Frederic Bouvier wrote:
David,
pa_tiedown.rgb comes corrupted with CVS on windows.
Could you make it binary, please ?
Done.
Erik
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Maik Justus wrote:
Thie is in the fdm (adv. in the bo105.xml file) (with the real angles
for the bo)
- adv.
+ resp.
Maik
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On Sun, 30 Nov 2003, Rick Ansell wrote:
I will see what I can do, but don't expect to much (says a MOD
bloke).
Thanks :-)
--
Jon Stockill
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Maik Justus [EMAIL PROTECTED] said:
This makes the apparent
torque effect lighter, but the aircraft will still tend to crab at low
speeds. Is this feature incorporated into the fdm calculation for torque
effect?
Sorry, I didnt find crab in my dictionary. But what is not simulated
is
Hi Jim
Jim Wilson said:
The term crab as defined in the webster dictionary is:
the angular difference between an aircraft's course and the heading necessary
to make that course in the presence of a crosswind.
The way I used it refers to the action crab which is flying on that angle
Maik Justus writes:
Hi,
is it planned to add shadow to the world, at least the shadow of the
aircraft?
You can actually add a shadow layer to the model directly and keep it
at ground level via various model animation directives:
http://www.flightgear.org/images/an225-departing-KSFO.jpg
Hi,
is it planned to add shadow to the world, at least the shadow of the
aircraft?
All the best,
Maik
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Hi,
looks good. Maybe someone could add this to the bo105? (Melchior?)
Thanks,
Maik
Curtis L. Olson schrieb:
Maik Justus writes:
Hi,
is it planned to add shadow to the world, at least the shadow of the
aircraft?
You can actually add a shadow layer to the model directly and keep
On Monday, 1 December 2003 19:16, Curtis L. Olson wrote:
You can actually add a shadow layer to the model directly and keep it
at ground level via various model animation directives:
http://www.flightgear.org/images/an225-departing-KSFO.jpg
It's not a perfect shadow, but it's quick and
I made a tilable grass texture today.
If anyone likes it and wants to use for some part of FG then let me know and
I'll e-mail it to you. 1024x1024 RGB - 3MB
I made it quite light to reflect the type of grass in my part of the world so
if someone wants darker greens let me know and I'll tweak
Paul Surgeon writes:
Now if I can just figure out how to change the mip mapping to not be so
aggressive. It kills the texture detail far too close to the viewer and makes
the screenshots look bad.
The best thing I've seen for this is to enable anisotropic texture
filtering for your card. On
Paul Surgeon [EMAIL PROTECTED] said:
On Monday, 1 December 2003 19:16, Curtis L. Olson wrote:
You can actually add a shadow layer to the model directly and keep it
at ground level via various model animation directives:
http://www.flightgear.org/images/an225-departing-KSFO.jpg
Paul Surgeon schrieb:
I made a tilable grass texture today.
It looks great
If anyone likes it and wants to use for some part of FG then let me know and
I'll e-mail it to you. 1024x1024 RGB - 3MB
1024x1024 is *extremly* big for such a texture!
We should try to render our terrain with
If you could define N multiple textures overtextures, you would get N^2
possible textures, which would really break up the patterns for a small
memory cost.
And while you're on the subject of We should try, I've always wondered
about using multitextures with the top one off the ground. You
@[EMAIL PROTECTED] (Swearing),
Do you know of any websites that I can read the will improve my
understaning of sockets? At my current level of understanding I am having
trouble making sense of the pegasus network library and how it is being
used in httpd.cxx and props.cxx due to the little
Josh Babcock writes:
If you could define N multiple textures overtextures, you would get N^2
possible textures, which would really break up the patterns for a small
memory cost.
And while you're on the subject of We should try, I've always wondered
about using multitextures with the top
Paul Surgeon wrote:
I'm sure there will be protesters but this polygonal looking scenery is not
very nice in my opinion. Yes it works but it doesn't even begin to resemble
real life scenery.
Out of curiosity has anyone ever used TerraScene?
(synthetic scenery generation app for Fly! and Fly!2)
Erik Hofman [EMAIL PROTECTED] wrote:
Update of /var/cvs/FlightGear-0.9/data/Models/Geometry
In directory baron:/tmp/cvs-serv27779
Added Files:
frighter.ac
Shouöld this ship frighten us ? ;-)
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
Paul Surgeon wrote:
Detail textures help but I they are not the answer.
What is needed is new terrain rendering engine. :D
I'm sure there will be protesters but this polygonal looking
scenery is not very nice in my opinion. Yes it works but it doesn't
even begin to resemble real life
Martin Spott wrote:
Erik Hofman [EMAIL PROTECTED] wrote:
Update of /var/cvs/FlightGear-0.9/data/Models/Geometry
In directory baron:/tmp/cvs-serv27779
Added Files:
frighter.ac
Shou?ld this ship frighten us ? ;-)
Only if it's directly above you ...
Erik
On Tuesday, 2 December 2003 00:12, David Megginson wrote:
Yes, I did use it -- it was a very well-thought out little program, but it
had some pretty disasterous problems:
1. The generated scenery was enormous: we couldn't dream of making
worldwide scenery available online (TerraScene scenery
On Monday, 1 December 2003 23:59, Seamus Thomas Carroll wrote:
@[EMAIL PROTECTED] (Swearing),
Do you know of any websites that I can read the will improve my
understaning of sockets? At my current level of understanding I am having
trouble making sense of the pegasus network library and how
On Tuesday, 2 December 2003 00:16, Andy Ross wrote:
But the answer can't possibly be to blow 4MB of card memory per
texture. There are dozens of terrain types. Even a 256MB megacard is
going to run short when you spend your VRAM like that that.
It would not work for the way the current
Paul Surgeon wrote:
Think along the lines of about 57MB for 400 km2 with the terrain
directly under the aircraft at 1 meter/pixel resolution and then
gradually tappering off to 8 meters/pixel in 5 steps to a distance
of 10 km in all directions from the aircraft.
That was my thinking when I
Could it be possible to create a rendering engine that allows
us to fly from the ground up into space seamlessly?
Many flight simulators have their limits at around 5 feet altitude
so it would be great if we are able to fly higher in flightgear.
This would be desirable for something like
Andy Ross writes:
That was my thinking when I started, too. But your math is a little
off. Getting to a worst case resolution of 1 texel per screen-space
pixel with unique texturing requires *vast* amounts of memory. The
anisotropy kills you; far-away texels might typically be rendered at
I was shooting an approach with FG and noticed that when I pitch up the
aircraft, the VASI lights turn white. Similarly, when I pitch down the
aircraft, the VASI lights turn red. I loaded the UFO and verified the VASI
lights change color when the UFO is stationary and the pitch of the UFO
Hoyt A. Fleming writes:
I was shooting an approach with FG and noticed that when I pitch up the
aircraft, the VASI lights turn white. Similarly, when I pitch down the
aircraft, the VASI lights turn red. I loaded the UFO and verified the VASI
lights change color when the UFO is stationary and
Is that ToDo list published somewhere?
Ryan
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Curtis L.
Olson
Sent: Monday, December 01, 2003 8:35 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] VASI question
Hoyt A. Fleming writes:
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