Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Erik Hofman
Michael Selig wrote: At 3/14/02, you wrote: Just a quick note and question. I've been able to get engine sound for the different models except the UIUC models. Specifically I've been running the different versions of the Cessna 172. JSB and Larcsim both produce engine sound but UIUC

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread David Megginson
Tony Peden writes: You need to write the data to the appropriate properties. You might take a look at JSBSim.[ch]xx and what we're doing with the /surface-positions/elevator-pos-norm /surface-positions/rudder-pos-norm etc. For LaRCSim, I just added code to copy the control inputs

Re: [Flightgear-devel] Flightgear, FS2K2 and GMAX

2002-03-15 Thread David Megginson
Marcio Shimoda writes: Well, this is a problem The current version of ssgLoadMDL just loads the all the information in mdl file. It doesn't know what is loading, if is a wheel or other moving part. Fortunately, that doesn't matter. We specify animations externally using an XML config

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread David Megginson
Erik Hofman writes: To get it working the UIUC code should populate the property tree with at least the following properties (for a piston engine driven aeroplane): starting/stoping the sounds: --- /engines/engine/cranking /engines/engine/running

[Flightgear-devel] Engine sound problem?

2002-03-15 Thread Erik Hofman
Hi, Does anybody else have problems with the engine sound (it doesn't start playing)? I have a very weird problem over here and was wondering if I am the only one. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Erik Hofman
David Megginson wrote: Erik Hofman writes: To get it working the UIUC code should populate the property tree with at least the following properties (for a piston engine driven aeroplane): starting/stoping the sounds: --- /engines/engine/cranking

Re: Re: [Flightgear-devel] Flightgear, FS2K2 and GMAX

2002-03-15 Thread Per Liedman
David Megginsson wrote: Marcio Shimoda writes: Well, this is a problem The current version of ssgLoadMDL just loads the all the information in mdl file. It doesn't know what is loading, if is a wheel or other moving part. Fortunately, that doesn't matter. We specify

Re: Re: [Flightgear-devel] Flightgear, FS2K2 and GMAX

2002-03-15 Thread David Megginson
Per Liedman writes: MDL is not a format used for modellers, it's more like a compiled binary format used for MSFS. This means that it *does not* contain object names. Hence, ssgLoadMDL does not preserve object names, since there are no names to preserve. :-) Having said that,

Re: [Flightgear-devel] Engine sound problem?

2002-03-15 Thread Christian Mayer
Erik Hofman wrote: Hi, Does anybody else have problems with the engine sound (it doesn't start playing)? I have a very weird problem over here and was wondering if I am the only one. I've got exactly the same problem under W2k/MSVC. CU, Christian -- The idea is to die young as late

[Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
ARRRG I just discovered this piece of code in the CVS } else { *(int*)0=0; // unexpected tag, boom } } I will leave the name calling and expletives out but THIS IS RUDE ARROGANT AMATURISH PROGRAMMING TO THE MAX and completely UNACCEPTABLE in a complex project like FlightGear

[Flightgear-devel] black and white flightgear

2002-03-15 Thread Roman Grigoriev
Hi guys I implemented rendering Flightgear in black and white mode using Geforce rendering combiners here is a sample jpeg If some one intrested in doing this I can describe technique It's extremly usefull for simulating missile and bomb camera views or for helicopter simulation attachment:

re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread David Megginson
Norman Vine writes: Note for the FDM writers This means that queries for multiple 3 or 4 gear locations should be quicker then just the single query was before That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and

[Flightgear-devel] FGSubsytem

2002-03-15 Thread Christian Mayer
Hi, is there a reason why FGSubsystem uses an int as dt? Shouldn't this be a float? And what unit does it have? Seconds or milliseconds? CU, Christian -- The idea is to die young as late as possible.-- Ashley Montague Whoever that is/was; (c) by Douglas Adams would have been

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 09:44:07 -0500 1) CHANGE THIS ASAP to at least print an error message or 2) defend this hack publicly Where is the code located? = There is some good news however After discovering that the above was responsible for unexplained crashing at startup with

Re: [Flightgear-devel] black and white flightgear

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 17:47:37 +0300 Roman Grigoriev [EMAIL PROTECTED] wrote: Hi guys I implemented rendering Flightgear in black and white mode using Geforce rendering combiners here is a sample jpeg It's extremly usefull for simulating missile and bomb camera views or for helicopter

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 10:00:28 -0500 David Megginson [EMAIL PROTECTED] wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points aren't as serious). So, when querying, would we supply the lat/lon/radius

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Erik Hofman
Norman Vine wrote: ARRRG There is some good news however After discovering that the above was responsible for unexplained crashing at startup with some configurations I can announce that I have a new Height above Ground algorithm that is MUCH faster read order of magnitude At

Re: [Flightgear-devel] Engine sound problem?

2002-03-15 Thread Erik Hofman
Christian Mayer wrote: Erik Hofman wrote: Hi, Does anybody else have problems with the engine sound (it doesn't start playing)? I have a very weird problem over here and was wondering if I am the only one. I've got exactly the same problem under W2k/MSVC. Hmm, back to the drawing board.

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Erik Hofman
Jon S Berndt wrote: On Fri, 15 Mar 2002 09:44:07 -0500 1) CHANGE THIS ASAP to at least print an error message or 2) defend this hack publicly Where is the code located? Hehe, relax it's not JSBSim ... Erik ___ Flightgear-devel mailing

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Jon S Berndt On Fri, 15 Mar 2002 10:00:28 -0500 David Megginson [EMAIL PROTECTED] wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points aren't as serious). So, when querying, would we supply the

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Cameron Moore
* [EMAIL PROTECTED] (Jon S Berndt) [2002.03.16 09:40]: On Fri, 15 Mar 2002 09:44:07 -0500 1) CHANGE THIS ASAP to at least print an error message or 2) defend this hack publicly Where is the code located? $ find . -type f | xargs grep (int\*)0=0 ./src/FDM/YASim/FGFDM.cpp: *(int*)0=0;

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 08:47, Norman Vine wrote: Jon S Berndt On Fri, 15 Mar 2002 10:00:28 -0500 David Megginson [EMAIL PROTECTED] wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points

[Flightgear-devel] reduce log output

2002-03-15 Thread Christian Mayer
Hi, when I run a self compiled FGFS I get many of output (keybinding and other stuff). But when I run a version that has been compiled with CygWin it's much less. Is there a #define so so that I can set to reduce the amount of data? CU, Christian -- The idea is to die young as late as

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Tony Peden writes: Norman Vine wrote: Jon S Berndt David Megginson [EMAIL PROTECTED] wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points aren't as serious). So, when querying, would we

Re: [Flightgear-devel] reduce log output

2002-03-15 Thread Curtis L. Olson
Just run ./configure --without-logging Regards, Curt. Christian Mayer writes: Hi, when I run a self compiled FGFS I get many of output (keybinding and other stuff). But when I run a version that has been compiled with CygWin it's much less. Is there a #define so so that I can set to

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Norman Vine wrote: ARRRG I just discovered this piece of code in the CVS } else { *(int*)0=0; // unexpected tag, boom } I will leave the name calling and expletives out but THIS IS RUDE ARROGANT AMATURISH PROGRAMMING TO THE MAX and completely UNACCEPTABLE in a

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Norman Vine wrote: Jon S Berndt wrote: David Megginson wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points aren't as serious). So, when querying, would we supply the

Re: [Flightgear-devel] black and white flightgear

2002-03-15 Thread Andy Ross
Roman Grigoriev wrote: Hi guys I implemented rendering Flightgear in black and white mode using Geforce rendering combiners here is a sample jpeg If some one intrested in doing this I can describe technique It's extremly usefull for simulating missile and bomb camera views or for

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Curtis L. Olson
Andy Ross writes: This is correct only so long as the gear struts are pointing straight down, with many aircraft (even at their touchdown attitude) this isn't the case. How much harder would it be to give you a gear location and an extension vector, and get the intersection of that vector

Re: [Flightgear-devel] reduce log output

2002-03-15 Thread Curtis L. Olson
Christian Mayer writes: Curtis L. Olson wrote: Just run ./configure --without-logging With MSVC? Nope. But if you can tell me what --without-logging changes (e.g. defining something or so) I can change my workspace accordingly. Let's see, peering into the configure.in file I see:

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread David Megginson
Jon S Berndt writes: So, when querying, would we supply the lat/lon/radius of each bogey of interest, then get the height above ground? I think so. We might want to rewrite the interface so that you can supply offsets in meters, but that would require a bit of thought. All the best,

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread David Megginson
Tony Peden writes: So then, we'd need to convert from our body coordinates to FG's global cartesian? You already have the absolute position, so you need only to add in the body coordinates rotated to the body axes, I think. All the best, David -- David Megginson [EMAIL PROTECTED]

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
I wrote: This is the YASim XML parser. You hit this line when an unrecognized tag is found in the XML file. In an attempt to keep blood pressures in a healthy range this morning, I've modified the YASim parser to print messages and exit on parse errors, rather than crash. It's still no

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 09:47, Andy Ross wrote: Norman Vine wrote: Jon S Berndt wrote: David Megginson wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points aren't as serious).

Re: [Flightgear-devel] reduce log output

2002-03-15 Thread Christian Mayer
Curtis L. Olson wrote: Just run ./configure --without-logging With MSVC? Nope. But if you can tell me what --without-logging changes (e.g. defining something or so) I can change my workspace accordingly. CU, Christian -- The idea is to die young as late as possible.-- Ashley

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 13:15:04 -0500 Norman Vine [EMAIL PROTECTED] wrote: Who better then the FDM to know the offsets of the points to test for contact. It certainly shouldn't be anything in the Scenery Module !! Norman Yep. I think all we (FDM) need is a function that returns the terrain

[Flightgear-devel] new_hitlist

2002-03-15 Thread Norman Vine
tarball for new hitlist code http://www.vso.cape.com/~nhv/files/fgfs/new_hitlist.tgz For those of you not using the CVS version of PLib you will need a copy of sgdPointInTriangle() from the older hitlist.cxx this one replaces Enjoy Norman ___

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Michael Selig
At 3/15/02, you wrote: David Megginson wrote: Erik Hofman writes: To get it working the UIUC code should populate the property tree with at least the following properties (for a piston engine driven aeroplane): starting/stoping the sounds: ---

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Andy Ross writes: Norman Vine wrote: Jon S Berndt wrote: David Megginson wrote: That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and skids (crash points aren't as serious). So, when querying, would we

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Curtis L. Olson
Jon S Berndt writes: On Fri, 15 Mar 2002 13:15:04 -0500 Norman Vine [EMAIL PROTECTED] wrote: Who better then the FDM to know the offsets of the points to test for contact. It certainly shouldn't be anything in the Scenery Module !! Norman Yep. I think all we (FDM) need is a

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread John Check
On Friday 15 March 2002 01:57 pm, you wrote: At 3/15/02, you wrote: [2] Where should we put the sound files. Right now the files are in ~fbfsbase/Sounds. But different aircraft will have different sounds. Should these sound files go in the respective ~fgfsbase/Aircraft directories?

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Jon S Berndt writes: . We can get complicated at some point in the future. Right now all we want is to be able to determine the elevation at a given lat/lon. Jon I URGE you and everyone else to think in terms of 'direction cosine' XYZ's instead of lat/lons and where possible to use the

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Curtis L. Olson
Jon S Berndt writes: If the aircraft is not aligned vertically (or nearly so), the wingtips (or other contact points) will scrape and gear location will be irrelevant. Indeed, at extreme angles the gear will either be inaccessible or will be treated as a hard contact point. We can get

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Norman Vine wrote: Who better then the FDM to know the offsets of the points to test for contact. It certainly shouldn't be anything in the Scenery Module !! Of course not. You would be told the points to test by the FDM. The problem is that the gear aren't simple points; they can

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Curtis L. Olson
Andy Ross writes: Of course not. You would be told the points to test by the FDM. The problem is that the gear aren't simple points; they can compress, and thus are geometrically line segments. And occasionally they are a more complex linkage and can follow funky curves (or in the case of

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: If the aircraft is not aligned vertically (or nearly so), the wingtips (or other contact points) will scrape and gear location will be irrelevant. Indeed, at extreme angles the gear will either be inaccessible or will be treated as a hard contact point. We can get

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 13:55:10 -0600 (CST) Curtis L. Olson [EMAIL PROTECTED] wrote: ... the gear extension angle and extension amount will move the lon/lat of the contact point. Perhaps the differences won't be significant enough to significantly change the resulting ground elevation?

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread David Megginson
Jon S Berndt writes: The best solution would be for the UIUC guys to bite the bullet and port their work to use JSBSim. :-) :-) :-) Hmm -- today seems to be a big day for trolls. I wonder if any of Jon's NASA contacts are still waiting for him to bite the bullet and port JSBSim to

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Curtis L. Olson
David Megginson writes: Jon S Berndt writes: The best solution would be for the UIUC guys to bite the bullet and port their work to use JSBSim. :-) :-) :-) Hmm -- today seems to be a big day for trolls. I wonder if any of Jon's NASA contacts are still waiting for him to bite the

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Curtis L. Olson writes: This is true in extreme cases, but even at angles where the gear would hit first (maybe more so for certain aircraft configurations), the gear extension angle and extension amount will move the lon/lat of the contact point. Perhaps the differences won't be significant

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Christian Mayer
David Megginson wrote: Jon S Berndt writes: The best solution would be for the UIUC guys to bite the bullet and port their work to use JSBSim. :-) :-) :-) Hmm -- today seems to be a big day for trolls. I wonder if any of Jon's NASA contacts are still waiting for him to bite the

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Norman Vine wrote: Unless runways aren't anywhere near as flat in reality as I was trained to build them when I was in the Corp of Engineers I wouldn't expect a difference of 1-2 meters in a horizontal direction to be more then a couple of centimeters in the vertical. ie dy/dx usually

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Gene Buckle
I guess we could try to model running over 'curbs and 'potholes' ' but Would it be that difficult to do? It certainly would add some fidelity to the ground-handling. Is this the kind of thing that's required handling in the Level D sims? g. -- I'm not crazy, I'm plausibly

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread John Check
On Friday 15 March 2002 02:20 pm, you wrote: Michael Selig writes: Thanks for all the input on this. It helped get us going. The properties structure is pretty neat! Thanks. If few questions (probably too many): [1] Does it sense to define and set our properties inside

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Gene Buckle
The best solution would be for the UIUC guys to bite the bullet and port their work to use JSBSim. :-) :-) :-) Hmm -- today seems to be a big day for trolls. I wonder if any of Jon's NASA contacts are still waiting for him to bite the bullet and port JSBSim to FORTRAN. Why?

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Gene Buckle
* YASim can use the flat earth to compute a consistently flat runway for the gear to press against, for example. With a per-gear elevation like this, there would be no way to prevent the airplane from seeing a stair-step (really, escalator) configuration instead, which doesn't

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Cameron Moore
* [EMAIL PROTECTED] (Norman Vine) [2002.03.16 14:42]: Curtis L. Olson writes: This is true in extreme cases, but even at angles where the gear would hit first (maybe more so for certain aircraft configurations), the gear extension angle and extension amount will move the lon/lat of the

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: Andy Ross wrote: Ski jumps are an immediate counter example. Modeling ski jumps are the one example I can think of - the single special case - where this is important. [How many terrain polygons will it take to accurately model a ski jump, anyhow?] I'm not sure I

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 12:50:08 -0800 Andy Ross [EMAIL PROTECTED] wrote: And even so, it's not the *position* of the gear tip that is the problem, it is the *direction* of the compression vector. An 20 degree difference from vertical (not a terribly uncommon AoA for a jet touchdown, or bank

Re: [Flightgear-devel] Another angle on gear

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 16:24:44 -0500 David Megginson [EMAIL PROTECTED] wrote: If the FDM guys would like it, it would be very easy to add some extra fields to $FG_ROOT/materials.xml and make them available through the scenery code. For example, we could provide parameters for magnitude and

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Gene Buckle
On Friday 15 March 2002 05:15 pm, you wrote: The best solution would be for the UIUC guys to bite the bullet and port their work to use JSBSim. :-) :-) :-) Hmm -- today seems to be a big day for trolls. I wonder if any of Jon's NASA contacts are still waiting for him

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 13:03, Andy Ross wrote: Jon S. Berndt wrote: Andy Ross wrote: Ski jumps are an immediate counter example. Modeling ski jumps are the one example I can think of - the single special case - where this is important. [How many terrain polygons will it take to

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread David Megginson
Jon S Berndt writes: I wonder if modeling this as a pure aural cue would be enough? Until Linux and PLIB support force-feedback controllers, it might be. For many surfaces, though, we will want the plane to bounce around visibly. All the best, David -- David Megginson [EMAIL

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: Try using a cosine if you are talking about spring compression. An aircraft with a straight strut extending straight down from the wing, with the aircraft at twenty degrees alpha would compress the strut about 4.25 inches instead of 4 inches (when using pure Z

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote (or, strictly, didn't write): Andy Ross writes: // If the line segment intersects // the scenery more than once, !?!? /\ p1--+--+---p2 /\ /ground\ -- Andrew J. RossNextBus Information Systems Senior Software Engineer

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Christian Mayer
David Megginson wrote: Curtis L. Olson writes: I'm just about to commit a massive series of changes that converts all the .xml files to more standard .ini files. Oh, shoot, I meant to save that announcement for 4/1/2002. :-) We have to coordinate better -- I'm just finishing

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 13:55:49 -0800 Andy Ross [EMAIL PROTECTED] wrote: What part of assuming a flat ground is not getting across? :) I was trying to figure out where you got that 34% error from. If you are willing to assume a flat ground, then you already *have* a valid and workable model

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Gene Buckle
I'm just about to commit a massive series of changes that converts all the .xml files to more standard .ini files. Oh, shoot, I meant to save that announcement for 4/1/2002. :-) We have to coordinate better -- I'm just finishing switching them all to TeX. FlightTeX will be

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: Andy Ross wrote: What part of assuming a flat ground is not getting across? :) I was trying to figure out where you got that 34% error from. Sigh... grab a calculator. Type 2, then 0, then sin. :) The answer to this question: How far from the original position

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Tony Peden wrote: Andy Ross wrote: You give the scenery the position of the gear min/max comprssion points, and it tells you where the tip really is. That is, IMO, precisely the job of the gear model. Only the gear model can and should know the path that the wheel follows as it

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Curtis L. Olson writes: I'm just about to commit a massive series of changes that converts all the .xml files to more standard .ini files. Oh, shoot, I meant to save that announcement for 4/1/2002. :-) We have to coordinate better -- I'm

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 14:51, Andy Ross wrote: Tony Peden wrote: Andy Ross wrote: You give the scenery the position of the gear min/max comprssion points, and it tells you where the tip really is. That is, IMO, precisely the job of the gear model. Only the gear model can and

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Andy Ross
Jim Wilson wrote: Heh don't laugh. At LWCE Borland was giving away Kylix which is basically delphi ported to linux...and if i'm not mistaken that uses something like turbo pascal as its language. It's what they call a RAD tool. Or is it a RAG (rapid atrocity generation) tool? That's

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Tony Peden wrote: Andy Ross wrote: Tony Peden wrote: Only the gear model can and should know the path that the wheel follows as it compresses. I don't necessarily disagree, But by asking the scenery code to do the intersection for you, that's exaclty what you are doing,

Re: [Flightgear-devel] black and white flightgear

2002-03-15 Thread Jonathan Polley
On Friday, March 15, 2002, at 11:51 AM, Andy Ross wrote: Roman Grigoriev wrote: Hi guys I implemented rendering Flightgear in black and white mode using Geforce rendering combiners here is a sample jpeg If some one intrested in doing this I can describe technique It's extremly usefull

RE: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Norman Vine
Gene Buckle writes: If you're going to insist on cross-platform portability, then it should obviously be Python. Shhh... a Python FGFS is probably closer to being unleashed then most have any inkling of, so let's not scare it away :-) Norman ___

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Andy Ross writes: I guess I'm just a little flummoxed at the resistance to doing things right here. I mean, it doesn't take any more CPU time; it doesn't make the FDM's job any more complicated, and it's reasonably well-supported by the scenery code as-is. All that's needed is an interface

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 23:01:59 - Jim Wilson [EMAIL PROTECTED] wrote: Heh don't laugh. At LWCE Borland was giving away Kylix which is basically delphi ported to linux...and if i'm not mistaken that uses something like turbo pascal as its language. It's what they call a RAD tool. Or is

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 14:42:27 -0800 Andy Ross [EMAIL PROTECTED] wrote: Sigh... grab a calculator. Type 2, then 0, then sin. :) The answer to this question: How far from the original position is the tip of a gear strut at 20 degrees of AoA (or bank, or whatever)? ...is 34% of its length.

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 14:51:33 -0800 Andy Ross [EMAIL PROTECTED] wrote: I'm not quite sure what you mean by the 3D model. Assuming vertical gear compression is no closer to rendered reality than what we are doing now. You'll get a tilt, but not a physically correct one. It will be better than

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 15:29:05 -0800 Andy Ross [EMAIL PROTECTED] wrote: We either have to have scenery code that understands funny gear trajectories or gear code that understands 3D collision detection. We can be fairly simple. If you want to do articulated F-18 gear, be my guest. All I want

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: Given a *NON-FLAT* polygon, how do we place the aircraft on it properly so the gear doesn't sink in on one side and sit above it on the other? The answer is that you give each gear the blasted elevation at that gear. How can I make it any plainer? Jon, I'm running

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 16:40:38 -0800 Andy Ross [EMAIL PROTECTED] wrote: Here's another ASCII diagram (please don't mock this one) to try to explain: This is actually pretty good for an ascii diagram and it shows where the misunderstanding is coming onto play. + .\ .

Re: Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Dirty Bear
On Fri, 15 Mar 2002 14:20:49 -0500 Michael Selig writes: If we do add the myriad properties for many aircraft configuration types to LaRCsim.cxx it means adding lots of code I think. [3] The properties structure is pretty general. It seems like it would be pretty easy to trample

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 15:29, Andy Ross wrote: Tony Peden wrote: Andy Ross wrote: Tony Peden wrote: Only the gear model can and should know the path that the wheel follows as it compresses. I don't necessarily disagree, But by asking the scenery code to do the

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Jim Wilson
Jon S Berndt [EMAIL PROTECTED] said: Don't laugh, yourself! ;-) I've used C++Builder since v1.0 and it's an awesome tool. It is waaay RAD. I'm excited that they ported Delphi to Linux, and the C++ version is due soon. In a former job we used it for developing a *major* gas measurement

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: We, of course, track the local frame position of the contact point of the tire. We are not measuring elevation using the CG, nor the attach point of the strut to the body. I keep repeating myself here, but when I ask for elevation, I am asking for it at the point

[Flightgear-devel] A modest request

2002-03-15 Thread Andy Ross
This gear collision stuff is going in horrific circles, and I've clearly done a piss poor job of explaining it. Here is what I want, from the top: I want a gear interface where I specify the following two (2) points in 3D space: One is the point of gear minimum compression, the other

Re: [Flightgear-devel] A modest request

2002-03-15 Thread Tony Peden
Happy coding! On Fri, 2002-03-15 at 17:59, Andy Ross wrote: This gear collision stuff is going in horrific circles, and I've clearly done a piss poor job of explaining it. Here is what I want, from the top: I want a gear interface where I specify the following two (2) points in 3D

Re: [Flightgear-devel] A modest request

2002-03-15 Thread Curtis L. Olson
Andy Ross writes: This gear collision stuff is going in horrific circles, and I've clearly done a piss poor job of explaining it. Here is what I want, from the top: I want a gear interface where I specify the following two (2) points in 3D space: One is the point of gear minimum

RE: [Flightgear-devel] A modest request

2002-03-15 Thread Jon Berndt
Forget anything else you might think I want. I don't want that. I want the above interface. That is all I want. I no longer claim (publically) that this interface is better. I no longer claim that any other interfaces are wrong. I just want them, OK? Thank you for playing nice. :-) I

RE: [Flightgear-devel] A modest request

2002-03-15 Thread Curtis L. Olson
Jon Berndt writes: Thank you for playing nice. :-) I have no qualms at all about what you are asking for. It's the people that are coding it that have to answer to that. I think it's great if you can come up with a much better, versatile, correct and robust model than we have, now. If you do,

RE: [Flightgear-devel] A modest request

2002-03-15 Thread Jon Berndt
You know, the code to do both what you want and what Andy wants is already done and like Norman said, has been in place for about a year now. Holy! ... Man, you guys are *fast*. I guess I missed that somewhere along the way in months past. Or, it could be that we got the gear to be good

Re: [Flightgear-devel] Flightgear, FS2K2 and GMAX

2002-03-15 Thread Marcio Shimoda
Fortunately, that doesn't matter. We specify animations externally using an XML config file; see http://www.flightgear.org/Docs/fgfs-model-howto.html for details. As long as ssgLoadMDL preserves object names inside the model, we should be able to animate it. Does anybody have a

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon Berndt
You have a chicken-and-egg bug here: The tire contact point is *defined* as the intersection of the gear compression vector with the ground. You can't possibly ask for the elevation beneath it until you know it. Going back to the same diagram, the point of the wheel is the result of the

Re: [Flightgear-devel] new_hitlist

2002-03-15 Thread Curtis L. Olson
Norman Vine writes: tarball for new hitlist code http://www.vso.cape.com/~nhv/files/fgfs/new_hitlist.tgz For those of you not using the CVS version of PLib you will need a copy of sgdPointInTriangle() from the older hitlist.cxx this one replaces Norman, Thanks for your continued work on

Re: [Flightgear-devel] black and white flightgear

2002-03-15 Thread Roman Grigoriev
- Original Message - From: Jon S Berndt [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, March 15, 2002 6:40 PM Subject: Re: [Flightgear-devel] black and white flightgear On Fri, 15 Mar 2002 17:47:37 +0300 Roman Grigoriev [EMAIL PROTECTED] wrote: Hi guys I implemented