RE: [Flightgear-devel] latest AI tricks

2003-12-17 Thread Norman Vine
http://www.boston.com/news/galleries/2003/domeplane/01.htm Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

RE: [Flightgear-devel] latest AI tricks

2003-12-17 Thread Curtis L. Olson
Norman Vine writes: > http://www.boston.com/news/galleries/2003/domeplane/01.htm Nice ... :-) Curt. -- Curtis Olson HumanFIRST Program FlightGear Project Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org Minnesota http://www.flightgear.org/~curt http:

Re: [Flightgear-devel] latest AI tricks

2003-11-29 Thread John Barrett
> - Original Message - > From: "David Culp" <[EMAIL PROTECTED]> > To: "FlightGear developers discussions" <[EMAIL PROTECTED]> > Sent: Saturday, November 29, 2003 7:32 AM > Subject: Re: [Flightgear-devel] latest AI tricks > > >

Re: [Flightgear-devel] latest AI tricks

2003-11-29 Thread David Culp
> Can't wait for you guys to add the AI for a Blue Angels routine. :-) Maybe someday. The present AIAircraft fdm won't do it though. It only handles "normal" maneuvers, like normal climbs, descents and turns. Dave -- David Culp davidculp2[at]comcast.net **

Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread Cameron Moore
* [EMAIL PROTECTED] (Andy Ross) [2003.11.28 12:15]: > Erik Hofman wrote: > > I've put the current code, slightly modified on one or two places, > > into CVS. The next step would be adding support for NASAL scripts to > > controll the vehicles and after that we need some code the add dynamic > > obj

Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread David Culp
> Is there a quickie tutorial ... The AIManager subsystem reads the preferences.xml file at startup and instantiates an AI object for every occurrance of in the sim/ai node. Presently there are three object "types" available, "aircraft", "ship" and "ballistic". The aircraft are available in f

Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread Erik Hofman
Andy Ross wrote: Erik Hofman wrote: I've put the current code, slightly modified on one or two places, into CVS. The next step would be adding support for NASAL scripts to controll the vehicles and after that we need some code the add dynamic objects to scenery locations to make it possible for fe

Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread Andy Ross
Erik Hofman wrote: > I've put the current code, slightly modified on one or two places, > into CVS. The next step would be adding support for NASAL scripts to > controll the vehicles and after that we need some code the add dynamic > objects to scenery locations to make it possible for ferries to c

Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread Erik Hofman
David Culp wrote: I've handed this over to the professionals (Erik), as I've run out of clues. The AI also includes ships and ballistic objects. I've put the current code, slightly modified on one or two places, into CVS. The next step would be adding support for NASAL scripts to controll the

[Flightgear-devel] latest AI tricks

2003-11-28 Thread David Culp
Here's a screenshot of the latest AI trick. http://home.comcast.net/~davidculp2/formation.jpg Obviously a setGearUp() method is needed :) I've handed this over to the professionals (Erik), as I've run out of clues. The AI also includes ships and ballistic objects. Dave -- *