http://www.boston.com/news/galleries/2003/domeplane/01.htm
Norman
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Norman Vine writes:
> http://www.boston.com/news/galleries/2003/domeplane/01.htm
Nice ... :-)
Curt.
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Curtis Olson HumanFIRST Program FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota http://www.flightgear.org/~curt http:
> - 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
>
> >
> 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
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David Culp
davidculp2[at]comcast.net
**
* [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
> 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
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
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
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
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
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