Andy Ross wrote:
Jim Wilson wrote:
> Anyway, what I now remember is this: the camera position as configured
> for the chase view is always in relation to the FDM location. And in
> the case of Yasim that location is always the nose.
Oh, good point. This will create problems for view directi
Andy Ross <[EMAIL PROTECTED]> said:
> Actually, wouldn't a sane default for the view code be to *always*
> pick a center point for the offset? That is, just pick the center of
> a bounding box computed from the model (or the FDM).
Not sure, but it would seem like the pitch axis would generally b
I wrote:
> I need to get per-gear tunable spring constants and damping
> coefficients working; the automatically generated ones are almost, but
> not quite, good enough for all cases.
Well, that was easy enough. You can now use "spring" and "damp"
attributes on gear objects to modify the default
Sigh ...
I thought we had already solved this one
http://www.menet.umn.edu/~curt/lists/fgfs/archive-200204/msg00176.html
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Jim Wilson wrote:
> After moving the AC3D model origin to where Yasim wants it (at the
> nose) the aircraft rotates fine. (Note that it appears the gear still
> compresses abit too much as when doing Curt's throw on the breaks at
> 40kts test, the nose comes very close to the ground).
Yeah, the n
At 11/9/02, Jim Wilson wrote:
It seems that a while back this came up when I was working on the viewer or
maybe tweaking the original 3D aircraft model rotations. After moving the
AC3D model origin to where Yasim wants it (at the nose) the aircraft rotates
fine. (Note that it appears the gear st
It seems that a while back this came up when I was working on the viewer or
maybe tweaking the original 3D aircraft model rotations. After moving the
AC3D model origin to where Yasim wants it (at the nose) the aircraft rotates
fine. (Note that it appears the gear still compresses abit too much a