Re: [Flightgear-devel] Views

2003-07-13 Thread Michael Selig
At 7/12/03, Erik wrote:

Hi,

I noticed the number of views accessible using the 'v' is increasing. I 
think it's a good idea to have a number of views, but I propose to limit 
the views accessible using the 'v' key to a maximum of three and only for 
views that are directly related to the aircraft.

For other views I would propose to use a menu entry instead.
That sounds fine with me.  But if it were up to me, I'd keep all the views.

I would like to ask, however, that a view menu structure be in place before 
removing the current various 'v'-key views.

Regards,
Michael
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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Erik Hofman
Jim Wilson wrote:
Just a thought:  Wouldn't we improve the rendering efficiency by building
downtown urban areas as a scene...e.g. single model with one ac file for all
the buildings?
A few things I can think of:

1) Less effort positioning buildings (easier to move them around if need be).
 Just place the origin at some landmark in the scene and place the whole thing
in one shot.
I really think we should switch over to .ssg files for scenery objects. 
The problem with .ac files is that we need to recalculate the normal 
vectors (for each object?). I've tested them with some other file 
formats and they all load way faster.
2) Use a single texture file containing all the textures mapped to the various
buildings in the model.  Rendering efficiency.
That's a good idea, but after playing with ac3d a bit I still don't know 
how to use a section of the texture for a particular object. So it's 
making things a bit harder for model designers.

Is this true that the textures get reloaded, and is there some way to share
textures between objects and not just save disk space?
Probably yes. I had the same issue with audio files. I've managed to 
overcome this problem by implementing a 'cache' which holds the complete 
location of the file, and a pointer to the buffer containing the file.

Maybe we can do this for textures also (before passing them to plib)?

Erik



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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

  1) Less effort positioning buildings (easier to move them around if need be).
   Just place the origin at some landmark in the scene and place the whole thing
  in one shot.
 
 I really think we should switch over to .ssg files for scenery objects. 
 The problem with .ac files is that we need to recalculate the normal 
 vectors (for each object?). I've tested them with some other file 
 formats and they all load way faster.

So long as we have a good converter, it should be fine to do that.  One
possibility would be to cache .ac files as .ssg files on the disk.  From the
modeler's perspective it is probably going to be easier to have .ac files in
the base package.

  2) Use a single texture file containing all the textures mapped to the various
  buildings in the model.  Rendering efficiency.
 
 That's a good idea, but after playing with ac3d a bit I still don't know 
 how to use a section of the texture for a particular object. So it's 
 making things a bit harder for model designers.

Recent release(s) (this year) have a texture coordinet editor.  It's on the
menu.  There was actually a way to do it before,  but it was very time consuming.
 
  Is this true that the textures get reloaded, and is there some way to share
  textures between objects and not just save disk space?
 
 Probably yes. I had the same issue with audio files. I've managed to 
 overcome this problem by implementing a 'cache' which holds the complete 
 location of the file, and a pointer to the buffer containing the file.
 
 Maybe we can do this for textures also (before passing them to plib)?

There have been a few other reasons that I've been thinking that we should
implement our own loader for 'ac' files.  Two big ones are overriding texture
file names in the xml wrapper, and having more control over the building of
the scene graph (plib's optimization problems).  This could be another one.

Best,

Jim

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[Flightgear-devel] nmea solved!

2003-07-13 Thread Christopher S Horler
Right there is no problem with my box.

What is happening is that the connection is opened (I checked netstat
for this) I then decided to chance running Atlas and sure enough I get
the plane and the movement.

The only problem being flightgear is still printing the previous message
to the log - even when it's working.


-- 
Christopher S Horler [EMAIL PROTECTED]


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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Erik Hofman
Jim Wilson wrote:
Erik Hofman [EMAIL PROTECTED] said:

1) Less effort positioning buildings (easier to move them around if need be).
Just place the origin at some landmark in the scene and place the whole thing
in one shot.
I really think we should switch over to .ssg files for scenery objects. 
The problem with .ac files is that we need to recalculate the normal 
vectors (for each object?). I've tested them with some other file 
formats and they all load way faster.
So long as we have a good converter, it should be fine to do that.  One
possibility would be to cache .ac files as .ssg files on the disk.  From the
modeler's perspective it is probably going to be easier to have .ac files in
the base package.
I tested this one a bit today and even a LOD of 1 meters will give 
good results on the SFO skyscrapers for normal (non clear sky 
conditions), it has just one drawback: after conversion FlightGear 
doesn't seem to find the textures anymore:

http://sourceforge.net/mailarchive/forum.php?thread_id=2748130forum_id=4479

Erik

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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Frederic Bouvier
Jim Wilson wrote:
 Erik Hofman [EMAIL PROTECTED] said:

   1) Less effort positioning buildings (easier to move them around if
need be).
Just place the origin at some landmark in the scene and place the
whole thing
   in one shot.

We will have problems with non-flat terrains. Actually, I use fgsd to
position buildings and the elevation is computed automatically from
the scenery.

I bought an image of the Financial District at TerraServer and with the
metadata provided, I was able to position this image exactly in the
scenery. Then positionning buildings is quite easy.

  I really think we should switch over to .ssg files for scenery objects.
  The problem with .ac files is that we need to recalculate the normal
  vectors (for each object?). I've tested them with some other file
  formats and they all load way faster.

 So long as we have a good converter, it should be fine to do that.  One
 possibility would be to cache .ac files as .ssg files on the disk.  From
the
 modeler's perspective it is probably going to be easier to have .ac files
in
 the base package.

A Blender loader would be cool too.

   2) Use a single texture file containing all the textures mapped to the
various
   buildings in the model.  Rendering efficiency.
 
  That's a good idea, but after playing with ac3d a bit I still don't know
  how to use a section of the texture for a particular object. So it's
  making things a bit harder for model designers.

 Recent release(s) (this year) have a texture coordinet editor.  It's on
the
 menu.  There was actually a way to do it before,  but it was very time
consuming.

   Is this true that the textures get reloaded, and is there some way to
share
   textures between objects and not just save disk space?
 
  Probably yes. I had the same issue with audio files. I've managed to
  overcome this problem by implementing a 'cache' which holds the complete
  location of the file, and a pointer to the buffer containing the file.
 
  Maybe we can do this for textures also (before passing them to plib)?

Do you mean dynamic object textures are also duplicated ?

 There have been a few other reasons that I've been thinking that we should
 implement our own loader for 'ac' files.  Two big ones are overriding
texture
 file names in the xml wrapper, and having more control over the building
of
 the scene graph (plib's optimization problems).  This could be another
one.

I vote for to remove this sharp edge smoothing artefact.

-Fred



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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Christopher S Horler
As a blender user I'd like to see blender supporting some of these
formats natively... I'm getting the urge to do something about that, at
the moment it falls about 20th on my TODO list.  Above that is closer
integration of blender and the gimp for UV textures through the python
interface.

On Sun, 2003-07-13 at 10:15, Erik Hofman wrote:
 Jim Wilson wrote:
  Erik Hofman [EMAIL PROTECTED] said:
 
 1) Less effort positioning buildings (easier to move them around if need be).
  Just place the origin at some landmark in the scene and place the whole thing
 in one shot.
 
 I really think we should switch over to .ssg files for scenery objects. 
 The problem with .ac files is that we need to recalculate the normal 
 vectors (for each object?). I've tested them with some other file 
 formats and they all load way faster.
 
  So long as we have a good converter, it should be fine to do that.  One
  possibility would be to cache .ac files as .ssg files on the disk.  From the
  modeler's perspective it is probably going to be easier to have .ac files in
  the base package.
 
 I tested this one a bit today and even a LOD of 1 meters will give 
 good results on the SFO skyscrapers for normal (non clear sky 
 conditions), it has just one drawback: after conversion FlightGear 
 doesn't seem to find the textures anymore:
 
 http://sourceforge.net/mailarchive/forum.php?thread_id=2748130forum_id=4479
 
 Erik
 
 
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Re: [Flightgear-devel] Views

2003-07-13 Thread David Megginson
Erik Hofman writes:

  I mean we now have a tower view, we might come up with a final Approach 
  view and someday somebody will come by and asks for a windsock view. 
  Those are really candidates for a view selection dialog.

Two truly useful ones would be a ground-chase view and a
nearest-airport view.  When you're flying anything but a circuit, the
control tower view gets useless very fast.


All the best,


David

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re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Jim Wilson writes:

  1) Less effort positioning buildings (easier to move them around if
  need be).  Just place the origin at some landmark in the scene and
  place the whole thing in one shot.

Static scenery should be positioned only once, when the tile is
loaded, so there's no on-going overhead.

  2) Use a single texture file containing all the textures mapped to
  the various buildings in the model.  Rendering efficiency.

I think all that matters is the total amount of texture memory used.

  3) Savings for buildings that use the exact same texture.  More
  efficiency.

How often do different geometries use the same texture?

In any case, we can accomplish the same thing with separate models,
simply by making sure that no texture is loaded more than once.  The
2D panel already does that, but we'd have to find a way to hook into
the plib AC3D loaded.

  Is this true that the textures get reloaded, and is there some way to share
  textures between objects and not just save disk space?

Any comment, plib types?  We should also set up static model support
in the scenery loader so that each static model is loaded only once
and reference counted.


All the best,


David

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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Frederic Bouvier writes:

  I vote for to remove this sharp edge smoothing artefact.

All of our airplanes will start looking a lot worse.


All the best,


David

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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Erik Hofman writes:

  I tested this one a bit today and even a LOD of 1 meters will give 
  good results on the SFO skyscrapers for normal (non clear sky 
  conditions), it has just one drawback: after conversion FlightGear 
  doesn't seem to find the textures anymore:
  
  http://sourceforge.net/mailarchive/forum.php?thread_id=2748130forum_id=4479

I think that skyscrapers need a visual range of much more than 5 nm.
As far as I understand, we are already cropping out anything beyond
the current visual range, but when visibility is OK, we need to see
skyscrapers from at least 20 nm (~40,000m) away.  They are *extremely*
visible from the air (try flying anywhere near Manhattan, Montreal, or
Toronto, and you'll see what I mean).


All the best,


David

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RE: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Norman Vine
Jim Wilson writes:
 
 Erik Hofman [EMAIL PROTECTED] said:
 
   1) Less effort positioning buildings (easier to move them around if need be).
Just place the origin at some landmark in the scene and place the whole thing
   in one shot.
  
  I really think we should switch over to .ssg files for scenery objects. 
  The problem with .ac files is that we need to recalculate the normal 
  vectors (for each object?). I've tested them with some other file 
  formats and they all load way faster.

.ssg files are *much* faster loading then anything else.
 
 So long as we have a good converter, it should be fine to do that.  One
 possibility would be to cache .ac files as .ssg files on the disk.  From the
 modeler's perspective it is probably going to be easier to have .ac files in
 the base package.

we could keep the .ac .3ds .whatever files as they are in the base package
and require that you run a 'scenery' compiler before you actually run FGFS
after a scenery update. 

AFAICT it would even be faster to keep the .ac name in the xml files and do 
the extension manipulation in our code and do a fstat() on filetimes and compile 
the .ac to .ssg if necessary

Norman


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[Flightgear-devel] Rsync access to base package - again

2003-07-13 Thread Matthias Heukäufer
Hi!

I'm afraid of getting expelled from this list someday for bringing this 
subject up so often, but I haven't received an answer yet.
My problem is that updating the basepackage via a dialup-connection and CVS 
seems almost impossible to me. First, the cvs client is obviously _sending_ 
every one of the local files to the server before updating my local copy. See 
this (partial) result of cvs -t update -APd:

cvs update: notice: main loop with 
CVSROOT=:pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9
 - rename(CVS/Entries.Backup,CVS/Entries)
 - unlink(CVS/Entries.Log)
 - Sending file `AtlasPalette' to server
 - Sending file `ChangeLog' to server
 - Sending file `Thanks' to server
 - Sending file `joysticks.xml' to server
 - Sending file `keyboard.xml' to server
 - Sending file `large.sky' to server
 - Sending file `materials.dtd' to server
...

Sending default.apt.gz alone kept my modem busy for about 5 minutes. Is there 
something wrong with my cvs-client or is this the normal behavior?
Second, this method of updating seems a waste of bandwidth to me, as the 
bigger part of all the files transmitted to and from the server are likely 
not to have changed since the last update.
Curt, could you therefore enable rsync-access to the basepackage at 
flightgear.org? This would make it possible for people without fast internet 
connections like me to run the latest release of flightgear.

Thanks, Matthias



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Re: [Flightgear-devel] Rsync access to base package - again

2003-07-13 Thread Erik Hofman
Matthias Heukäufer wrote:
Hi!

I'm afraid of getting expelled from this list someday for bringing this 
subject up so often, but I haven't received an answer yet.
My problem is that updating the basepackage via a dialup-connection and CVS 
seems almost impossible to me. First, the cvs client is obviously _sending_ 
every one of the local files to the server before updating my local copy. See 
this (partial) result of cvs -t update -APd:
Well, CVS hos to know the difference between the file on the server and 
the local file. One way is to receive *all* files and compare them 
locally, but you could call this approach ftp ...

Another way is to sent the file to the server and let the server decide 
if they are different.

Sending default.apt.gz alone kept my modem busy for about 5 minutes. Is there 
something wrong with my cvs-client or is this the normal behavior?
Second, this method of updating seems a waste of bandwidth to me, as the 
bigger part of all the files transmitted to and from the server are likely 
not to have changed since the last update.
Try using cvs with the -z5 option. This compresses the files quite a bit.

Curt, could you therefore enable rsync-access to the basepackage at 
flightgear.org? This would make it possible for people without fast internet 
connections like me to run the latest release of flightgear.
While rsync is a very good way to sync two files, it really has an 
advantage when a binary marked file has changed in CVS. So for the base 
package this could give a faster download *and* less bandwidth 
consumption for the university.

Erik

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RE: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Norman Vine
David Megginson writes:
 
 Jim Wilson writes:
  
   Is this true that the textures get reloaded, and is there some way to share
   textures between objects and not just save disk space?
 
 Any comment, plib types? 

SSG models should already be sharing textures  based on
'Texture Name' see

ssgTexture*  ssgLoaderOptions::createTexture(..)
and 
ssgTexture* ssgTextureArray::findByFilename ( .. )

for the mechanism used.  

Note that this can be changed 

see  
class ssgLoaderOptions
and
ssgSetCurrentOptions().


  We should also set up static model support
 in the scenery loader so that each static model is loaded only once
 and reference counted.

This should be easy enough todo 
SSG will 'just do' the correct thing wrt to memory as long as the refcnt
mechanism is respected

Norman


 

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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Erik Hofman
Erik Hofman wrote:

I tested this one a bit today and even a LOD of 1 meters will give 
good results on the SFO skyscrapers for normal (non clear sky 
conditions), it has just one drawback: after conversion FlightGear 
doesn't seem to find the textures anymore:
That's odd. After tweaking the utility a bit so it can support models 
without LOD, the textures reappeared after converting them with 
infinitive LOD ...

Erik

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Re: [Flightgear-devel] Views

2003-07-13 Thread Rick Ansell
On 12 Jul 2003 22:49:22 +0100, Christopher S Horler
[EMAIL PROTECTED] wrote:

I like the idea of a menu for views...

Is there a way to reset the view - I sometimes move the view outside of
the plane around.

I would like to see it simple - two views one of the outside and one of
the cockpit (cycled by v).  Then Ctrl v could be bound to resetting the
view.  All remaining views and customized views specified in some xml
file could be in the 'view' menu.

snip

How about two basic views on 'v' in the standard setup, the rest
on a menu and a capability to select items off the menu (or at
least in XML) for addition to the 'v' (need a better term,
'hotkey views'?) views?

One nice feature would be the ability to group sets of views
together and switch between sets of 'hotkey' views. The user
could, for example, set up view sets such as 'Landing', 'Taxi',
'Flight Test', '3D Model Test' ...

Rick
-- 

David Farrent and Dougie O'Hara on the Cold War 
role of the ROC: 'What a world of sorrow is hidden 
in those few words - [Post attack] crew changes 
would have been based on crew availability.'

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[Flightgear-devel] Simgear configure tweaks

2003-07-13 Thread Norman Vine
Most systems are compatable with the STL

So this should be only be needed for those that need
a little extra compatability help  :-))

Cheers

Norman

650 SimGear
$ cvs diff configure.ac
Index: configure.ac
===
RCS file: /var/cvs/SimGear-0.3/SimGear/configure.ac,v
retrieving revision 1.39
diff -r1.39 configure.ac
43a44,45
 compatability_DIR=

52a55
   compatability_DIR=compatability
398a402,403

 AC_SUBST(compatability_DIR)

651 SimGear
$ cvs diff simgear/Makefile.am
Index: simgear/Makefile.am
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/Makefile.am,v
retrieving revision 1.7
diff -r1.7 Makefile.am
16c16
   compatibility \
---
   $(compatability_DIR) \

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Re: [Flightgear-devel] Simgear configure tweaks

2003-07-13 Thread Erik Hofman
Norman Vine wrote:
Most systems are compatible with the STL

So this should be only be needed for those that need
a little extra compatibility help  :-))
Hmm, alright ...
;-)
Erik



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Re: [Flightgear-devel] Views

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 10:54, David Megginson wrote:
 Erik Hofman writes:
 
   I mean we now have a tower view, we might come up with a final Approach 
   view and someday somebody will come by and asks for a windsock view. 
   Those are really candidates for a view selection dialog.
 
 Two truly useful ones would be a ground-chase view and a
 nearest-airport view.  When you're flying anything but a circuit, the
 control tower view gets useless very fast.
 
 
 All the best,
 
 
 David
 
 -- 
 David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

I think a ground chase view would be great.  I'd also like an air chase view 
that follows bearing but that shows gust and turbulence effects but something 
like that has been proposed, I think;)

As for putting some of the views in menus - hmm... I'm less keen about that 
because when I change views I want to do it quickly and often I'll only want 
to check a view for a second.  For example, when landing I'll often quickly 
switch between the cockpit, the two chase views and the tower views, using 
different magnication and orientation settings for each view, and spending 
less than a second in most of them.  I suspect this would be tricky to do if 
some of them could only be accessed via a drop down menu - the moment would 
have passed and I'd have had to move one of my hands from the js or kb to 
grab the mouse.

Setting up the views with some of them in a menu would be ok by default if it 
was still easy to add the extra entries to the kb list.

LeeE


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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 10:39, Frederic Bouvier wrote:

 I vote for to remove this sharp edge smoothing artefact.
 
 -Fred

That would save me a lot of time:)

LeeE


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Re: [Flightgear-devel] Views

2003-07-13 Thread Matt Fienberg
I agree with this completely.  I do the same.

I was wondering about an additional feature...  Other than recording entire
flights, I've never seen what my own [attempted] landing looked like  Would
it be possible to add a feature where the simulation would immediately be paused,
and rewinded for say, 5 seconds to give an instant replay?  When the replay
catches up to simulation time, simply return to the paused state?  Then, during
the replay, I can watch from a chase or tower view, etc.

Yes, my entire world was affected by my purchase of a TiVo.  ;)

-Matt

Lee Elliott wrote:

 On Sunday 13 July 2003 10:54, David Megginson wrote:
  Erik Hofman writes:
 
I mean we now have a tower view, we might come up with a final Approach
view and someday somebody will come by and asks for a windsock view.
Those are really candidates for a view selection dialog.
 
  Two truly useful ones would be a ground-chase view and a
  nearest-airport view.  When you're flying anything but a circuit, the
  control tower view gets useless very fast.
 
 
  All the best,
 
 
  David
 
  --
  David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

 I think a ground chase view would be great.  I'd also like an air chase view
 that follows bearing but that shows gust and turbulence effects but something
 like that has been proposed, I think;)

 As for putting some of the views in menus - hmm... I'm less keen about that
 because when I change views I want to do it quickly and often I'll only want
 to check a view for a second.  For example, when landing I'll often quickly
 switch between the cockpit, the two chase views and the tower views, using
 different magnication and orientation settings for each view, and spending
 less than a second in most of them.  I suspect this would be tricky to do if
 some of them could only be accessed via a drop down menu - the moment would
 have passed and I'd have had to move one of my hands from the js or kb to
 grab the mouse.

 Setting up the views with some of them in a menu would be ok by default if it
 was still easy to add the extra entries to the kb list.

 LeeE

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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 11:14, Norman Vine wrote:
 Jim Wilson writes:

 we could keep the .ac .3ds .whatever files as they are in the base package
 and require that you run a 'scenery' compiler before you actually run FGFS
 after a scenery update. 

While it's great that we _can_ use .3ds models, until we can texture them I 
think we should consider them only temporary (I haven't forgotten the TSR2 or 
A10 - they've got to be re-done)

LeeE

 
 AFAICT it would even be faster to keep the .ac name in the xml files and do 
 the extension manipulation in our code and do a fstat() on filetimes and 
compile 
 the .ac to .ssg if necessary
 
 Norman
 
 
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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 11:07, David Megginson wrote:
 Frederic Bouvier writes:
 
   I vote for to remove this sharp edge smoothing artefact.
 
 All of our airplanes will start looking a lot worse.
 
 
 All the best,
 
 
 David
 
 -- 
 David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

Is there any way to set a constriant on it?  It's fine when it's smoothing 
angles  90deg  270 but it would be better if it didn't try to do sharper 
angles.  This seems to be the cause of the artifacts often seen on models, 
for example at the wing traiing edges.

I get around this by splitting area into separate surfaces, which apart from 
extra work, increases the object and vertex count (though I dunno how much of 
a problem that might be).

LeeE


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Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 00:01, [EMAIL PROTECTED] wrote:
 Hello,
[snip]

 3. What about AI controlled airplanes AND ships?
 It would be great to see some airplanes in the air and ships
 on the sea in flighgear that fly/drive their routes.
 Is such a dynamic scenery feature in development?
 If yes, how long do you expect (in months) will it take to see such
 feature in a stable version?
 Will this feature be scalable? In other words, the faster my computer the
 more ships and airplanes i will be able to see?

Ships sounds like a great idea and shouldn't be too difficult to implement 
(not that I'm volunteering).  Someone mentioned carrier landings recently 
didn't they?   :)

 
 
 4. Citys at night seem to be a problem.
 Last week i flew over Los Angelas by night in flightgear,
 but the city was very very dark by night.
 In realitiy Los Angelas is extremly  bright at night.
 So the question is, is someone working on this?
 Are their any night city scenery textures in the work
 including support for brighter ambient light (- like bright clouds and 
 yellow/orange looking fog and things like that)?

Night textures would be nice too but texture space is at a bit of a premium 
atm.  ;)  There are already some nice sky effects though.

http://www.overthetop.freeserve.co.uk/YF23-20030615-fgfs-screen-017.jpg

LeeE



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RE: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Norman Vine
Lee Elliott writes:
 
 Night textures would be nice too but texture space is at a bit of a premium 
 atm.  ;)  There are already some nice sky effects though.

Texture space shouldn't be a problem 

I am assuming of course that the 'daytime' and the 'nighttime' textures
wouldn't need to be in memory at the same time  :-)

Norman

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Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 14:38, Norman Vine wrote:
 Lee Elliott writes:
  
  Night textures would be nice too but texture space is at a bit of a 
premium 
  atm.  ;)  There are already some nice sky effects though.
 
 Texture space shouldn't be a problem 
 
 I am assuming of course that the 'daytime' and the 'nighttime' textures
 wouldn't need to be in memory at the same time  :-)
 
 Norman

I think they'd have to be blended to look any good at dusk/twilight.

LeeE


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RE: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Norman Vine
Lee Elliott writes:
 
 On Sunday 13 July 2003 14:38, Norman Vine wrote:
  Lee Elliott writes:
   
   Night textures would be nice too but texture space is at a bit of a 
 premium 
   atm.  ;)  There are already some nice sky effects though.
  
  Texture space shouldn't be a problem 
  
  I am assuming of course that the 'daytime' and the 'nighttime' textures
  wouldn't need to be in memory at the same time  :-)
  
  Norman
 
 I think they'd have to be blended to look any good at dusk/twilight.

Good point but ...

It would be cool to have lights in the windows and I doubt if we 
need to 'blend' them on :-)

Cheers

Norman


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Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Frederic Bouvier
Lee Elliott writes:
 On Sunday 13 July 2003 14:38, Norman Vine wrote:
  Lee Elliott writes:
   
   Night textures would be nice too but texture space is at a bit of a 
 premium 
   atm.  ;)  There are already some nice sky effects though.
  
  Texture space shouldn't be a problem 
  
  I am assuming of course that the 'daytime' and the 'nighttime' textures
  wouldn't need to be in memory at the same time  :-)
  
  Norman
 
 I think they'd have to be blended to look any good at dusk/twilight.

How would you do night texture for buildings, with lit windows that need
emissive color. Do we need multitexturing to apply an emissive map ?

-Fred



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Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 15:33, Norman Vine wrote:
 Lee Elliott writes:
  
  On Sunday 13 July 2003 14:38, Norman Vine wrote:
   Lee Elliott writes:

Night textures would be nice too but texture space is at a bit of a 
  premium 
atm.  ;)  There are already some nice sky effects though.
   
   Texture space shouldn't be a problem 
   
   I am assuming of course that the 'daytime' and the 'nighttime' textures
   wouldn't need to be in memory at the same time  :-)
   
   Norman
  
  I think they'd have to be blended to look any good at dusk/twilight.
 
 Good point but ...
 
 It would be cool to have lights in the windows and I doubt if we 
 need to 'blend' them on :-)
 
 Cheers
 
 Norman

My bad - was thinking about ground area scenery textures, not model building 
textures.  My first thought when I realised I had the wrong end of the stick 
was you're right - you wouldn't need to blend the lights in on a building - 
exactly the opposite in fact.

It's just occurred to me though, that the 3d s/w I use makes use of blending 
to achieve global illumination effects.  While the algorithm it uses would be 
too heavy and complex for a sim, I wonder if it still might be workable.

What I'm thinking is that if an illuminated window had a degree of blurring it 
would lighten the surrounding area too.  I think it would need to be done in 
two stages - the first to deal with the window area, with hard edges, and the 
second to handle the blur/lighting overspill, which would blur/smear/spread 
the light over a larger area of the texture.  It would have to be at a 
distinctly lower intensity so that the window outline is still clear and 
sharp through the blur but light enough to mimic the overspill.

LeeE


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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Lee Elliott writes:

  Is there any way to set a constriant on it?  It's fine when it's
  smoothing angles  90deg  270 but it would be better if it didn't
  try to do sharper angles.  This seems to be the cause of the
  artifacts often seen on models, for example at the wing traiing
  edges.

It's a bit of a mess, really.  The problem is that AC3D is (or was,
until recently) the only general format that worked fully with plib,
but AC3D files do not contain information on normals.  If there's a
better semi-standard format that we can use -- one that we can easily
get From AC3D and Blender and import into plib with object names,
normals, and texture information intact -- I'll be happy to switch to
it.


All the best,


david

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Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread [EMAIL PROTECTED]

 There has been work started on very impressive 3D clouds.  That said
 there's a lot that FlightGear has them MSFS probably never will have.

That sounds great. :)
I tried to compile the cvs version last night but got an error, do you have
a screenshot of those 3d clouds?

BTW maybe you can help me with that error of the cvs version:

g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src  
-I/usr/X11R6/include 
-DPKGLIBDIR=\/usr/local/games/flightgear-cvs/lib/FlightGear\ -g -O2 -c -o 
main.o `test -f main.cxx || echo './'`main.cxx
main.cxx:42: simgear/screen/extensions.hxx: No such file or directory
make[2]: *** [main.o] Error 1
make[2]: Leaving directory `/home/oliver/x/src/flightgear-cvs/source/src/Main'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/oliver/x/src/flightgear-cvs/source/src'
make: *** [all-recursive] Error 1

Sounds like an error with SimGear.
Do i need to install the cvs version of simgear
or is SimGear 0.3.3 new enough?




 Not
 the least of which is the fact that if you know how to program you can get
 those cool clouds before MSFS 2004 gets released by finishing the work that
 was started by someone  else.  And you won't have to shell out $50 every
 year or two to the selfish little pseudogeek's empire anymore.

Yes, i allready started learning OpenGL. :)
I bought a book about OpenGL and i am on page 255 of 433 at the moment
but i still need some weeks/months for the rest (including learning how plib
and flighgear works).

Best Regards,
 Oliver C.


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Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread David Megginson
Lee Elliott writes:

  Ships sounds like a great idea and shouldn't be too difficult to
  implement (not that I'm volunteering).  Someone mentioned carrier
  landings recently didn't they?  :)

That's harder -- we'll have to do some work to make sure that the
planes on the carrier move when the carrier itself moves -- otherwise,
it will just slip out from under the planes on its deck.


All the best,


David

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Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread [EMAIL PROTECTED]


 I am the one that designed the San Francisco buildings ( and San Mateo
 Bridge ).

They look great, very good work. 


 I am not aware of development for other cities. I would not design
 the whole earth alone. People are invited to contribute for other
 places. 

I have a question about this.
Yesterday i visited the terragear Project website
an read at the following page
( 
http://terragear.sourceforge.net/docs/scenery-tutorial/fg-scenery-tutorial.html 
) about vmap that sentence:


This dataset (formerly known as the Digital Chart of the World) contains 
non-airport vector data for
all of North America, including landmass (shorelines), lakes, rivers, cities, 
towns, roads, railroads,
rivers, landcover, and many other coverages that we are not using yet.

Now my question is, why are you don't using those vmap data?
And if you use those, at what detail do you use them?
At maximum detail: everything the vmap data gives or lower details to save 
framerates or internet hosting costs?

I also visited the the FlightGear Scenery Designer Home Page
which is for creating excat sceneries but the terragear website
says:
 TerraGear generates FlightGear scenery automatically from free, 
publicly-available geographical datasets: you do not have to (and are 
currently not able to) paint roads, rivers, and so forth by hand.

So my question is when i don't have to create those things by hand because 
vmap data is available and accurate enough why do i need that Scenery 
Designer to modify the landscape?
(That i need it for buildings too is obvious, that's not what i mean)

Or other question, are the vmap data (especially Areas over Europ) not 
accurate enough so that i have to use the Scenery Designer and
edit the landscape by hand?
(like on those screenshots: http://fgsd.sourceforge.net/screenshots.html)




 Good source of information about Sky Scrapers are here :
 http://skyscrapers.com
 http://skyscraperpage.com

Thanks for the link.


 Their would be a problem of hosting those models that don't fit
 in the base package.

So if i edit some sceneries does that mean that they wouldn't be added to the
additional scenery data?
http://www.flightgear.org/Downloads/world-scenery.html


Best Regards,
 Oliver C.


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Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread pandora
On Sun, Jul 13, 2003 at 05:02:44PM +0200, [EMAIL PROTECTED] wrote:
 
  There has been work started on very impressive 3D clouds.  That said
  there's a lot that FlightGear has them MSFS probably never will have.
 
 That sounds great. :)
 I tried to compile the cvs version last night but got an error, do you have
 a screenshot of those 3d clouds?

I get a core dump in 0.9.2 when trying to run it with 3d clouds.


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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Christopher S Horler
I wonder if it's possible to write a plib loader for blender files?

On Sun, 2003-07-13 at 16:00, David Megginson wrote:
 Lee Elliott writes:
 
   Is there any way to set a constriant on it?  It's fine when it's
   smoothing angles  90deg  270 but it would be better if it didn't
   try to do sharper angles.  This seems to be the cause of the
   artifacts often seen on models, for example at the wing traiing
   edges.
 
 It's a bit of a mess, really.  The problem is that AC3D is (or was,
 until recently) the only general format that worked fully with plib,
 but AC3D files do not contain information on normals.  If there's a
 better semi-standard format that we can use -- one that we can easily
 get From AC3D and Blender and import into plib with object names,
 normals, and texture information intact -- I'll be happy to switch to
 it.
 
 
 All the best,
 
 
 david
-- 
Christopher S Horler [EMAIL PROTECTED]


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Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread John Wojnaroski



  There has been work started on very impressive 3D clouds.  That said
  there's a lot that FlightGear has them MSFS probably never will have.

 That sounds great. :)
 I tried to compile the cvs version last night but got an error, do you
have
 a screenshot of those 3d clouds?

go to http://www.first-day.org and rummage around in the jpgs directory


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Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Frederic Bouvier
Oliver C wrote:
 I have a question about this.
 Yesterday i visited the terragear Project website
 an read at the following page
 (

http://terragear.sourceforge.net/docs/scenery-tutorial/fg-scenery-tutorial.html
 ) about vmap that sentence:


 This dataset (formerly known as the Digital Chart of the World) contains
 non-airport vector data for
 all of North America, including landmass (shorelines), lakes, rivers,
cities,
 towns, roads, railroads,
 rivers, landcover, and many other coverages that we are not using yet.

This dataset is only accurate and complete to create maps at the scale
1:1.000.000. They do not match well compared to data at 1:25.000 ( topo
maps ). For exemple, it doesn't include the width of rivers.


 Now my question is, why are you don't using those vmap data?

vmap was used to build the latest scenery at randtechnologies by
William Riley ( see the download page )


 And if you use those, at what detail do you use them?
 At maximum detail: everything the vmap data gives or lower details to save
 framerates or internet hosting costs?

 I also visited the the FlightGear Scenery Designer Home Page
 which is for creating excat sceneries but the terragear website
 says:
  TerraGear generates FlightGear scenery automatically from free,
 publicly-available geographical datasets: you do not have to (and are
 currently not able to) paint roads, rivers, and so forth by hand.

 So my question is when i don't have to create those things by hand because
 vmap data is available and accurate enough why do i need that Scenery
 Designer to modify the landscape?
 (That i need it for buildings too is obvious, that's not what i mean)

It depend on how accurate you want your scenery. If it is OK for you to
see the rivers at the top of mountains, crops instead of forrest, and
missing lakes, FGSD is useless for you. But you wouldn't cure the whole
world with fgsd. It would be more efficient to find a better dataset,
but I am afraid they are not free.

 Or other question, are the vmap data (especially Areas over Europ) not
 accurate enough so that i have to use the Scenery Designer and
 edit the landscape by hand?
 (like on those screenshots: http://fgsd.sourceforge.net/screenshots.html)

vmap0 seems to be evenly (not) accurate around the world, but good
terrain elevation at good accuracy ( 90m or less ) is not freely
available ( yet ?) for outside America ( that is new. I year ago,
it was only US ).

FGSD is there to enhance scenery by hand using image data ( map, aerial
photo ). This is only applicable for very narrow areas ( a town or an
airport ).

( Disclaimer: FGSD, which I maintain, is for from being usable for
  anything else than placing 3D object in the scenery for the moment.
  And I am distracted creating 3D models for fg )

...

  Their would be a problem of hosting those models that don't fit
  in the base package.

 So if i edit some sceneries does that mean that they wouldn't be added to
the
 additional scenery data?
 http://www.flightgear.org/Downloads/world-scenery.html

The world is based on data ( height, contours, airports ). If you don't
have data made by other at hand ( building, bridge, special hand-edited
contours ), they will not appear in the scenery.

-Fred



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[Flightgear-devel] Golden Gate Bridge

2003-07-13 Thread Frederic Bouvier
A new bridge, the famoust, is in CVS :
http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-golden-gate-01.png

-Fred



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Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread David Megginson
[EMAIL PROTECTED] writes:

  This dataset (formerly known as the Digital Chart of the World)
  contains non-airport vector data for all of North America,
  including landmass (shorelines), lakes, rivers, cities, towns,
  roads, railroads, rivers, landcover, and many other coverages that
  we are not using yet.

The default scenery in the base package uses the vmap0 data at maximum
available resolution.  Curt's official scenery for the rest of the
world does not, yet, but this scenery does:

  http://www.randdtechnologies.com/fgfs/newScenery/world-scenery.html

Note that the vmap0 scenery is nominally 1:1,000,000 resolution, like
the World Aeronautical Charts (WAC's).  In fact, it *is* the WACs, at
least around here -- I bought the Canadian WAC for the area around
Ottawa, and it contains exactly the same polygons and errors as the
vmap0 dataset, right down to a missing city to the west of Ottawa.

At that resolution, you cannot expect every twist and bend of a road
or riverbank to be modelled accurately.  vmap0 does a much better job
of the Great Lakes shorelines than the other dataset we were using,
but it can be a bit off on other stuff -- it's not unusual to find a
road 100m or so off of where it should be (possibly much more outside
North America).


All the best,


David

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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread David Megginson
Christopher S Horler writes:

  I wonder if it's possible to write a plib loader for blender files?

Very much so.  An easier solution, though, would be to fix plib's
VRML1 loader so that it works with *.wrl files exported by Blender.
Nobody likes VRML1, but everybody can import and export it, and I
think that it can include explicit normals.


All the best,


David

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re: [Flightgear-devel] Golden Gate Bridge

2003-07-13 Thread David Megginson
Frederic Bouvier writes:

  A new bridge, the famoust, is in CVS :
  http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-golden-gate-01.png

Gorgeous!  I've been waiting for this one for a long time -- Marin
County looked so lonely sitting there with no link to SF.

Does anyone want to put a static model of a freighter steaming under it?


All the best,


David

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Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread David Megginson
Frederic Bouvier writes:

  This dataset is only accurate and complete to create maps at the scale
  1:1.000.000. They do not match well compared to data at 1:25.000 ( topo
  maps ). For exemple, it doesn't include the width of rivers.

There is a cutoff where rivers switch from polygon to line coverage.
I'm guessing that it might be around 500m wide, but I'm not sure (and
I'm not even sure if it's consistent across vmap0).


All the best,


David

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Re: [Flightgear-devel] Some Questions about Flightgear

2003-07-13 Thread Frederic Bouvier
Lee Elliott write:
 True, the carrier landings would require more work but a few ordinary
ships on
 the oceans would make flying across vast expances of water a bit more
 interesting.

Just design a few ship models, the dynamic scenery would do the rest.

-Fred



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Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread Lee Elliott
On Sunday 13 July 2003 17:26, John Wojnaroski wrote:
 
 
   There has been work started on very impressive 3D clouds.  That said
   there's a lot that FlightGear has them MSFS probably never will have.
 
  That sounds great. :)
  I tried to compile the cvs version last night but got an error, do you
 have
  a screenshot of those 3d clouds?
 
 go to http://www.first-day.org and rummage around in the jpgs directory

Those clouds look terrific.

LeeE


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Re: [Flightgear-devel] Golden Gate Bridge

2003-07-13 Thread WillyB
On Sunday 13 July 2003 12:25, David Megginson wrote:
 Frederic Bouvier writes:
   A new bridge, the famoust, is in CVS :
   http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-golden-gate-01.png

 Gorgeous!  I've been waiting for this one for a long time -- Marin
 County looked so lonely sitting there with no link to SF.


I agree, that looks Great!
I've been waiting to see it as wll :)
WillyB

 Does anyone want to put a static model of a freighter steaming under it?


 All the best,


 David


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RE: [Flightgear-devel] Golden Gate Bridge

2003-07-13 Thread Norman Vine
James Turner writes:

 Another thing to consider is the flip-side - being able to taxi *on*
 bridges,

You can do this in FGFS now
You just can't fly lower then the highest point at any location

 I don't know how much collision detection SSG handles,

SSG doesn't do collision detection period, SSG does do HOT
 height over terrain  but this is almost a diirect copy of what
I worked out for FlightGear

If you want collision not HOT I suggest you look into integrating
'ode' or 'opcode' into FlightGear
http://opende.sourceforge.net/ode-collision-porting.html
http://www.codercorner.com/Opcode.htm

Note
http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/plib/plib/demos/ode_demo/Attic/simple.cpp?rev=1.1content-type=text/vnd.viewcvs-marku
p

Cheers

Norman


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[Flightgear-devel] Turbulence Change

2003-07-13 Thread David Megginson
So far, JSBSim is the only FDM that supports turbulence.  Up until
now, turbulence was controlled by a single variable setting its
magnitude; now, it's controlled by both magnitude and rate.  Here are
the new properties, replacing /environment/turbulence-norm and its
equivalents in the weather config:

  /environment/turbulence/magnitude-norm
  /environment/turbulence/rate-hz

The magnitude is a value from 0.0 (none) to 1.0 (severe).  JSBSim
treats it as a curve rather than a line, so severity increases slowly
at the start and then rapidly toward the highest values.  This is the
highest (or lowest) peak that the turbulence is capable of hitting.
The default is 0.0.

The rate is the maximum number of times per second that the turbulence
can move from neutral to its extreme high or low, or back again.

This information is also available online at

  http://www.seedwiki.com/page.cfm?doc=turbulenceinfowikiid=2418wpid=0


All the best,


David

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[Flightgear-devel] Suggested Flight

2003-07-13 Thread David Megginson
Here's a suggested flight, after you do a cvs update on the base
package to get the latest SF scenery.

Start at Half Moon Bay, Runway 30, with 32km visibility:

  fgfs --airport=KHAF --runway=30 --visibility=32000

Takeoff in the C172 and climb to 1000 feet, then continue north over
the water, near the shoreline.  Look out the right window frequently.
Fly up the coast, overfly the Golden Gate Bridge, continue around the
top of the peninsula past downtown SF, then fly on to KSFO for a
landing.  We now have lots to see.


All the best,


David

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Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread [EMAIL PROTECTED]

 go to http://www.first-day.org and rummage around in the jpgs directory


Thanks, those clouds look good on the screenshot but it would be interesing
to see how they look and behave in game when fyling into them.

I managed to compile the cvs version, now it works
but when i try to start it with the option --enable-clouds3d
it gives me the following error message:

Unknown option '--enable-clouds3d'


From ./fgfs --help -v 
i can see that --enable-clouds3d should be the right option
to activate them but that doesn't work.

So how can i enable those 3d clouds?

Best Regards,
 Oliver C.


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Re: [Flightgear-devel] Suggested Flight

2003-07-13 Thread Major A

   fgfs --airport=KHAF --runway=30 --visibility=32000

Nice work folks! I noticed one recent and rather awkward change though
-- FlightGear changes the keyboard repeat settings of the X server! 
Not good, since all other programs are also affected!

  Andras

===
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e-mail: [EMAIL PROTECTED]
www:http://andras.webhop.org/
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Re: [Flightgear-devel] Views

2003-07-13 Thread Michael Selig
At 7/13/03, Erik wrote:
Michael Selig wrote:

I would like to ask, however, that a view menu structure be in place 
before removing the current various 'v'-key views.
That was the intention. Did something go wrong?
Something go wrong --- I did not mean to imply that.  I've not done a cvs 
check-out lately.

My main point in making the comment was let's not lose capability along the 
way!

But again, I'd rather keep all current v-key views.  It's a lot faster 
hitting a single key than mousing around while trying to fly.

At a minimum, I'd like to keep three views that function w/ the v-key:

- cockpit of course
- chase (external)
- chase (external w/ fixed view direction,
  e.g. always looks North or whatever direction w/ the mouse)
With the latter two, it'd be really nice to get back the 2D HUD (vs the 3D 
one that moves around).  I used the old 2D HUD a lot w/ demos and in my own 
model development.

Regards,
Michael
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Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread John Wojnaroski

 So how can i enable those 3d clouds?

You will have to do some coding. We got it working but it was never fully
integrated with the plib scene graph and it was decided to turn-off the
code. Can't tell you what is needed since I've not kept pace with the 0.9.2
release or CVS versions.You might go back and follow the thread on cloud
discussions over the past year for some insight and history on the subject.

JW


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Re: [Flightgear-devel] Views

2003-07-13 Thread Lee Elliott
On Monday 14 July 2003 00:35, Michael Selig wrote:
 At 7/13/03, Erik wrote:
 Michael Selig wrote:
 
 I would like to ask, however, that a view menu structure be in place 
 before removing the current various 'v'-key views.
 
 That was the intention. Did something go wrong?
 
 Something go wrong --- I did not mean to imply that.  I've not done a cvs 
 check-out lately.
 
 My main point in making the comment was let's not lose capability along the 
 way!
 
 But again, I'd rather keep all current v-key views.  It's a lot faster 
 hitting a single key than mousing around while trying to fly.
 
 At a minimum, I'd like to keep three views that function w/ the v-key:
 
 - cockpit of course
 - chase (external)
 - chase (external w/ fixed view direction,
e.g. always looks North or whatever direction w/ the mouse)
 
 With the latter two, it'd be really nice to get back the 2D HUD (vs the 3D 
 one that moves around).  I used the old 2D HUD a lot w/ demos and in my own 
 model development.
 
 Regards,
 Michael

Same here about using the HUD for development.  The mini HUD still works ok in 
rotated chase views though.

LeeE


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RE: [Flightgear-devel] Views

2003-07-13 Thread Norman Vine
Lee Elliott writes: 
 On Monday 14 July 2003 00:35, Michael Selig wrote:
  
  With the latter two, it'd be really nice to get back the 2D HUD (vs the 3D 
  one that moves around).  I used the old 2D HUD a lot w/ demos and in my own 
  model development.
   
 Same here about using the HUD for development.  The mini HUD still works ok in 
 rotated chase views though.

Nothing says you can't change your local source

The following reverts to the previous HUD

Norman

$ cvs diff hud.cxx | tee hud3d.diff
Index: hud.cxx
===
RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Cockpit/hud.cxx,v
retrieving revision 1.4
diff -r1.4 hud.cxx
245,246c245,246
 if( HUD_style == 1)
 {
---
 //if( HUD_style == 1)
 //{
248,250c248,250
 factor = 1;
 factor = (640./55.) / factor;
 }
---
 //factor = 1;
 //factor = (640./55.) / factor;
 //}
996,1000c996,1000
 if( HUD_style == 1)
 {
 fgUpdateHUDVirtual();
 return;
 }
---
 //if( HUD_style == 1)
 //{
 //fgUpdateHUDVirtual();
 //return;
 //}


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Re: [Flightgear-devel] Suggested Flight

2003-07-13 Thread David Megginson
Major A writes:

  Nice work folks! I noticed one recent and rather awkward change though
  -- FlightGear changes the keyboard repeat settings of the X server! 
  Not good, since all other programs are also affected!

We're not smart enough to do that ourselves (i.e. FlightGear doesn't
understand its host OS that thoroughly).  Something must be going
wacko in plib, or, more likely, glut.


All the best,


David

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Re: [Flightgear-devel] Question about clouds in Flightgear vs. FS2004

2003-07-13 Thread Jim Wilson
[EMAIL PROTECTED] [EMAIL PROTECTED] said:

 
  go to http://www.first-day.org and rummage around in the jpgs directory
 
 
 Thanks, those clouds look good on the screenshot but it would be interesing
 to see how they look and behave in game when fyling into them.
 
 I managed to compile the cvs version, now it works
 but when i try to start it with the option --enable-clouds3d
 it gives me the following error message:
 
 Unknown option '--enable-clouds3d'
 

It looks like all you need to do is go into the SimGear/simgear/scene/sky
directory and uncomment the SUBDIR line in the Makefile.am file.  This is
the way building the 3d clouds was disabled in the last release.  Other than
that, I'm not exactly sure how well they are working.

They need more work, the most significant step would be moving the rendering
over to a plib scene graph.

BTW if you are reading about Open GL, you might find plib interesting.  It can
save a lot of programming time, not to mention it provides a 3D application
framework (which FlightGear is using).  You may find it useful to work at
learning the plib API and then eventually digging deeper to understand the
underling Open GL work.

Best,

Jim

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Re: [Flightgear-devel] Golden Gate Bridge

2003-07-13 Thread Jim Wilson
Frederic Bouvier [EMAIL PROTECTED] said:

 A new bridge, the famoust, is in CVS :
 http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-golden-gate-01.png
 

Wow!  What a nice view :-)  I've been having a ball flying circles around the
new construction the last couple weeks, checking it all out.  Great work!

Best,

Jim

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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Lee Elliott writes:
 
   Is there any way to set a constriant on it?  It's fine when it's
   smoothing angles  90deg  270 but it would be better if it didn't
   try to do sharper angles.  This seems to be the cause of the
   artifacts often seen on models, for example at the wing traiing
   edges.
 
 It's a bit of a mess, really.  The problem is that AC3D is (or was,
 until recently) the only general format that worked fully with plib,
 but AC3D files do not contain information on normals.  If there's a
 better semi-standard format that we can use -- one that we can easily
 get From AC3D and Blender and import into plib with object names,
 normals, and texture information intact -- I'll be happy to switch to
 it.

A lot (but not all) of the mess we've seen has to do with bad modeling work. 
I know because I've done the worse of it. With the normals being generated on
the fly the right way to construct the model is with surfaces assigned to
separate objects if they are sharpy edged, like the ailerons.  While there are
certain advantages to other methods (with greater control over the normals), 
this ac3d method really isn't difficult to do at all.

If we further developed the ac3d loader for our purposes we might solve most
of the problems.  Much of the annoying issues with ac3d loading has to do with
the optimization step.  I feel that if we copied this loader code into SimGear
and interact with plib at a lower level on this, we could eliminate some of
the things that don't help us, and add to it some features that would help us.
 It'd be nice to have the ability to substitute textures for example.  Plus we
might be able to track our own table of loaded textures so that their use can
be optimized.  We may also be able to implement some of our own extensions and
certainly could probably look at implementing some of the ac3d features that
aren't currently supported in the plib loader (like selected flat shading for
things that really are square edged!).

Having a VRML1 loader would be useful.  It would be great to move to something
so widely supported,  but I think we should still develop our own laoder and
have it oriented toward loading and supporting simulation models without
worrying about fitting in with the plib development goals.

Best,

Jim

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Re: [Flightgear-devel] Win32 binaries

2003-07-13 Thread Jim Brennan jjb -
Where are these two versions of the win 32 binarys (and the associated
files) now located?

Be happy to mirror them on my site if that would be helpfull.

jj


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[Flightgear-devel] T38 gear instrument fix

2003-07-13 Thread David Culp
Could someone with CVS access to the base package please commit this file:

http://home.comcast.net/~davidculp2/t38/Instruments/T38-gear.xml

which goes in Aircraft/T38/Instruments.
It fixes the current gear handle.  Thanks,

Dave


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Re: [Flightgear-devel] REference

2003-07-13 Thread Russell Suter






Jon Berndt wrote:

  Jim wrote:

  
  
Before we get too worked up about this...  It has absolutely
nothing to do with modeling the aircraft.  It is only a reference
point for positioning the 3D model in the scene.  All the nose is,
sans pitot tubes and other items that are not centered, is a
location easy to identify on almost all aircraft.

  
  

With this in mind, now, we go back to the stated problem. Let's say we
(FDM/JSBSim) are reporting the lat/lon of the nose of the aircraft to
FlightGear's visual subsystem. We know where our CG is in lat/lon, and we
know where the nose is relative to that. So we report in lat/lon/alt
coordinates the position of the nose. Now, let's say we drop a payload and
the CG shifts. In the FDM, the position in lat/lon/alt is still the same.
However, the location of the nose has now shifted with relation to the CG,
because the CG has shifted. If we report the new nose position to the
FlightGear visual subsystem, there will be an instantansous shift in the
visual position of the aircraft.
  

We have always used the "empty weight" CG of the given aircraft in the
development
of our Weapons Systems Trainers (WST), Part Task Trainers (PTT) for
military,
as well as Flight Training Devices (FTD) for commercial. It doesn't
move, and it is 
significant with respect to the flight dynamics... The visual systems
we use have 
the ability to offset the eyepoint from the control point so with a
little up front math,
the graphic artist can use any origin for the 3D model...


-- 
Russ

Conway's Law: "The structure of a system tends to mirror the
structure of the group producing it."
  -- Mel Conway Datamation (1968)





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[Flightgear-devel] electrical

2003-07-13 Thread David Culp
Has anyone been able to turn off the volume of the marker beacon using 
configuration files?  I can turn it off from the property browser, but these 
don't work:

--prop:/radios/marker-beacon/audio-btn=false

or 

--prop:/radios/marker-beacon/power-btn=false

or, in the -set.xml config

PropertyList
...
 radios
  marker-beacon
   power-btn archive=yfalse/power-btn
   audio-btn archive=yfalse/audio-btn
  /marker-beacon
 /radios
...
/PropertyList

I also made a null electrical system, and that didn't work either:

?xml version=1.0?
 
!-- null electrical system --

PropertyList
  supplier
nameBattery/name
prop/systems/electrical/suppliers/battery/prop
kindbattery/kind
volts0/volts 
amps0/amps   
  /supplier
/PropertyList


Anyone know what I'm doing wrong?

Dave

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Re: [Flightgear-devel] Re: how to fix joystick config files

2003-07-13 Thread David Culp
 All you need to do is specify:
 interval-sec0.05/interval-sec

 for the binding in question and you will get a 20 per second repeat rate.


Makes sense to me.



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[Flightgear-devel] test

2003-07-13 Thread David Culp

-- 

David Culp
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Re: [Flightgear-devel] Scenery

2003-07-13 Thread David Culp
I know I should be learning how to do 3D modeling myself, but until then I was 
wondering if someone looking for things to model would try to make the 
approach lights systems for 28L and 28R in KSFO.  I flew into KSFO the other 
day, after a few year's absence, and saw that the approach light system is 
very obvious.  At most airports the structure that supports the lights is not 
very noticable, but at KSFO, or any airport with a lighting system that 
extends into the water, the structure is very apparent.

Now, how to get a photo of it?  

Dave

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Re: [Flightgear-devel] newer stuff

2003-07-13 Thread C Hotchkiss
The quote that comes to mind goes something like Sure the Mustang can't 
do what the Spitfire does, but doesn't do it over Berlin.

Spitfires, like the Me's and Fw's lacked range because they were 
conceived of as tactical, not strategic, aircraft. They did their job 
very well, being more maneuverable that the Mustang, but all had 
difficulties operating cross channel, much less at the longer ranges 
required to escort bombers into Germany, even with drop tanks.

Some British pilots, after seeing the Mustangs, asked about changes in 
the Spitfire to achieve comparable range only to be told that the 
structural changes needed just weren't feasible.

Regards,

Charlie

Jim Wilson wrote:

Lee Elliott [EMAIL PROTECTED] said:


I thought one of the major features of the p51 was it's range.  I think it was 
one of the few, if not the only fighter that had the range and endurance for 
bomber escort duties from the UK into Germany.

I believe that the German a/c were generally of lower range and were more 
likely to be flown from captured airfields nearer the battle front for the 
attack  role.  Fighters based in Germany would be there primarily for defence 
against attacks and so didn't need great range.



That's right AFAIK.  They added drop tanks to really extend the range.  Of
course there were the Spitfires, which I think must have flown missions into
Germany.  Pretty much all the fighters were involved in either bomber escorts
or enemy bombing mission intercepts.  That's about all fighters are good for.
 It was just the Japanese that decided they could be used as bombs as well.
Best,

Jim

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[Flightgear-devel] glass cockpit

2003-07-13 Thread Enrico Schiratti
 Take a peek at www.first-day.org/jpgs for some examples. These are
designed
 for a full size flight deck sim so some of the detail may not be possible.
 Also don't forget the five overlays for weather, airports, vortacs,
 waypoints, and route ETAs on the ND

As far as I can tell you are using bitmaps from our software in those
screenshot... could you please explain? Is it a cut  paste job to
illustrate what you intend to do?

Enrico Schiratti
www.projectmagenta.com


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Re: [Flightgear-devel] Re: Windsock Model

2003-07-13 Thread David Megginson
Frederic Bouvier writes:

  David, do you still have the blender model ? If you 
  can't fix it, could you send it to me ?

I haven't looked at these in ages:



windsock.blend
Description: Binary data


windsock.rgb
Description: Binary data


All the best,


David

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[Flightgear-devel] Problem to compile the flightgear-0.9.2 with Cygwin

2003-07-13 Thread Dai, Chengbi
Title: Problem to compile the flightgear-0.9.2 with Cygwin





Hi


I try to compile the source code of flightgear-0.9.2 with Cygwin compiler. I have installed the cygin with version 2.249.2.5 on my windows 2000 computer. I installed the plib-1.6.0, zlib-1.1.4 and metakit-2.4.9.2 packages. However, I still get the following error when I try to run the CONFIGURE OF the Simgear-0.3.3 package.

checking mk4.h... yes
checking for metakit 2.4.3 or newer... wrong version
configure error:


Install metakit 2.4.3 or later first.


Or, the compiler may not be finding your libmk4.so library.
Please check the config.log file for specific details of the
failure if you believe you have the correct metakit version.
Also, look up this issue in the FlightGear FAQ.


Can someone give me the suggestion for fixing this problem?



Thanks for help!!!


Chengbi Dai



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Re: [Flightgear-devel] Lot's of Fun!

2003-07-13 Thread David Culp
 I know (and can appreciate) that there is some sensitivity to warfare kinds
 of themes in FlightGear.  However, I wonder if there might be some
 acceptance of re-enactments of WWI/WWII dogfighting tactics - for
 historical research and education, etc.

A few years back I was hooked on a game called Air Warrior III, which had 
massively multi-player scenarios, including renactments of actual campaigns.  
It was wy too much fun!  I eventually had to erase the program from my 
computer to save myself from becoming Tron (now there's a blast from the 
past).  The people who ran the server had to have flying moderators in order 
to catch people gaining unfair advantage by hacking the program.  In 
FlightGear it would be trivial to give your Messerschmidt 10,000,000 
horsepower.  You couldn't even call it hacking.

Since we already have an OV-10 we could stick a J-85 engine on top of it and 
make an OV-10Z, which the German airforce uses (or used) for gunnery 
training.  It would pull a large dart behind it on a long cable, which 
fighters would then attack.  The benefit here is that solving the dart-towing 
programming would then lead directly to sailplane towing.

Anyway, here's a Lot's of Fun screen shot for all to enjoy.

http://home.comcast.net/~davidculp2/fw190.jpg

Dave Culp

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[Flightgear-devel] test

2003-07-13 Thread David Culp

-- 

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Re: [Flightgear-devel] REference

2003-07-13 Thread David Culp
So, the distance (x,y,z) to the model reference point will have to change as 
the CG moves, right?  If the x-offset is -240 inches at the beginning of the 
simulation, and I make the CG move an inch aft instantaneously, then I need 
to (during the same dt) reset the x-offset to -241 inches.

That sound right?

Dave


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[Flightgear-devel] Problem for compiling and installing the Simgear-0.3.3 package

2003-07-13 Thread Dai, Chengbi
Title: Problem for compiling and installing the Simgear-0.3.3 package





Hi


I try to compile the source code of flightgear-0.9.2 with Cygwin compiler. I have installed the cygin with version 2.249.2.5 on my windows 2000 computer. I installed the plib-1.6.0, zlib-1.1.4 and metakit-2.4.9.2 packages. When I try to install the Simgear-0.3.3 package, I get the following error.

checking mk4.h... yes
checking for metakit 2.4.3 or newer... wrong version
configure error:


Install metakit 2.4.3 or later first.


Or, the compiler may not be finding your libmk4.so library.
Please check the config.log file for specific details of the
failure if you believe you have the correct metakit version.
Also, look up this issue in the FlightGear FAQ.


Can someone give me the suggestion for fixing this problem?


Thanks for help


Chengbi Dai



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[Flightgear-devel] New Wiki Page: Flight Gear Janitors

2003-07-13 Thread Cameron Moore
I started a new wiki page tonight located here:

  http://seedwiki.com/index.cfm?doc=FlightGearJanitorswikiid=2418

Feel free to add to it.  I could only think of a few things to put on
it but wanted to get it up there so we can collectively turn it into
something useful for the newbies and less-involved developers like
myself.  Thanks
-- 
Cameron Moore
[ If con is the opposite of pro, what is the opposite of progress? ]

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