On Monday 24 May 2004 01:58, Ampere K. Hardraade wrote:
Why does the MD-11 look so big?
Regards,
Ampere
Oh, that's just a matter of exagerrated perspective, stemming from using a
very wide angle lense. The MD11 is slightly closer to the camera and
therefor looks relatively large. I tried a
Hi guys!
I'ts nice to have this feature in flightgear and looks really cool
but another very nice feature is VBO (works on all PC videocards (ATI and
Nvidia))
I use it and have some speedup now I improved my version of ssgVtxTable on
VBO
if someone intrested feel free to mail me (now I setup
Roman Grigoriev wrote:
Hi guys!
I'ts nice to have this feature in flightgear and looks really cool
but another very nice feature is VBO (works on all PC videocards (ATI and
Nvidia))
I use it and have some speedup now I improved my version of ssgVtxTable on
VBO
if someone intrested feel
There are a few interesting pages in their ... umm ... Intranet. I'm not
sure if this is considered for public access (no domain name, password on
the start page :-), but it doesn't (seem to) contain confidential info,
so, here we go:
http://142.26.194.131/
Some links from there:
C-172
On 5/20/04 at 5:02 PM David Megginson wrote:
(Or, in other words) all right, but apart from the sanitation, the
medicine,
education, wine, public order, irrigation, roads, a fresh water system,
and
public health, what have the Romans ever done for us?
The Romans reached Canada as well?
Matthew Law wrote:
On my system (gentoo, SB Live 128) I hear what sounds like the turbine
sample when at high angles of attack/sideslip and bank in the pa28-161.
It's a very strange thing to hear in those situations and had me looking
around at first to find the 'bogey'. Up to now in real
Erik Hofman wrote:
No. It can be heard from within the cabin also.
But there is an effect that steps in at higher angles of attack, I'm
just not sure how it really should sound like (I thought the current
effect was quite close) and how to achieve that effect correctly.
I'm not sure if what I'm
On 5/24/04 at 10:44 AM David Megginson wrote:
I'm not sure if what I'm hearing right now is an OpenAL library problem or
a
FlightGear problem, but it does not sound much like an airplane. The
sound
of a plane from inside the cabin is a very low, loud rumbling (or even
roaring) sound -- it
Here's a quick status update on my efforts to update the world scenery
build.
FWIW, I have been leaving updated notices on my home page for people
that want more frequent or detailed updates on my progress:
http://www.flightgear.org/~curt
I believe I have now completed all my required prep
David Luff wrote:
On a related note, I believe you had problems with hearing the ATIS voice
due to low volume previously. Do you still have this problem post-OpenAL,
or can you hear it OK now?
I haven't checked, because the engine audio is so intolerable (think dental
drill) that I turn it off
Curtis L. Olson wrote:
Here's a quick status update on my efforts to update the world scenery
build.
FWIW, I have been leaving updated notices on my home page for people
that want more frequent or detailed updates on my progress:
http://www.flightgear.org/~curt
I believe I have now
Jon S Berndt wrote:
FWIW, Gimp has a script that creates text arcs that I have considered
using if I ever get a chance to make some instruments.
Jon
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On Mon, 24 May 2004 10:34:03 -0500
Curtis L. Olson [EMAIL PROTECTED] wrote:
Here's a quick status update on my efforts to update the world scenery
build.
[ snip ]
This all sounds extremely, extremely cool. Thanks for all the effort
you've put into this.
I
Chris Metzler wrote:
This all sounds extremely, extremely cool. Thanks for all the effort
you've put into this.
I have a couple of questions:
Will these still be in separate .ac files, so that they can be replaced
if desired? As I learn blender, one thing I've wanted to do (and make
available to
* Josh Babcock -- Monday 24 May 2004 19:34:
Jon S Berndt wrote:
FWIW, Gimp has a script that creates text arcs that I have considered
using if I ever get a chance to make some instruments.
I have not had much luck with it.
Unfortunately, the ones that I have demonstrated aren't perfect
Okay, these animations all work nicely now.
The attachment contains what I have done so far. Control surfaces that are
working are the ailerons, flaps and spoilers. Control surfaces that aren't
working are the elevators and I can use some help with them. I have put
off doing the rudders
On Mon, 24 May 2004 13:07:06 -0500
Curtis L. Olson [EMAIL PROTECTED] wrote:
Chris Metzler wrote:
The database that came with 0.9.4 had taxiways mainly just for big
airports. Will this updated database have them for many smaller
airports as well? I ask because I've been using David Luff's
Yep. It is very, very likely that I am going to help Chris on the scenery for
the airports... after I am finished with the MD.
Regards,
Ampere
On May 24, 2004 02:07 pm, Curtis L. Olson wrote:
Custom towers should be doable. We may need to do a little work to
think about the best way to
Do the elevators and the trim works for you?
Regards,
Ampere
On May 24, 2004 02:34 pm, Durk Talsma wrote:
Okay, these animations all work nicely now.
The attachment contains what I have done so far. Control surfaces that
are working are the ailerons, flaps and spoilers. Control surfaces
Hmm, actually, it's kinda funny. I was originally only confirming your
observation that ailerons, flaps and spoilers were animating correcty on a
different system. But your question triggered my curiosity, and I decided to
explore the 3ds file a litte bit. I found that the objects named
Changing the order has fixed the problem now. Thanks very much.
Incidentally, does anyone know why the clouds_3d module compiles so
dirtily? Make will just about get through it, screaming every bit of the
way, but make install commits suicide before the end, bailing out in a
veritable swimming
For JSBSim (and I imagine, YASim, and others), our turbine model (for
example) features various temperatures that can be reported on a panel
display. For any unique aircraft, as well, there will be some
arbitrary number of engines, with controls associated with each
engine. In JSBSim, at
Hi,
I am working on something that could perhaps help designing panels.
While looking at the xml definition
of panels I saw that 2d panels are defined in their own file and
included with a panel tag.
On the other way the 3d panels are included in the plane model/animation
.xml file.
I find this
On Monday 24 May 2004 16:59, Erik Hofman wrote:
Curtis L. Olson wrote:
Here's a quick status update on my efforts to update the world scenery
build.
FWIW, I have been leaving updated notices on my home page for people
that want more frequent or detailed updates on my progress:
Harald wrote:
I find this a bit strange, we can have multiple 2d panels for one
aircraft but only one 3d panel for
aircrafts with 3d panels (or if we want more we must duplicate the .xml
plane model).
You could select among multiple 3D panels using a property and an animation.
All the best,
David
On May 24, 2004 04:54 pm, Durk Talsma wrote:
Hmm, actually, it's kinda funny. I was originally only confirming your
observation that ailerons, flaps and spoilers were animating correcty on a
different system. But your question triggered my curiosity, and I decided
to explore the 3ds file a
I did a check in 3D Studio and it shows that the name of these objects does
indeed end with an 'H'. I re-exported the model again but these particular
control surfaces still don't move if I refer to them as whateverH in the XML
file. So this prompt me to check the actual 3ds file rather than
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