Well, there are only 104 of them on my computer, and most of them are
quickly being sucked up by things that I actually use when flying. Not
that I don't like the idea of elevators on the carriers, but this is a
*flight* sim. I would go with AJ, and do both. That way curmudgeons like
me can remove the entry from keyboard.xml and still use the feature.

Josh

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Re: [Flightgear-users] AI Flight Plans for objects other than a/c

2005-12-05 Thread Josh Babcock
Jon Stockill wrote:
 dene maxwell wrote:
 
 I'm sure that the realism added by having it steam across the harbour
 and executing a 180 for the return trip will suffice. I'm more
 interested in flying than being capitain of a ferry :-)
 
 
 This thread got me thinking (dangerous I know). AFAICR we now have a
 function which can get terrain elevation for arbitrary points. Does this
 now make AI ground vehicles a possibility? Things like bird scaring
 trucks, runway controllers, airport shuttle trains.
 
 Jon
 
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I always thought freight trains would be a good addition for VFR.

Josh

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Re: [Flightgear-users] Flight Deck taxiing and launch

2005-11-26 Thread Josh Babcock
Vivian Meazza wrote:
 Mathias Fröhlich
 
 
On Freitag 25 November 2005 22:14, MPCEE French Bureau wrote:

Yep! It was the launch bar not attached. It is difficult to note when it

is

attached. As I am landing with the 'wires, I taxi to a catapult, but it

is

very much trial and error to know you are in a catchment area.

There is a little trick with mounting the launchbar.
It is *required* to have very few relative movement of the gear relative
to
the surface to establish that connection.
That is if you want to press L make sure that you are exactly above the
catapult, apply the brakes to make sure you dont move anymore and then
press
L. You will notice that the aircraft is pulled slightly into its nosegears
spring.
That compressed gearspring helps to keep the aircraft on the deck as long
as
the gear is attached to the cat. That produces a negative angle of attack.
When the launchbar is released, that compressed spring pushes the nose
into
the wind and helps getting a sufficient angle of attach suficiently fast.
That is how the launchbar systems on /modern/ aircraft (F14,F18,A4...)
typicaly work. The real life Seahawk has a slightly different mounting
scheme.
Looking forward to more models with the modelled modern scheme ...
:)

Well, my F-18 and the Crusader (I hope so, it is a great thing!) will
hopefully arrive at some time in flightgear ...

 
 
 Yes, I had to hack the launchbar a bit to make it work with the Seahawk and
 Seafire to model the catapult strop arrangements. (Phase2 - model the strop
 - perhaps :-0). It works particularly well with the Seafire. In addition to
 the launchbar tensioning, which can be seen as you mentioned, the ac doesn't
 move when you release the brakes, which is a good indication! 
 
 But I did rather wonder if we should show a brief legend in the manner of
 ATC messages to say that the launchbar was engaged.
 
 Vivian
 
 
 
 
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How about a little animated launch officer giving a hand signal? Hard to
animate, but extremely cool, especially if he salutes and does that I'm
launching your ass of the boat move. In fact, hitting the launch key
could just tell the system you want to launch instead of doing it, and
then after a pause, the dude salutes and sends you on your way. Of
course, the signals are probably different for every navy. I think I'm
getting into too much eye-candy here :p

Josh

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Re: [Flightgear-users] Re: carriers

2005-11-25 Thread Josh Babcock
Gerard ROBIN wrote:
 Le jeudi 24 novembre 2005 à 21:36 -0500, Josh Babcock a écrit :
 
Ampere K. Hardraade wrote:

On November 24, 2005 12:46 pm, MPCEE French Bureau wrote:


Hello Gerard:

You know, the favourite for all the historians is the Fairy Swordfish, or
commonly known as the Stringbag, carrying a Torpedo. As an afterthought,
maybe the torpedo could be interactive, and then I could attack the Charles
De Gaulle!

This is exactly the reason why there should be no weapon in FlightGear.

Ampere
 
 
Yeah, really. I mean, attacking a US carrier seems sporting enough, but
attacking those poor defenseless French sailors is just inhumane.

Josh

 
 Hello Josh,
 
 I am getting surprised to know that attacking a US carrier seems
 sporting,
 virtual or real are sometime the same.
 FG is not a war game that is for virtual. 
 In reality when the terrorists kill weeks after weeks US soldiers in
 Iraqi , you think it is sporting.
 I don't think so, i dislike to see these young men killed. 
 Sorry i don't share your point of view.
 And thanks for the compliments, because we have some sailors very
 popular, woman and man who demonstrate courage when competing on their
 sail boat  around the world. Sure they are defenseless against the
 tempest. Sure the sea is often inhumane (some of them are missing).
 
 Cheers
 
 

Sporting means fair, as in it's sporting fight someone while they are
standing, but it is not sporting to kick them when they are down. It's
just an obligatory French military joke. We are obliged by law to make
them here.

Actually, I think that the French military is pretty competant. They
just get a bad rap from typically getting into wars with slightly more
competant armies (England, Germany, NVA). And then there was that Grand
Armie thing that Napolean did. People always remember it when you start
a land war in Asia in winter.

Josh

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Re: [Flightgear-users] Flight Deck taxiing and launch

2005-11-25 Thread Josh Babcock
Gerard ROBIN wrote:
 Le vendredi 25 novembre 2005 à 18:39 +0100, MPCEE French Bureau a
 écrit :
 
Hello All:

On the flight deck with some power I find it difficult to turn with breaks
etc, what with the carrier's perpetual motion. Also, when launching from
catapult, full power, breaks off, presses 'C' and the Seahawk is thrusted at
full power - backwards!!! Any comments as to the catapult settings and what
to look for to rectify this?

Thanks in Advance

Martin

 
 Hello Martin,
 I hope you didn't forget to activate the LaunchBar   upper case L
 before 'C'   
 Sure it is not easy to taxi , and sometime the ground reaction is not
 right (probably to be fixed, in the source code).
 
 Cheers

I don't think you are ever supposed to taxi on a carrier deck, except
possible to get out of the landing area. They hag GSVs for that.

Josh

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Re: [Flightgear-users] Re: carriers

2005-11-24 Thread Josh Babcock
Gerard ROBIN wrote:
 Le jeudi 24 novembre 2005 à 20:15 +, Vivian Meazza a écrit :
 
Gerard

Le jeudi 24 novembre 2005 à 18:46 +0100, MPCEE French Bureau a écrit :

Hello Gerard:

You know, the favourite for all the historians is the Fairy Swordfish,

or commonly known as the Stringbag, carrying a Torpedo.


 As an afterthought, maybe the torpedo could be interactive, and then I

could attack the Charles De Gaulle!

I did not know, it is funny   :=)
We could worry if it was reality, because the royal french navy has had

^

many difficulties with that only one carrier, during making and after
making.  :=(

Robespierre would be disappointed :-)

Vivian  

 
 Yes the French Navy continue to be named la royale.  :=) 

Does that come with cheese?

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Re: [Flightgear-users] Re: carriers

2005-11-24 Thread Josh Babcock
Ampere K. Hardraade wrote:
 On November 24, 2005 12:46 pm, MPCEE French Bureau wrote:
 
Hello Gerard:

You know, the favourite for all the historians is the Fairy Swordfish, or
commonly known as the Stringbag, carrying a Torpedo. As an afterthought,
maybe the torpedo could be interactive, and then I could attack the Charles
De Gaulle!
 
 This is exactly the reason why there should be no weapon in FlightGear.
 
 Ampere
 
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Yeah, really. I mean, attacking a US carrier seems sporting enough, but
attacking those poor defenseless French sailors is just inhumane.

Josh

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Re: [Flightgear-users] Contrails

2005-11-15 Thread Josh Babcock
Dave Culp wrote:

 
 The problem with that is that you have to climb to about 3 feet to see 
 the 
 contrails.  This makes contrail development difficult.  It's much easier to 
 set the contrail level at 5000 feet or something, which is what I did with 
 the 737 while developing/demonstrating submodel-based contrails.
 

fgfs --alt=3 --vc=300

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Re: [Flightgear-users] always find your aircraft where you parked them last time

2005-11-15 Thread Josh Babcock
Melchior FRANZ wrote:
 You find it strange that you are put into a machine positioned on
 RWY28R? In your dhc2 water plane, or the bo105 helicopter? No more!
 
 Here's a small Nasal script that allows to save the parking position
 and overall state (parking brake, doors, beacons) on a per-aircraft
 basis. This encourages you to always leave the aircraft in a sane
 state on a sane place. Because next time you start fgfs with it,
 you'll have to deal with it!
 
 
 HOTWO
 =
 
 (1) download http://members.aon.at/mfranz/flightgear/state.nas  [2.8 kB]
 (2) set FG_HOME on top of the file to a writable directory
 (3) add key binding to your keyboard.xml (see top of script)
 
 -- first run --
 
 (4) start fgfs with your favorite aircraft
 (5) you'll end up on 28R as always; nothing to see here   :-/
 (6) whenever you feel like it, press the `-key to save the state;
 ideally when you've parked the aircraft and are about to exit
 from fgfs
 
 -- next run --
 
 (7) start fgfs with same aircraft and find yourself parked where
 you left
 
 
 
 You can set the default in the script file (whether states should be
 retstored or not), and can always override with --prop:state=0.
 
 The script stores position, heading, controls, and /sim/model/aircraft.
 Not all aircraft have their private settings in /sim/model/aircraft.
 The bo105 and a few others have. That means, that you'll even find
 the bo105 doors open when you left them open.  :-)
 
 The script does not autosave a state on exit. This would be possible
 with a few changes, but I thought that it's probably not such a good
 idea. Saving should be done when leaving the aircraft and locking the
 door. Not when you crashed it somewhere in the woods. Note: don't park
 on houses! The FDMs don't recognize that and put the aircraft *into*
 the house on ground.
 
 m.
 
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Cool. Now when do we get to see Robin Peel's startup points in
FlightGear? I'm sure that a lot of airports have them, I know I put a
bunch into KADW which should be in the next release in all it's
taxiway-encrusted splendor.

Josh

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Re: [Flightgear-users] More than one waypoint of the same name

2005-11-14 Thread Josh Babcock
AJ MacLeod wrote:
 On Sunday 13 November 2005 04:04, Innis Cunningham wrote:
 
As at a casual glance there seems to be many instances of more than
one waypoint with the same name in the data base 
 
 
 Not just fixes, either - airfields, too.  EG73 (Fearn) for example, once 
 worked fine - but somewhere along the line, somebody added some tiny strip in 
 Englandshire and called it (incorrectly, AFAIK) EG73 too.  I don't think this 
 is the only example, either... Must this sort of thing be sorted out at Robin 
 Peel's end?
 
 AJ
 
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Airport data gets periodically overwritten by Robin's data, so yes.
Plus, it is the polite thing to do. X-Plane users aren't bad people,
just a little misdirected. Heck, I used to be one :) I would drop him an
e-mail pointing out the duplication, possible after doing some research
on the new mystery field.

Josh

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Re: [Flightgear-users] Contrails

2005-11-14 Thread Josh Babcock
Dave Culp wrote:
 On Saturday 12 November 2005 10:08 pm, Innis Cunningham wrote:
 
Hi All
While using the 737 I noticed that I have what
I assume are supposed to be contrails eminating
from the engines.Is there a way to turn this feature
off as it looks rather rediculous on the 737.
 
 
 The contrails are defined in the submodels.xml configuration file.  You can 
 remove them there, or you can go to the 737-set.xml file and remove the 
 reference to submodels.xml.
 
 Or you can go to preferences.xml and raise the 
 /environment/params/contrail-altitude to a higher number (note:  this may 
 also be overridden in the 737-set.xml file.
 
 
 Dave
 
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Hmm, perhaps it would be appropriate to bash up a script that figures
out a sane contrail altitude based on the other weather settings/data.
(not that this has anything to do with the original problem). How would
one go about calculating something like that?

It also occurs to me that contrails, like shadows, might be better
handled by fg than an airplane definition. Of course in the interim, it
makes sense to do proof of concept stuff like that in the aircraft
config, just like we used to do shadows.

Josh

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[Flightgear-users] How honest are you today?

2005-11-12 Thread Josh Babcock
At the risk of promoting copyright violations, I think you all should
check this out:

http://avaxhome.ru/ebooks/2005/11/10/detail/

Free Detail and Scale book in a pdf file. Hmm.

Josh

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Re: [Flightgear-users] So what do you fly?

2005-11-07 Thread Josh Babcock
Willie Fleming wrote:
 Josh wrote
 
Perhaps  we  should track each aircraft's maintainer and more
importantly, whether they are active or planning to be active with that
AC soon. I think if we did that it would encourage people to step in and
adopt planes. Even if a maintainer doesn't have a huge amount of extra
time, they could still be an advocate and coordinate the work of other
people on that AC.

As it is now, I think there may be a reluctance to step on people's
toes, so instead of finishing off an existing plane, people go out and
start a new one which may or may not get completed. Meanwhile, planes
that are in need of completion or updating to take advantage of new
features become hangar queens.

Additionally, this will also highlight planes that no one really cares
about. That way instead of ditching the incomplete planes, we can
instead ditch the ones that are incomplete and unwanted, then help bring
along the ones that people do want to fly.

Josh

PS, I'm still working on the B29 and Canberra, but having trouble
getting FG to compile and run right. As soon as that happens I can make
the final sprint to a v1.0 B29.
 
 Thanks for your efforts on these planes. I enjoyed having a circuit or two in 
 the B-29 last night. Not the easiest beast to handle but I think it will be 
 fun when complete.
  Problems I noticed included:
 the nose wheel retracts but the main gear stays down
 
 ground handling was unpredictable - sometimes no matter what I tried it would 
 just go round clockwise like only the port engines were running - other times 
 it was fine - diff braking helped but only slightly
 
 props don't turn - so I couldn't visually check which engines were running - 
 all gauges and throttle positions seemed to suggest I had all 4 OK though.
 
 I havent much experience at this but if there is any help I can offer, please 
 say.
 
 Regards
 Willie Fleming
 
 
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Thanks for the input. Those are actually all known problems. The version
you are flying is really an alpha plane. Vivian has a new flight model
that should be much easier to fly, but I haven't been able to get it in
because I haven't been able to get any recent versions of FG to work
with my radeon drivers. Still working on that. Anyway, there should be a
big update soon. Oh, and the difficulty steering won't go away. The B29
has a castering nosewheel, so it will always be hard to steer :( In the
real plane you are supposed to use both braking and differential thrust.

Josh

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Re: [Flightgear-users] So what do you fly?

2005-11-07 Thread Josh Babcock
Gerard ROBIN wrote:
 Le lundi 07 novembre 2005 à 07:35 -0500, Josh Babcock a écrit :
 
Willie Fleming wrote:

Josh wrote


Thanks for the input. Those are actually all known problems. The version
you are flying is really an alpha plane. Vivian has a new flight model
that should be much easier to fly, but I haven't been able to get it in
because I haven't been able to get any recent versions of FG to work
with my radeon drivers. Still working on that. Anyway, there should be a
big update soon. Oh, and the difficulty steering won't go away. The B29
has a castering nosewheel, so it will always be hard to steer :( In the
real plane you are supposed to use both braking and differential thrust.

Josh

 
 Hi Josh
 
 I told you before your B29 is great,
 about differential thrust, isn't ' it a facility  within Yasim to
 command differential thrust from the rudder when the a/c is on the
 ground (or may be a nasal command). That could make easier  the ground
 handling.
 
 (i hope for you you will succeed in making FG to work with radeon, i did
 not find any solution on my wife computer)
 
 Cheers

I hacked up my Cyborg-3D definition file so that it automatically does
differential thrust when in taxi mode. You can even adjust the amount
through the property interface. You can find it here:
http://jrbabcock.home.comcast.net/flightgear/scripts/
If you can read the Nasal, it should be no problem to adapt your own
joystick file. There should be a way to make this a separate .nas file,
but for me it was a quick fix, so I never worked it out.

Josh

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Re: [Flightgear-users] So what do you fly?

2005-11-04 Thread Josh Babcock
Buchanan, Stuart wrote:
As I make my way down the list of so called Flyable planes, the only
real 
contender is the B1900D - quite disheartening - really how many Cessna's
do 
we really need?? and the rest - well they are too incomplete to fly!!
 
 
 I think it depends on what sort of thing you prefer to fly. Are you
 interested in GA, Airliner, historic, or military flying?
 
 Personally, I'm generally interested in flying GA, with the occassional
 foray into military jets, so having a Cessna 150, 172 and 182 is great. 
 
 Many of the military and historical planes are very high quality. The
 Spitfire is fascinating.
 
 I don't have much experience with the airliners, but the Concorde model is
 very good - with moving nose etc.
 
 However I think there is an issue that there are a large number of
 not-quite-perfect aircraft which can detract from the exceedingly high
 quality levels elsewhere. 
 
 Many of them are no-longer in active development, and what they really
 need is a bit of extra polish - improving the panels/textures, fixing the
 minor bugs to bring them up to date with the capabilities of the latest
 level of FG. I'm currently working on improving the C182 so it is up to
 the same standard as the 152 and 172, and apart from everything else, it
 is giving me a great insight into the internals of FlightGear.
 
 -Stuart
 
 
 
 
 
 
 
 
   
   
   
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Perhaps  we  should track each aircraft's maintainer and more
importantly, whether they are active or planning to be active with that
AC soon. I think if we did that it would encourage people to step in and
adopt planes. Even if a maintainer doesn't have a huge amount of extra
time, they could still be an advocate and coordinate the work of other
people on that AC.

As it is now, I think there may be a reluctance to step on people's
toes, so instead of finishing off an existing plane, people go out and
start a new one which may or may not get completed. Meanwhile, planes
that are in need of completion or updating to take advantage of new
features become hangar queens.

Additionally, this will also highlight planes that no one really cares
about. That way instead of ditching the incomplete planes, we can
instead ditch the ones that are incomplete and unwanted, then help bring
along the ones that people do want to fly.

Josh

PS, I'm still working on the B29 and Canberra, but having trouble
getting FG to compile and run right. As soon as that happens I can make
the final sprint to a v1.0 B29.

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Re: [Flightgear-users] So what do you fly?

2005-11-04 Thread Josh Babcock
Dave Culp wrote:
 On Friday 04 November 2005 07:29 am, Josh Babcock wrote:
 
Additionally, this will also highlight planes that no one really cares
about. That way instead of ditching the incomplete planes, we can
instead ditch the ones that are incomplete and unwanted, then help bring
along the ones that people do want to fly.
 
 
 
 Ditch?  This means they get kicked out of the FG hangar?  Who decides?  
 
 Dave
 
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I guess we take a vote. Hadn't thought about that. Point is, they only
go if they are unwanted. I'm not talking about taking away stuff that
people want. Besides, I also still believe that stuff should never be
taken out of CVS, maybe put into another tree to make it easier to not
check it out with the rest of base, but still keep it around. I was
talking in the context of the release packages. Maybe I misunderstood
the original discussion.

Josh

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Re: [Flightgear-users] CitatiionII

2005-11-03 Thread Josh Babcock
Lee Elliott wrote:
 On Thursday 03 Nov 2005 17:09, Andy Ross wrote:
 
Curtis L. Olson wrote:

However, I know Andy's intension was to produce plausible
behavior across all flight regimes as best as can be guessed
at, and there is clearly a bug where stalls come *way* to
early in the negative aoa regime.

Yes, this is a real bug.  It's not the stall per se, I
think, but a discontinuity somewhere in the lift curve.  Every
time this comes up I end up re-reading the (admittedly hairy)
Surface.cpp code looking for it, and get lost.  The stall
handling itself, though, is fairly transparent and looks
clean.  Something else is going on.

I should probably take some time and write up a test rig that
graphs the lift curve that emerges from the model, but that
requires generating a Surface object with real world
coefficients, which requires running it through the solver on
a real model, which has interactions that kinda obscure the
pure behavior of the Surface. Ick. :(

Andy
 
 
 This is an interesting topic to me as I've seen it many times 
 while tuning YASim configs but it seemed sort of reasonable 
 behaviour to me.
 
 If the AoA of a wing decreases from a positive value (below it's 
 stall angle), through zero, into negative it seems to me that 
 you are not creating a situation where turbulent air passing 
 over the wing un-sticks from the aerofoil surface.  Instead you 
 still have good flow but the direction of lift changes.
 
 If you imagine a situation where there's no gravity and you have 
 a symmetrical aerofoil you will get equal lift from equal 
 amounts of +ve or -ve AoA but in opposite directions, which is 
 how rudders and sails work.
 
 When you throw in real wing aerofoils and gravity I would expect 
 to see some discontinuous behaviour at -ve AoAs.
 
 Dunno what exactly   :)
 
 LeeE
 
 
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I would look at some polar graphs. Stuff happens at those AOAs, but it
is usually continuous. Even the stall regimes are continuous, though
they do have a much greater slope. I haven't ever seen graphs of deep
stalls though, so I have no idea what happens there.

Josh

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Re: [Flightgear-users] Snapshot for pleasure

2005-10-30 Thread Josh Babcock
Lee Elliott wrote:
 On Sunday 30 Oct 2005 18:24, Gerard ROBIN wrote:
 
Don't ask me to do it again


Just before
  http://ghours.club.fr/carrier-landing_1.jpg
Just after
 http://ghours.club.fr/carrier-landing_2.jpg
 
 
 :)
 
 LeeE
 
 
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Yeah, save that for the FlightGear web page!

Josh

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Re: [Flightgear-users] Re: Helicopters in Flight Gear

2005-10-29 Thread Josh Babcock
Gerard ROBIN wrote:
 Le samedi 29 octobre 2005 à 14:43 +0200, Gerard ROBIN a écrit :
 
Le samedi 29 octobre 2005 à 12:41 +0200, Matthias Boerner a écrit :

Hi,

I am working on an Eurocopter EC 145 (http://www.eurocopter.com/ec145) for 
FlightGear. But it takes more time than I had expected. So maybe at the end 
of this year, maybe January next year I have something to show/share.

In the moment I try to get more detailed information about this specific 
helicopter.

Greetings 

Matthias


Just to inform,
I developed partly   a Puma AS330.
I did stop the development because unable to get a realistic FDM, Yasim
working partly with unreal parameters.
 
 
 
 In addition to, 
 one may be interested with my wrong yasim FDM (AS330 Puma)
 available here:
 http://ghours.club.fr/AS330.xml
 

At some point I want to do a Dauphine, as I have a friend who flies them
for the USCG, but right now there are at least 2 other projects that I
am obliged to finish first. Hopefully I'll get to it before someone else
does, I'm a big helo fan.

Josh

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Re: [Flightgear-users] Re: Helicopters in Flight Gear

2005-10-28 Thread Josh Babcock
Dan Lyke wrote:

 On another front: I spent a little time today with the Bell/Textron
 drawings and Blender, and I'm starting to see a 206 take shape on my
 screen. Despite my years in graphics (several renderers, both
 real-time and not, and experience with writing animation systems),
 I've never done modeling before, and I may be being too conservative
 on polygons.
 
 And I was so happy to get a basic fuselage together that I was getting
 really optimistic, now I'm down to the nitty gritty of two-sided
 doors. And aaargh I wish Blender would just let me say match the
 normal for the vertex on this object to the one for the vertex on that
 one...
 
 You do texture by poly color, and so far I'm just doing a white
 fuselage. Should I bother to put UV coordinates on things, or is
 trying to texture these aircraft just too heavyweight for now? If I
 get a little better at modeling, maybe I'll try to include one of the
 stock paint schemes in the model, at the expense of polys.
 
 Can I just make the doors double-sided for now, or should I model both
 an interior and exteror? I guess the downside is that the interior of
 the doors ends up the same color as the exterior, right?
 
 Is it reasonable to end up with two blades by just willy nilly
 deleting from your blade model, or is there a hidden gotcha intere?
 
 Aaaand, talk to me about shadows...
 
 Thanks!
 
 Dan
 
 
 
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I would recommend only using the materials for how reflective or
emmisive a surface is. Doing colors and transparency with full texturing
is not a big deal, especially if you are thinking about it when you make
the meshes. In Blender this means putting in seams where appropriate and
having a plan for how you what to cram the UV maps into the texture
images. I like to do the UV maps as I go, and worry about making the
textures later.

As far as poly budgets go, I aim for having no more than 10,000 visible
at a time. With LOD and clipping this gives you quite a bit to play
with. In the cockpit view, most of the model will be clipped, and
externally most of the heavy stuff in the cockpit can be LOD'd out. The
B-29 has well over 10,000 polys, but no more than about 8000 (?) ever
get rendered. In fact, the interior is much heavier than the exterior,
even with all the compound curves on the four nacelles and those 16 prop
blades (multiplying polys by 16 eats up the budget real fast). The gear
was problematic too, but you won't have that issue.

Also, I would not cut the doors or windows out until you are entirely
happy with the shape of the fuselage. The same goes for creating the
interior, as it is easiest to just extrude it from the outer skin. I
learned that the hard way on the 29 and it probably cost me hundreds of
hours. I also recommend getting *lots* of reference photos before you
lay out the first poly. Some stuff is real easy to fix later, some is
nearly impossible.

Also, making stuff double sided in Blender currently has no effect when
exporting to AC3D. You have to duplicate the surface and flip normals.

Another good idea is to do the animations as you build the model. You
should take advantage of the group function of AC3D, but it leads to
some pretty complicated situations when you load it into the plib scene
graph in FG, so it's best to stay on top of it from the start. There's a
hidden learning curve there.

Josh

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Re: [Flightgear-users] adding new aircraft

2005-09-16 Thread Josh Babcock
David Ginger wrote:
 On Thursday 15 Sep 2005 19:30, [EMAIL PROTECTED] wrote:
 
I take it winzip with winXP will not unzip these that would
explain my problem
 
 
 At univeristy last year, when I tried to un-pack a tgz file with 
 winzip it did not recognise the filetype. As a linux user on a mixed 
 platform mailing list,
 
 - no comment
 
 

I have always found Stuffit to be a fine uncompressor for all formats on
wintel machines. Most people forget about it because it's written by
Apple, but it's still a great PC program.

Josh

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[Flightgear-users] firefox search plugin for flightgear

2005-09-16 Thread Josh Babcock
Here, for all you who want to be able to search the archives directly
from Firefox. Just something I was playing around with. I'm afraid I
don't know how to create and .xpi, so no self install. Just drop them in
your ~/.mozilla/searchplugins directory and restart Firefox.

http://jrbabcock.home.comcast.net/flightgear/scripts/flightgear.gif
http://jrbabcock.home.comcast.net/flightgear/scripts/flightgear.src

Josh

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Re: [Flightgear-users] firefox search plugin for flightgear

2005-09-16 Thread Josh Babcock
C Ridley - OnCall Solutions wrote:
 Hi Josh,
 
 Cool - excellent.
 
 You might want to take a look at
 
 http://books.mozdev.org/html/mozilla-chp-6-sect-3.html
 
 or perhaps
 
 http://www.mozilla.org/docs/xul/xulnotes/xulnote_packages.html
 
 Is this something you would like packaged and placed in MozDev Addons?
 

Sure. The main reason that I haven't is mainly that I didn't have time.
If someone else wants to, that would be great.

Josh

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Re: [Flightgear-users] ILS/LLZ frequencies

2005-08-03 Thread Josh Babcock
Dene Maxwell wrote:
 I was trying an ILS landing at Auckland Int'l (NZAA) and couldn't get
 the LZ/DME signal listed on the New Zealand Aviation Information site as
 110.3MHz.
  
 I had a quick look through the airports and navaids data but couldn't
 make out where the relavent information is located.
  
 The files all look very relational to me, can someone shed light on
 how I could find what freq. FG uses for this signal?
  
 Regards
 Dene
 
 
 
 
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For starters the freqs are listed as integers, so to get the correct one
you will have to divide bt 100. The file you want is Navaids/nav.dat.gz,
search for the ICAO code and then look at the fifth field. Or, if you
are using unix, use this:

http://jrbabcock.home.comcast.net/flightgear/scripts/ffq

Josh

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Re: [Flightgear-users] ILS/LLZ frequencies

2005-08-03 Thread Josh Babcock
Dene Maxwell wrote:
 I was trying an ILS landing at Auckland Int'l (NZAA) and couldn't get
 the LZ/DME signal listed on the New Zealand Aviation Information site as
 110.3MHz.
  
 I had a quick look through the airports and navaids data but couldn't
 make out where the relavent information is located.
  
 The files all look very relational to me, can someone shed light on
 how I could find what freq. FG uses for this signal?
  
 Regards
 Dene
 
 
 
 
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Oh, just had a look at the nav.dat file. NZAA does not appear to be in
it, so fg simply doesn't know to put any ILS or GS transmitters there.
That would indicate that the info isn't in the DAFIF file. You may want
to contact Robin Peal (robinp at xplane dot org) about getting the info
into the sim database.

Josh

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[Flightgear-users] licensing question

2005-08-01 Thread Josh Babcock
It doesn't really seem to make sense to release aircraft under the GPL
as they aren't really source code. If an aircraft were released under
the Creative Commons license, would it be compatible enough to be part
of the base package? Or does GPL work fine?

Josh

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Re: [Flightgear-users] slow framerates with Nvidia PIC Express underLinux solved !

2005-07-29 Thread Josh Babcock
Curtis L. Olson wrote:
 Ampere K. Hardraade wrote:
 
 On July 28, 2005 12:36 pm, Vivian Meazza wrote:
  

 There was a theory going the rounds that it was the PAPI/VASI lights
 which
 were/are the cause of the significant drop of frame rate around
 airports.

 Vivian
   

 Why can't just model them?

 It is ridiculous to see each light taken only 4 pixels when the camera
 is only a few meters away.
  

 
 Well, come up with a way where we can adjust the light color/intensity
 based on relative view angle, and the light is not visible (or barely
 visible) when viewed from behind.  Our current approach is carefully
 crafted to do this pretty well, but depends on using glPoints for the
 lights.  Smooth points is not implimented in hardware on game cards
 that I'm aware of.  But we are only using a few of them in any scene so
 we get away with software rendered points just fine.  Except nvidia
 rolls out their next driver version and these software rendered points
 have gotten excruciatingly slow on some cards ... but that now seems
 fixed in the latest driver.
 
 Curt.
 

Well, I'm using an ATI 8500 and it's hitting me pretty hard, dropping it
to about 15%-25% of normal.

Josh

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Re: [Flightgear-users] Windows 98/me TAR unzipper recommendations

2005-07-29 Thread Josh Babcock
AJ MacLeod wrote:
 On Friday 29 July 2005 23:12, Dene Maxwell wrote:
 
Can anyone please recommend a good TAR unzipper for windows?
 
 
 If I'm forced to use a Windows machine, I generally use 7-zip 
 (http://www.7-zip.org) which certainly seems to do the job.
 
 Can't say with any authority whether it's the best though...
 
 AJ
 
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I always used stuffit expander lite and was quite happy with it.

Josh

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Re: [Flightgear-users] slow framerates with Nvidia PIC Express underLinux solved !

2005-07-28 Thread Josh Babcock
Ampere K. Hardraade wrote:
 On July 28, 2005 12:36 pm, Vivian Meazza wrote:
 
There was a theory going the rounds that it was the PAPI/VASI lights which
were/are the cause of the significant drop of frame rate around airports.

Vivian
 
 Why can't just model them?
 
 It is ridiculous to see each light taken only 4 pixels when the camera is 
 only 
 a few meters away.
 
 Ampere
 
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I agree. Melchior's anticollison lights don't really hit performance at
all. Given a property to tell them what color to be, this should be
pretty trivial.

Josh

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[Flightgear-users] alternative Cyborg-3D joystick file

2005-07-20 Thread Josh Babcock
Not to say that Melchior's version isn't good, but I just reworked my
own version and I thought I would share. You may notice that the #0
button merely writes the word FOO to stdout. I'm working on a neat
view trick that I will be tying into that button. Feel free of course to
put whatever you want under that button!

http://jrbabcock.home.comcast.net/flightgear/scripts/Cyborg-Gold-3d-USB.xml

Josh

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[Flightgear-users] view.nas patch for locking view to a heading/elevation

2005-07-20 Thread Josh Babcock
Here is a patch to view.nas to enable locking the view to a certain
direction regardless of the orientation of the aircraft. This is
especially useful for landing approaches. To use this you will need to
have two bindings: one that toggles /sim/view/lockview/active and one
that executes view.setLockView(). The first turns the system on and off,
and the second tells it what direction to point your eyes.

Currently it does not handle roll, so it breaks as soon as you diverge
from wings level. If anyone has any suggestions on how to fix that they
are welcome. Also, if there is a better way to implement it using a new
view, I would have no problem adding an eighth view that doesn't track
aircraft movement. This may be a more elegant solution, as it could
allow panning while the view is locked.

I think this really gives a better feel for how the aircraft is moving.
I would like to modify it and add another mode where the pilot's view
tracks that of the aircraft orientation, but is run through a low-pass
filter first. That would allow you to see the bucking of the airplane
but still keep looking in a direction relative to the aircraft in the
longer term. Stay tuned. With the addition of a headshake nasal script
(in the works) this will add a huge amount of realism to the view in FG.

Here's the CVS diff
http://jrbabcock.home.comcast.net/flightgear/lockview.1.diff

Josh

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Re: [Flightgear-users] view.nas patch for locking view to a heading/elevation

2005-07-20 Thread Josh Babcock
Josh Babcock wrote:
 Here is a patch to view.nas to enable locking the view to a certain
 direction regardless of the orientation of the aircraft. This is
 especially useful for landing approaches. To use this you will need to
 have two bindings: one that toggles /sim/view/lockview/active and one
 that executes view.setLockView(). The first turns the system on and off,
 and the second tells it what direction to point your eyes.
 
 Currently it does not handle roll, so it breaks as soon as you diverge
 from wings level. If anyone has any suggestions on how to fix that they
 are welcome. Also, if there is a better way to implement it using a new
 view, I would have no problem adding an eighth view that doesn't track
 aircraft movement. This may be a more elegant solution, as it could
 allow panning while the view is locked.
 
 I think this really gives a better feel for how the aircraft is moving.
 I would like to modify it and add another mode where the pilot's view
 tracks that of the aircraft orientation, but is run through a low-pass
 filter first. That would allow you to see the bucking of the airplane
 but still keep looking in a direction relative to the aircraft in the
 longer term. Stay tuned. With the addition of a headshake nasal script
 (in the works) this will add a huge amount of realism to the view in FG.
 
 Here's the CVS diff
 http://jrbabcock.home.comcast.net/flightgear/lockview.1.diff
 
 Josh
 
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OK, I'm convinced that using nasal and not a separate view is the way to
go. First, when yo switch to another view you loose all sorts of data,
like the viewpoint for that particular plane, and any adjustments the
user has made to that viewpoint. These could be copied, but it doesn't
seem to be elegant to me. More importantly, this is basically just a way
of controlling the slew and is functionally no different than using the
mouse to do so. You are just letting the computer handle it for you.

So, I'm going to keep working on the nasal script. My big problem now is
how to convert from global heading/inclination to the local reference
system in the cockpit. I have no experience with this, is is normally
done with matrices? how would one go about it in nasal?

Josh

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Re: [Flightgear-users] view.nas patch for locking view to aheading/elevation

2005-07-20 Thread Josh Babcock
Jon Berndt wrote:
I think this really gives a better feel for how the aircraft is moving.
I would like to modify it and add another mode where the pilot's view
tracks that of the aircraft orientation, but is run through a low-pass
filter first. That would allow you to see the bucking of the airplane
but still keep looking in a direction relative to the aircraft in the
longer term. Stay tuned. With the addition of a headshake nasal script
(in the works) this will add a huge amount of realism to the view in FG.
 
 
 I think this is a really slick idea. I hope it works out. Will be interested 
 to try it
 out.
 
 Jon
 
 
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Patch is up there for the view lock. I'm wrestling with the headshaker
now. Once that's done, I will put the lagging view filter in place and
tehn go back and fix the view lock.

Josh

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Re: [Flightgear-users] FlightGear server field test

2005-07-14 Thread Josh Babcock
Jon Stockill wrote:
 Ampere K. Hardraade wrote:
 
 I want to fly in Europe. =P  How about LFBO?

 I live in Toronto, which is GMT -5:00.  Since I am on summer break, I
 am pretty much free to do this at anytime.  Where do you live and what
 time will be best for you?
 
 
 I'm in the uk (GMT+1). Late evenings here are probably best.
 
 By the way, If we fly with different planes, will we see each other's
 plane being different?
 
 
 The multiplayer packets include the model path - so provided you have
 the model installed I think it should be visible. Maybe it's best to fly
 something standard to start with.
 
 Jon
 
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I'm interested in this too. Perhaps it would be more interesting if
everybody flew something with similar performance? That opens up the
possibility of some formation flying.

Josh

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Re: [Flightgear-users] FlightGear server field test

2005-07-14 Thread Josh Babcock
Andy Ross wrote:
 Ampere K. Hardraade wrote:
 
Robicd wrote:

I keep getting UDP packets regarding other users flying around but I
still don't see anyone with FGFS.

I am right beside runway 28R in KSFO at the moment.  See if you can
see me.
 
 
 If only there were a chat channel that people could use to coordinate
 this kind of activity...
 
 Andy
 
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Ha, true. This has me thinking though. Perhaps if thre were a RF system.
Hit a key and type something, everyone in multiplay gets packets with
the text and your comm's freq. If they have their radios tuned right
then of course they see the text displayed.

Josh

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Re: [Flightgear-users] FlightGear server field test

2005-07-14 Thread Josh Babcock
Robicd wrote:
 Ampere K. Hardraade ha scritto:
 
 On July 14, 2005 04:37 pm, Robicd wrote:

 I keep getting UDP packets regarding other users flying around but I
 still don't see anyone with FGFS.


 I am right beside runway 28R in KSFO at the moment.  See if you can
 see me.
 
 
 I don't see anyone. Ethereal tells me there are Trep and aj2 online but
 I don't see them :-(aj2 tells me he sees me. Do you too?
 I am parked right at the KSFO 28R runway (in a taxiway).
 
 I'm using fgfs 0.9.8a Win32 binary. Is this the problem? What's your idea?
 
  Roberto
 
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I think Andy was subtly hinting that this conversation should be taking
place on #flightgear.

Josh

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Re: [Flightgear-users] FlightGear server field test

2005-07-14 Thread Josh Babcock
Robicd wrote:
 Andy Ross ha scritto:
 
 Ampere K. Hardraade wrote:

 Robicd wrote:

 I keep getting UDP packets regarding other users flying around but I
 still don't see anyone with FGFS.


 I am right beside runway 28R in KSFO at the moment.  See if you can
 see me.



 If only there were a chat channel that people could use to coordinate
 this kind of activity...

 Andy

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 Good news and bad news.
 
 Localnetwork multiplayer works. I've managed with two PC a nice
 multiplayer. That means Win32 binary supports UDP networking
 
 Remote networking is still not working. I don't see anyone near KSFO 28R
 :-(
 Sometimes FGFS crashes because of the follwoing error:
 Fatal error: Failed to open file
  at g:/Programmi/FlightGear/data/Aircraft/pc7/Models/pc7.xml
  (received from SimGear XML Parser)
 WARNGING: a disabled/broken routine has been called.  This should be fixed!
 
 It's because of a network user having a plane in the directory
 Aircarft/pc7 which is not in my dir tree. That would need some error
 checking by FGFS client!!! FGFS crashes immediately after receiving a
 packet with that information inside (Ethereal is my friend :-)
 
Roberto
 
 
   Roberto
 
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My bad, I thought this was a standard plane. I'll use something else. In
other news, that's a bug!

Josh

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Re: [Flightgear-users] Nimitz cables...hard to capture on landing

2005-06-30 Thread Josh Babcock
Bernhard Auzinger wrote:
Yup. Seafire's the real test :-). Hint: fly the meatball.
 
 
 What is the meatball?
 
 Regards
 
 Bernhard
 
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It's the landing signal light.

http://www.google.com/search?q=carrier+landing+meatball

Josh

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[Flightgear-users] AI dust storm anyone?

2005-06-25 Thread Josh Babcock
We have T-storms, how about one of these to chase you around?

http://www.dla.mil/images/desert-Wall%20of%20Dust%20with%20Load.jpg

Josh

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Re: [Flightgear-users] Re: the nimitz_demo HOW??

2005-06-25 Thread Josh Babcock
Vivian Meazza wrote:
 Melchior
 
 
* Dave Culp -- Saturday 25 June 2005 15:50:

It would be intuitive for the user to reset the sim and have the carrier
scenario reset also.

I would also feel better if we could restore its original location, NW of
KHAF. The KSFO location with the carrier driving over land was only
temporary
for people to test, but that's IMHO too ugly. Sure, many people won't find
it after that, but that's like in real life (assuming radio failure).  :-)


diff -u -p -u -0 -r1.4 nimitz_demo.xml
--- nimitz_demo.xml 19 Mar 2005 09:56:35 -  1.4
+++ nimitz_demo.xml 25 Jun 2005 14:05:36 -
@@ -25,4 +25,4 @@
-latitude37.63/latitude
-longitude-122.34/longitude
-speed10/speed
-heading285/heading
+latitude37.688/latitude
+longitude-122.683/longitude
+speed30.0/speed
+heading180/heading

m.

 
 
 Give us a break - it's hard enough as it is. On my TODO list is to provide
 Nimitz with a TACAN beacon. Which is why the Hunter and Seahawk have TACAN
 receivers. I'm afraid I haven't the slightest idea how right now.
 
 Not to mention proper flying courses for launch and recover. 
 
 Meanwhile, back at the B29.
 
 V.
 
 
 
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You're flying the Superfort from a carrier !?

:)

Josh

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Re: [Flightgear-users] Re: the nimitz_demo HOW??

2005-06-25 Thread Josh Babcock
George Patterson wrote:

 
 Agreed. A couple of questions though 
 
 Are the carrier capable aircraft fitted with sufficent radar for doing
 this??

If you mean in the real world, They have incredible radar range.
Remember that their main radar is located at about FL350. That tends to
get you a pretty remote horizon. I'm sure they have other tricks as well.

 
 Alternatively, what about the idea of having the carrier following a
 series of waypoints, returning to the first point after reaching the
 last?

This was discussed before, it would leave the carrier going downwind
about half the time or more. In the real world the lack of headwind
would prevent operations. That's why carriers have such big engines,
it's not to get places fast. It's to make wind. Even though, a
sufficient tailwind can reduce the relative wind to the point where air
ops are dangerous.

 
 Another quick solution would be to have the position of the carrier
 exposed in the internal properties.


Which would make it possible to see the carrier on radar, with the help
of a little nasal scripting. Someday it would be nice if all ships and
aircraft would register their position, TCAS transponder and cross
section for this purpose. I was also thinking about how to do ground
returns for radar navigation and clutter, but could not come up with any
ideas except having a whole separate set of ground data with radar
reflectiveness, but even that would be a horrible and bloated hack.
Every engineer I know who deals with radar systems say their behavior is
very complex.

 Just a few possible ideas
 
 

Josh

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Re: [Flightgear-users] Re: Spitfire guns

2005-06-25 Thread Josh Babcock
Melchior FRANZ wrote:
 * Vivian Meazza -- Saturday 25 June 2005 18:51:
 Psst. I tell you, but don't tell anyone else: the bo105 doesn't have
 brakes, so I'm simply polling the brake property and don't have to
 mess with bindings:
 
m.triggerN = props.globals.getNode(controls/gear/brake-left);
 
 m.  :-)
 
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Well how does it stop?
:)

Josh

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Re: [Flightgear-users] Re: the nimitz_demo HOW??

2005-06-24 Thread Josh Babcock
Dave Culp wrote:

 I disagree.  I think the aircraft should do *more* to set up scenarios that 

What if the user doesn't want these things? The way fg is set up they
are pretty difficult to turn off. You really have to know your way
around the property tree or preferences.xml to do this.

Have you looked at my proposed changes? The user will see in the
aircraft list that there are two T-38s, and that one has a radar demo
built in. They have the choice of trying out the feature or just plain
flying the plane.

Failure to give a user an easy control over a preference setting is one
of the great UI sins. Not being able to easily make software do what you
want is a real turn-off for new users. Plus this would save us many
conversations on this list about how to, for instance, land a T-38 on
the Nimitz. A new user should not require tech support to do this.

Josh

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Re: [Flightgear-users] Re: the nimitz_demo HOW??

2005-06-24 Thread Josh Babcock
Oh, I just had another idea. Planes that contain a built in demo could
have a flag set in their -set.xml files. That way --show-aircraft could
highlight the demos, sort of like advertising to try new features.
Additionally, this would let users filter that stuff out as well when
they just want plain and simple flying.

I also think that --show-aircraft would show which aircraft have
virtual-cockpit set to true and also which have a 2d panel defined. Some
people only like to fly the 3D planes (I'll admit I'm a 3D bigot).

Josh


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Re: [Flightgear-users] Fedora Core 4 x86-64 and FlightGear

2005-06-24 Thread Josh Babcock
Pete Buelow wrote:
 hope someone has an answer. BTW, I couldn't find a dev maillist, so

Here ya go:
http://www.flightgear.org/mail.html

Josh

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Re: [Flightgear-users] Re: the nimitz_demo HOW??

2005-06-24 Thread Josh Babcock
Dave Culp wrote:

 FlightGear is *full* of presets that I don't care for at all, and I went 
 through the learning process that everyone has to go through, wherein you 
 learn how the preferences are read and in what order, and how to configure 
 each run the way you want to.  Maybe the folks running FG from the UI get a 
 different concept of what FG is than those who don't?
 
 
 Dave
 
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No, I think that the configuration has just plain gotten more
complicated than it has to be. Not that there are more options than
there should be, just that configurations are getting hidden away in odd
places. fg is so powerful that it is easy to abuse. We should probably
be asking should I do this a lot more than can I do this. Whenever
someone puts something in a file, they should be asking is this the
right place to put this, does it make sense, what will it prevent?.

Anyway, can someone grab those three files and commit them?  They are
very simple changes and make two T-38s, one with the radar demo
activated and one without:

tower:chords$ fgfs --show-aircraft

Available aircraft:
snip
   T38  Northrop T-38
   T38-radarNorthrop T-38 refueling demo
snip

Josh

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Re: [Flightgear-users] next trick

2005-06-22 Thread Josh Babcock
Josh Babcock wrote:
 Lee Elliott wrote:
 
On Monday 20 Jun 2005 20:34, Josh Babcock wrote:


Tell me which of your planes you would 
like to see improved.


Ah - an easy question ;)
All of them:)))

 
 
 No seriously, I'm pretty bad picking what I want to do. How about this:
 Canberra (how come it's not in CVS?) or TSR-2. You pick, I do the 3-D
 cockpit and any stray bells and whistles I can think of. They both have
 plenty of data out there including manuals available on CD.
 
 I'm still gonna do the B-47, I love that plane. Just not now, you guys
 are right, completing existing planes should be the priority.
 
 Josh
 
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OK, fine. I'll do the Canberra. Three of them live around here, though
on is at the Smithsonian and not on display. They don't let people look
at those anymore. Unfortunately these are all RB-75 a's and b's which
have the greenhouse cockpit. None of the american versions had the I8
cockpit layout but maybe I can get some useful data. At the least I can
take some reference shots of the landing gear.

Josh


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Re: [Flightgear-users] next trick

2005-06-20 Thread Josh Babcock
Ampere K. Hardraade wrote:
 On June 20, 2005 02:05 am, Ampere K. Hardraade wrote:
 
On June 19, 2005 07:50 pm, Josh Babcock wrote:

Eventually I will probably do the last two no matter what. Along with
the B-29 they form the lineage of the Boeing 7X7 line, so I consider all
three to be very important aircraft.

Perhaps you should do some commercial airliners of the Boeing 7x7 lineage?

Ampere
 
 After some thought, I think it will be benificial to FlightGear as a whole if 
 you can do some touch ups to the current aircrafts before starting a new 
 project.  At the moment, there are way too many aircrafts that are only half 
 finished, which includes my own.  To be more specific, these aircrafts are in 
 desperate need of a 3D cockpit.  If you can raise the status of some of these 
 aircrafts to early-production level, then they can be burnt onto CD's and 
 sold, thus becoming another source of funding for FlightGear.
 
 Just off the topic of my head, the candidates for an update are: 737, 747, 
 AN-225, the fokkers, MD-11, and the TU-154.  I haven't checked other 
 airliners, but I highly doubt that they are anywhere closed to being done 
 either.
 
 Ampere
 
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Hmm, At various points I have thought about redoing the Harrier model or
adding more detail to the Skyhawk. I thought the Harrier FDM was pretty
complete, no? I've always been partial to Fokkers too. I'll have to look
into those.

Josh

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Re: [Flightgear-users] next trick

2005-06-20 Thread Josh Babcock
Lee Elliott wrote:
 On Monday 20 Jun 2005 05:26, Andy Ross wrote:
 
Josh Babcock wrote:

I'm not sure how well YASim and JSBsim do transonics and
supersonics. I think you could do a V-tail in JSBsim though.
Not sure though.

YASim doesn't currently have good support for high supersonic
aircraft; both the engine models and the aerodynamics would
need a few hacks.

You can do a V tail, though.  Give the hstab a big dihedral,
and add a split input to model the rudder control hookups.


Andy
 
 
 To Josh: have a look at the YF-23 for V-tail stuff.
 
 Regarding authentic panels  cockpits - I'd be delighted if 
 anyone wants to do real ones for any of the a/c I've done.
 
 I guess I'm more interested in the flight characteristics of 
 various aircraft than actually flying them.
 
 I'd be very interested to see a B-36 and a B-47 - they're both in 
 the 'very-unlikely-to-ever-happen' section of the list of a/c 
 I'd like to do.
 
 LeeE
 
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Well, conveniently I love realistic FDMs, but do not consider generating
them fun. Tell me which of your planes you would like to see improved.
Also, feel absolutely free to develop a B-29 YASim config. The existing
one does not even pretend to be realistic.

Josh

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Re: [Flightgear-users] next trick

2005-06-20 Thread Josh Babcock
Lee Elliott wrote:
 On Monday 20 Jun 2005 20:34, Josh Babcock wrote:
 
Tell me which of your planes you would 
like to see improved.
 
 
 Ah - an easy question ;)
 All of them:)))
 

No seriously, I'm pretty bad picking what I want to do. How about this:
Canberra (how come it's not in CVS?) or TSR-2. You pick, I do the 3-D
cockpit and any stray bells and whistles I can think of. They both have
plenty of data out there including manuals available on CD.

I'm still gonna do the B-47, I love that plane. Just not now, you guys
are right, completing existing planes should be the priority.

Josh

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Re: [Flightgear-users] next trick

2005-06-20 Thread Josh Babcock
Lee Elliott wrote:

 I'll certainly have a look at the B-29 when you release it.
 
 LeeE
 
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Have a look now, it should be in CVS, yes Gerard? There is a file NOTES
that has some collected notes about the aircraft. There is plenty of
data on the web too. I also have a reprint of the original pilot's
manual, but there is not too much data there. If you are interested I
can collect all the flight related data out of the manual and put it
into NOTES and mail it to you.

Josh

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[Flightgear-users] next trick

2005-06-19 Thread Josh Babcock
So, I'm close enough to getting the b-29 done (and by close I mean less
than a year) that I think I should start researching my next project.
I've pretty much narrowed it down to the following:

EC-135 (this would be a model of a local medevac helo, MedStar)
B-36
B-47

Eventually I will probably do the last two no matter what. Along with
the B-29 they form the lineage of the Boeing 7X7 line, so I consider all
three to be very important aircraft.

What would everybody out there like to see?

Josh

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Re: [Flightgear-users] next trick

2005-06-19 Thread Josh Babcock
bass pumped wrote:
What would everybody out there like to see?
 
 
 
 I was thinking maybe a couple of high performance... say the
 Eurofighter Typhoon...  but I think a V-tail Beech Bonanza would be
 interesting!!!
 
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I'm not sure how well YASim and JSBsim do transonics and supersonics. I
think you could do a V-tail in JSBsim though. Not sure though.

Josh

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Re: [Flightgear-users] next trick

2005-06-19 Thread Josh Babcock
Jon Berndt wrote:
I'm not sure how well YASim and JSBsim do transonics and supersonics. I
 
 
 Again, as long as the flight data is there or you can derive it or estimate 
 it, then it
 can be modeled in JSBSim. The X-15 is a hypersonic vehicle - we've got plenty 
 of data for
 that.
 
 Jon
 
 
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Oh, right. I guess I wasn't thinking there.

Josh

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Re: [Flightgear-users] Re: Re: Re: the --jpg-httpd option

2005-06-17 Thread Josh Babcock
[EMAIL PROTECTED] wrote:

 Oh, you seem to be experts. I can imagine what effect jetwash has (fast hot 
 air surrounded by stagnant cold air). But what consequence do wing tip 
 vortices have to the aircraft? Does it mean to have more aerodynamic 
 resistance at a specific amount of speed?
 
 Regards
 
 bernhard
 
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Actually the problem with jetwash is the very low O2 content. When you
rely on a combustion engine to keep you in the air, this kind of air is
the last thing you want to run you intake or carburetor through. The
huge wind shear is no treat either, but the flameout/engine stall is the
bigger problem.

Josh

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[Flightgear-users] heck of a landing

2005-06-16 Thread Josh Babcock
http://cms.firehouse.com/content/article/article.jsp?id=42576sectionId=45

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Re: [Flightgear-users] Re: the --jpg-httpd option

2005-06-15 Thread Josh Babcock
Arnt Karlsen wrote:
 On Wed, 15 Jun 2005 16:38:46 +0200, Erik wrote in message 
 [EMAIL PROTECTED]:
 
 
[EMAIL PROTECTED] wrote:


I've another question about flightgear. I'm playing it with my
roomate in  multiplayer mode and we are currently trying to fly some
formation. But with  the faster aircrafts (f16, YF-23) we sometimes
lose each other and it takes a  long time to get together again. So
I would like to know if there is a  onboard radar on the aircrafts?

Not yet for MultiPlayer aircraft. When this code has been ported to
use  AIModels we will get it for free though.

Erik
 
 
 ..to make formation flight realistic, we also need to model downwash and
 wing tip vortices.  Meanwhile, have fun and join in developing it.  ;o)
 

Jetwash too. From what I understand, that can really ruin a nice formation.

Josh

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Re: [Flightgear-users] Radeon 7000 configuration

2005-04-09 Thread Josh Babcock
Ralph Jones wrote:
OK, removing the fglrx driver caused the glxgears speed to increase to 
~2100 fps. However, X11R6.8.2 still refuses to make. Here's a link to 
the make log:

http://www.nomeking.com/World.log
rj
At 10:45 PM 4/8/2005, you wrote:
On Fri, 08 Apr 2005 17:35:27 -0600, Ralph wrote in message
[EMAIL PROTECTED]:
 Thanks for the quick reply. I downloaded and tried to install the
 latest  and greatest Xorg, X11R6.8.2...it halted with some error
 messages during  the make install but it appears to have installed the
..uhuh.  Reinstall it.
 drivers, because the  config GUI let me select the Radeon 7000 card
 and glxinfo now reports  direct rendering on. However, glxgears still
 only runs at about 500 fps.
...
 Here are links to my log and config files:

 http://www.nomeking.com/boot.log
..this tells me you forgot to lose something I told you to lose.
 http://www.nomeking.com/xorg.conf
..looks ok.
 http://www.nomeking.com/Xorg.0.log
..these lines are caused by what?
(==) RADEON(0): Write-combining range (0xd000,0x400)
drmOpenDevice: node name is /dev/dri/card0
drmOpenDevice: open result is -1, (Unknown error 999)
drmOpenDevice: open result is -1, (Unknown error 999)
drmOpenDevice: Open failed
drmOpenDevice: node name is /dev/dri/card0
drmOpenDevice: open result is -1, (Unknown error 999)
drmOpenDevice: open result is -1, (Unknown error 999)
drmOpenDevice: Open failed
drmOpenByBusid: Searching for BusID pci::01:00.0
drmOpenDevice: node name is /dev/dri/card0
drmOpenDevice: open result is 6, (OK)
drmOpenByBusid: drmOpenMinor returns 6
drmOpenByBusid: drmGetBusid reports pci::01:00.0
 rj

 At 10:47 PM 4/7/2005, you wrote:
 On Thu, 07 Apr 2005 20:04:06 -0600, Ralph wrote in message
 [EMAIL PROTECTED]:
...
I've downloaded and installed the Livna ati-fglrx driver, to no
 
  ..lose this, use X.org's radeon driver, has everything you need,
  set up X again and post a link to you /var/log/Xwhatever.log if you
  can't figure it out, these logs usually are pretty clear on what's
  wrong.
 
effect,  and haven't found much help on the Fedora fora. My
xorg.conf and the  output of glxinfo are below. Suggestions?
Thanks...
 
  ..'lspci -v'?  You may have to pull a few extra tricks if it is a
  PCI card on an AGP-slotted mobo or a mobo with integrated video.
 
--
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three:
  best case, worst case, and just in case.
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I hope you get it working. I just switched over to x.org about an hour ago, and 
glxgears went from about 1300 to 2100. I thought gaining a few hundred from 
switching to the OSS radeon driver was neat.

I don't know what that syntax error is about. I installed the same version 
following instructions on 
http://blogs.vislab.usyd.edu.au/index.php/Steve/2004/09/09/installing_a_non_intrusive_x 
and it went without a hitch.

Josh
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Re: [Flightgear-users] Re: Airports runways and Radio

2005-04-07 Thread Josh Babcock
Christian Mayer wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Melchior FRANZ schrieb:
* darko -- Thursday 07 April 2005 17:51:

Thanks very much. I'll try all this stuff this evening. btw, I play on 
linux, I use win$ only here, at job. so I will surely use your scripts.

OK, this script here will show you which frquencies to select for ATIS messages:
http://members.aon.at/mfranz/freq
But, unfortunately, this works only halfway, because the ATC subsystem doesn't
yet use the frequencies from the main data base, but has its own ATIS/TWR/...
lists, and these only contain a few entries. (But I know someone who will write
us a script to generate these lists from the main database ... :-)

Hm, can add an Web-Interface to those scripts and put them on the main
FGFS server?
Everybody could use them then...
CU,
Christian
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.0 (MingW32)
iD8DBQFCVWNClhWtxOxWNFcRAnIFAJ9PFZouG3dclHQ9RVhFG8v76WpzsACeNHeJ
Dbs9V73L+v7kWQtF7Wx5iTA=
=WDr0
-END PGP SIGNATURE-
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Yeah Melchoir,
I *know* you have a whole load of useful stuff that you haven't released because 
it wasn't written for general consumption, but I think this community can muddle 
its way through. I've always found your scripts useful, and for one think it 
would be great if they were all available on a web page somewhere.

Josh
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Re: [Flightgear-users] Nimitz

2005-03-22 Thread Josh Babcock
Arnt Karlsen wrote:
On Tue, 22 Mar 2005 07:18:38 +0100, Roy wrote in message 
[EMAIL PROTECTED]:


On Tuesday 22 March 2005 05:20, Arnt Karlsen wrote:
On Mon, 21 Mar 2005 21:05:28 -0500, MCVAY wrote in message
[EMAIL PROTECTED]:
Thanks Mathias:
I think I'm getting there.  Could you just talk me through how to
comment out the nimitz_demo scenerio.  I found nimitz_demo,
tried a few things with it, but it won't let me proceed any
further.  Thanks for your patience! Doug
I think that Mathias meant to _un_ comment out the nimitz_demo
scenario.  It's already commented out, and you need to remove the
comment tags in  $FG_ROOT/preferences.xml

..anything behind a # is a comment.  To comment it out, do
Comments in xml start with a !-- and end with a -- , _not_ #.
 
..duh!  I'm bash'ed!  ;o)  

..Doug, Roy's right, # is for scripts that start #!/bin/bash  or
somesuch on the first line, the 3'rd major commenitng character you need
to look out for here, is // in the C and C++ source.
Or, in the case of e-mail and newsgroup posts, anything after IMHO can be safely 
ignored :)

Josh
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[Flightgear-users] fgfs messes with blender texture space?

2005-03-15 Thread Josh Babcock
Every time I run fgfs while blender 2.36 is running, it messes up the display of 
textures in blender which I usually have running in another workspace. Saving 
and reloading the .blend file fixes the problem.  I'm using the radeon driver 
with 2.6.10 and Afterstep 2.00.03 and my fgfs is about a week old from CVS. 
Anyone else getting this?

Josh
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Re: [Flightgear-users] help with ATI fglrx

2005-03-02 Thread Josh Babcock
Lee Elliott wrote:
On Tuesday 01 March 2005 22:33, Josh Babcock wrote:
[snip...]
I wonder if it's being loaded by the startup scripts or the
kernel before X even starts.  I guess I will have to turn off
X and restart to check.
Josh

Hmm... I just had another look at your lsmod o/p to check if if 
the agpgart module was being used and it looks like it is - by 
via_agp.

I'm using an via chipset mobo too but I compile the via chipset 
support into the kernel as opposed to agpgart support, which I 
compile as a module.

I dunno if this gets you anywhere but it might be worth trying.
Do you have POSIX shared memory support enabled?  This comes 
under Virtual memory filesystem support (former shm fs).  I 
believe this is required for the ATI drivers.

LeeE
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Yeah, I have shared memory support.  I'll try putting the via drivers in 
the kernel.
Josh
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Re: [Flightgear-users] help with ATI fglrx

2005-03-01 Thread Josh Babcock
Arnt Karlsen wrote:
On Mon, 28 Feb 2005 17:23:23 -0500, Josh wrote in message 
[EMAIL PROTECTED]:


tower:jbabcock$ fglrxinfo
display: :0.0  screen: 0
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: RADEON 8500 DDR Generic
OpenGL version string: 1.3.4893 (X4.3.0-8.10.19)

..tried this card with the open source DRI driver radeon ?  

Yes, a long time ago.  It was fairly disappointing.  I'll have to check and see 
if it is working now.

Josh
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Re: [Flightgear-users] help with ATI fglrx

2005-03-01 Thread Josh Babcock
Lee Elliott wrote:
On Monday 28 February 2005 22:23, Josh Babcock wrote:
OK, this is making me feel kind of stupid.  I never really had
any problem with the fglrx driver before, but now I'm a bit
stumped.  I just completely rebuilt my system to take
advantage of LVM and the deb package system as well as to
upgrade to 2.6.10.  Now, I seem to have fglrx working, but
alas, 1 FPS in FG. dmesg reports *lots* of these:
[fglrx:firegl_agp_lock_pages] *ERROR*
agp_allocate_memory_phys_list failed Has anyone else seen this
problem?
Oh, to avoid confusion, the kernel and fglrx module did not
come from a deb repository, I built them by hand.  I just
don't find the debian build process sane.  I also held the
Xfree packages so libGL.so wouldn't get clobbered.
Josh
Gory details below...
[snipped...] 

Are you using the internal ATI agpgart or the 2.6.10 kernel 
module?

I have the line 

Option UseInternalAGPGART yes
[snip]
Nope, I've got it set to yes.  If I recall, using the kernel module led to 
fglrx spewing all sorts of errors in the X log and X falling back to Mesa.  I 
also think I should note that even though I have FB support in my kernel config, 
using the line:
	Option		UseFBDev		true
in XF86Config-4 results in X failing to load, with complaints from fglrx about 
not being able to access the frame buffer.  This is really the same X config 
that I had working before.  I think I either did something stupin in my kernel 
config or there is some change in the code causing a new problem.

Thanks,
Josh
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Re: [Flightgear-users] help with ATI fglrx

2005-03-01 Thread Josh Babcock
Lee Elliott wrote:
On Tuesday 01 March 2005 21:41, Josh Babcock wrote:
Lee Elliott wrote:
On Monday 28 February 2005 22:23, Josh Babcock wrote:
OK, this is making me feel kind of stupid.  I never really
had any problem with the fglrx driver before, but now I'm a
bit stumped.  I just completely rebuilt my system to take
advantage of LVM and the deb package system as well as to
upgrade to 2.6.10.  Now, I seem to have fglrx working, but
alas, 1 FPS in FG. dmesg reports *lots* of these:
[fglrx:firegl_agp_lock_pages] *ERROR*
agp_allocate_memory_phys_list failed Has anyone else seen
this problem?
Oh, to avoid confusion, the kernel and fglrx module did not
come from a deb repository, I built them by hand.  I just
don't find the debian build process sane.  I also held the
Xfree packages so libGL.so wouldn't get clobbered.
Josh
Gory details below...
[snipped...]
Are you using the internal ATI agpgart or the 2.6.10 kernel
module?
I have the line
   Option UseInternalAGPGART yes
[snip]
Nope, I've got it set to yes.  If I recall, using the kernel
module led to fglrx spewing all sorts of errors in the X log
and X falling back to Mesa.  I also think I should note that
even though I have FB support in my kernel config, using the
line:
Option  UseFBDev  true
in XF86Config-4 results in X failing to load, with complaints
from fglrx about not being able to access the frame buffer. 
This is really the same X config that I had working before.  I
think I either did something stupin in my kernel config or
there is some change in the code causing a new problem.

Thanks,
Josh

Hmm...
the fact that the agpgart module is loaded on your system seems 
to imply that the ATI internal agpgart isn't being used.  Dunno 
why though.

LeeE
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I wonder if it's being loaded by the startup scripts or the kernel before X even 
starts.  I guess I will have to turn off X and restart to check.

Josh
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[Flightgear-users] help with ATI fglrx

2005-02-28 Thread Josh Babcock
OK, this is making me feel kind of stupid.  I never really had any problem with
the fglrx driver before, but now I'm a bit stumped.  I just completely rebuilt 
my system to take advantage of LVM and the deb package system as well as to 
upgrade to 2.6.10.  Now, I seem to have fglrx working, but alas, 1 FPS in FG.
dmesg reports *lots* of these:
[fglrx:firegl_agp_lock_pages] *ERROR* agp_allocate_memory_phys_list failed
Has anyone else seen this problem?

Oh, to avoid confusion, the kernel and fglrx module did not come from a deb 
repository, I built them by hand.  I just don't find the debian build process 
sane.  I also held the Xfree packages so libGL.so wouldn't get clobbered.

Josh
Gory details below, also see these files for even more gory details:
For less gory details, take a look at my vacation pics in the home directory.
http://home.comcast.net/~jrbabcock/temp/XF86Config-4
http://home.comcast.net/~jrbabcock/temp/XFree86.0.log
http://home.comcast.net/~jrbabcock/temp/config-2.6.10
Driver version is:
fglrx_4_3_0-8.10.19-1.i386
tower:jbabcock$ fgl_glxgears
892 frames in 5.0 seconds = 178.400 FPS
1119 frames in 5.0 seconds = 223.800 FPS
1119 frames in 5.0 seconds = 223.800 FPS
1120 frames in 5.0 seconds = 224.000 FPS
tower:jbabcock$ glxgears
4752 frames in 5.0 seconds = 950.400 FPS
5456 frames in 5.0 seconds = 1091.200 FPS
5439 frames in 5.0 seconds = 1087.800 FPS
5441 frames in 5.0 seconds = 1088.200 FPS
tower:jbabcock$ lsmod
Module  Size  Used by
fglrx 237500  7
lp  7912  0
8250_pnp7936  0
parport_pc 22404  1
parport20608  2 lp,parport_pc
floppy 53648  0
i2c_viapro  6220  0
8250_pci   16704  0
8250   20996  2 8250_pnp,8250_pci
serial_core19136  1 8250
via_agp 7424  1
agpgart28136  2 via_agp
joydev  7872  0
evdev   7360  0
usbhid 23232  0
uhci_hcd   30160  0
usbcore   105464  3 usbhid,uhci_hcd
8139too20544  0
mii 3968  1 8139too
snd_cmipci 29472  0
snd_pcm_oss48420  0
snd_mixer_oss  17536  1 snd_pcm_oss
snd_pcm84232  2 snd_cmipci,snd_pcm_oss
snd_page_alloc  7492  1 snd_pcm
snd_opl3_lib9152  1 snd_cmipci
snd_timer  21188  2 snd_pcm,snd_opl3_lib
snd_hwdep   7236  1 snd_opl3_lib
gameport3520  1 snd_cmipci
snd_mpu401_uart 6144  1 snd_cmipci
snd_rawmidi20064  1 snd_mpu401_uart
snd_seq_device  6924  2 snd_opl3_lib,snd_rawmidi
snd46116  10 
snd_cmipci,snd_pcm_oss,snd_mixer_oss,snd_pcm,snd_opl3_lib,snd_timer,snd_hwdep,snd_mpu401_uart,snd_rawmidi,snd_seq_device
soundcore   7392  1 snd
ext2   57480  1
mbcache 6660  1 ext2
tulip  46944  0
cpuid   2436  0

tower:jbabcock$ fglrxinfo
display: :0.0  screen: 0
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: RADEON 8500 DDR Generic
OpenGL version string: 1.3.4893 (X4.3.0-8.10.19)
tower:jbabcock$ glxinfo
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context
client glx vendor string: ATI
client glx version string: 1.3
client glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context,
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_ATI_pixel_format_float,
GLX_ATI_render_texture
GLX extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: RADEON 8500 DDR Generic
OpenGL version string: 1.3.4893 (X4.3.0-8.10.19)
OpenGL extensions:
GL_ARB_multitexture, GL_EXT_texture_env_add, GL_EXT_compiled_vertex_array,
GL_S3_s3tc, GL_ARB_occlusion_query, GL_ARB_point_parameters,
GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,
GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat,
GL_ARB_transpose_matrix, GL_ARB_vertex_blend, GL_ARB_vertex_buffer_object,
GL_ARB_vertex_program, GL_ARB_window_pos, GL_ATI_element_array,
GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader, GL_ATI_map_object_buffer,
GL_ATI_texture_env_combine3, GL_ATI_texture_mirror_once,
GL_ATI_vertex_array_object, GL_ATI_vertex_attrib_array_object,
GL_ATI_vertex_streams, GL_ATIX_texture_env_combine3,
GL_ATIX_texture_env_route, GL_ATIX_vertex_shader_output_point_size,
GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_func_separate,
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint,

[Flightgear-users] Cool photo

2005-02-17 Thread Josh Babcock
Found a link to this on fark.com.
http://www.airliners.net/open.file?id=777174size=Lsok=photo_nr=prev_id=next_id=
Josh
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Re: [Flightgear-users] Frame Rates and general performance questions

2004-02-25 Thread Josh Babcock
Mark Wells wrote:
 Well, for lack of a better word, it's too damn *touchy* 

 The thing my dad noticed(he's one of the real pilots) was that he had a
much harder time trimming it out than on a real plane. The real thing
tends to be more stable I guess.
 Basicly, from my POV, you have to constantly fight with JSB to keep
it on track, whereas a real plane tends to more readily go where you
point it.
 It's like you have to compensate *constantly* to keep it on track. The
one time I've been in the copilots seat in a real plane, the pilot
didn't have to move the yoke or pedals around to get and keep the plane
lined up with the runway anywhere NEAR as much as you have to in jsb.
 Try doing an approach in yasim and you'll see what I mean. This is also
the same basic difference I noticed between JSB and FS2004. 

 It's almost like JSB's been over-engineered. The expression it flies
great on paper comes to mind. And no disrespect to the jsb
team(flightgear gives me a woody), I'm just offering the best feedback I
can.
 Yasim just seems to fly more like a real plane except on takeoff.

 As for the weirdness on takeoff, it's simple. After you get a little
speed up, and you go to steer the plane to keep it on the runway, it
tips over! In a way, it's kind of doing on the ground what jsb is doing
in the air, only much much worse. It's almost impossible to keep it on
the runway and make a nice takeoff.
 It could be I'm overcompensating because of my low frame rate. I can
steer the plane great on the ground in jsb, but I usually end up taking
off from grass in yasim.
 Once it's in the air it flies great.

 Just my $.02 - hope it is helpful and constructive as it was intended.

 Any thoughts on how to get my frame rate up?

Mark

PS: please pass this along to the JSB team if you think it will help.
Thanks!

Mark Wells wrote:

I now realize that I should have been using yasim rather than jsbsim.

The only problem I have with yasim is that the plane does really weird
things at takeoff until it's airborne. Once it is, it flys great!
I'm a little confused.  You're using the YASim c172 model?  This one
doesn't get much (er, any) attention in the way of tuning.  I'm
surprised it still solves, honestly. :)
But nonetheless I'm happy that it's working for you.  If you can
provide more detail on the really weird behavior you are seeing on the
ground, we can try to work out a fix.
Likewise, I'm sure the JSB folks would be interested to hear about
what you don't like about the default model.
Andy

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I have noticed something like this in yasim as well.  It is only a real 
problem on tail dragger props, but it may be lurking in there more 
subtly for other planes as well.  What happens is this:  First, I adjust 
mixture, lock the tail wheel, set flaps etc.  Then I pull back on the 
stick and run up the engine to full power and release the brakes.  The 
plane immediately drifts left, so I put in some right rudder, usually 
about half.  at about 50-60 kts (less for the j3) I simultaneously ease 
the stick forward to let the tail wheel up and kick in some more right 
rudder, and then promptly do a ground loop to the left.  This usually 
happens around 90 kts in the p51 and it's really violent.  I'm usually 
going backwards in about 2 plane lengths.  The only way I have found to 
get around this is to keep the tail wheel on the ground right up 
(almost) to rotation speed and to ease the power up very slowly.  This 
takes up several hundreds extra feet of runway compared to running up 
the engine before releasing the brakes.  Sometimes I end up lifting off 
with the main wheels first, which can also be interesting.  I have seen 
this in the j3, the dc-3 and worst of all the p51d.  Is my tail dragger 
technique bad?  I always thought that  by the time you can get the tail 
wheel off the ground you should not need full rudder to stay straight.

Josh

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Re: [Flightgear-users] new video card

2004-02-11 Thread Josh Babcock
My 8500 has worked great with the fglrx drivers for about the last 
year.  Before that, the drivers weren't that good.  The performance is 
great for an old card and it has lots of configuration options.  the 
only proplem is that the documentation is non-existant, and I haven't 
figured out how to turn some of the stuff on, like FSAA.  Easy to 
install too, once you do it the first time.

Josh

Curtis L. Olson wrote:

rh wrote:

I see everyone slamming ATI but I have had no problem getting my ATI
9100 to work, 3D and all. For an inexpensive card, I am happy so far
with it's performance, not just in FGFS, but under Linux in general.


That's good to hear.  The world is definitely a better place (for end 
users anyway) when there is a healthy bit of competition.  I've had 
good luck with nvidia all along and I know how to make their cards 
work, so I've stuck with them.  It sounds like some people are having 
trouble getting their ATI cards to do 3d correctly in linux so maybe 
they just need a nudge here or there in the right direction by someone 
who knows how to make them work?

Regards,

Curt.


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[Flightgear-users] looking for ac-in_2-28-B.py ... in vain?

2003-12-02 Thread Josh Babcock
I'm looking for .ac import/export python scripts for Blender.  After 
checking the archives I looked at 
http://igspot.ig.com.br/*wgermano*/programming/ but got a 404.  Anybody 
know if there are scripts available that work with 2.28?  I have the 
ones for 2.25 but they are broken for 2.28.
Thanks,
Josh

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