On Sunday, 2 January 2005 00:13, David Megginson wrote:
We can probably manage the left display.
Maybe ...
That left PFD will probably turn out to be a MFD with lots of display modes
besides just the PFD mode.
Most of the glass cockpits nowdays allow you to direct info to just about any
On Sat, Jan 01, 2005 at 07:04:53PM -0500, David Megginson wrote:
increase the useful load by a couple of hundred pounds and make the
plane fly faster, to offset that.
Yes. I understand that you come close to Vne in best economy cruise :-)
Cheers
-Gerhard
--
Gerhard Wesp o o
On Sunday 02 Jan 2005 08:59, Paul Surgeon wrote:
That left PFD will probably turn out to be a MFD with lots of display modes
besides just the PFD mode.
Most of the glass cockpits nowdays allow you to direct info to just about
any display on the panel. The entire cockpit is one integrated
On Sat, Jan 01, 2005 at 05:13:14PM -0500, David Megginson wrote:
Also, it would need someone to model the gearbox and FADEC for the
turbodiesel
engines (includes autopitch etc).
That, I think, would be a much easier problem.
The FADEC is easy as long as everything works normally.
On Sunday, 2 January 2005 00:13, David Megginson wrote:
We can probably manage the left display. The right display (moving
map with elevation shading) would be extremely difficult, but it's
appearing in so many planes that we'll have to bite the bullet some
day.
I forgot to add :
If we
On Sun, 2 Jan 2005 12:03:00 +0200, Paul wrote in message
[EMAIL PROTECTED]:
On Sunday, 2 January 2005 00:13, David Megginson wrote:
We can probably manage the left display. The right display (moving
map with elevation shading) would be extremely difficult, but it's
appearing in so many
I've finished modelling my 3d panel kit so I did one last mockup with
everything thrown into the c172p cockpit.
http://www.cyfinity.com/fgfs/3dkitmockupfinal.jpg
The vertex count is roughly 3,000. - doesn't seem to hit the framerate but it
isn't animated yet.
Due to the number of fairly large
Hello
IVAO is a very large, world wide multiplayer network of flight
simulation enthusiasts that tries to provide a realistic environment for
online flight simulation (check http://www.ivao.org for further details).
Most IVAO users are using MS Flight Simulator, but the network supports
a few
Martin Domig wrote:
Hello
IVAO is a very large, world wide multiplayer network of flight
simulation enthusiasts that tries to provide a realistic environment for
online flight simulation (check http://www.ivao.org for further details).
Most IVAO users are using MS Flight Simulator, but the
- Original Message -
From: Martin Domig [EMAIL PROTECTED]
To: flightgear-devel@flightgear.org
Sent: Sunday, January 02, 2005 6:19 AM
Subject: [Flightgear-devel] FlightGear on IVAO
Hello
IVAO is a very large, world wide multiplayer network of flight
simulation enthusiasts that
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Paul Surgeon schrieb:
|The 3D part is easy -- there are relatively few moving parts to
|animate. The challenge will be creating dynamic textures to show on
|the displays, and that's going to require rolling up our sleeves and
|doing a lot of C++
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David Megginson schrieb:
| On Sat, 1 Jan 2005 23:39:49 + (UTC), Martin Spott
| [EMAIL PROTECTED] wrote:
|
|
|They also have a version with two Lycoming IO-360 for the North
|American market,
|
|
| Is that out yet? I'd heard that they were working
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Dave Martin schrieb:
| On Saturday 01 Jan 2005 22:36, Ampere K. Hardraade wrote:
|
|Interesting aircraft.
|
|On January 1, 2005 04:44 pm, Dave Martin wrote:
|
|The visual model is easy enough
|
|Provided that there are enough data to do an accurate
On Sun, 2 Jan 2005 07:25:12 -0800, John wrote in message
[EMAIL PROTECTED]:
- Original Message -
From: Martin Domig [EMAIL PROTECTED]
To: flightgear-devel@flightgear.org
Sent: Sunday, January 02, 2005 6:19 AM
Subject: [Flightgear-devel] FlightGear on IVAO
Hello
IVAO is
On Sun, 2 Jan 2005 11:09:09 +0100, Gerhard Wesp [EMAIL PROTECTED] wrote:
The FADEC is easy as long as everything works normally. Things get more
complex if you want to model failures.
Right, but that's true of our piston engine models in general -- we're
not modelling stuck valves, fouled
On Sun, 02 Jan 2005 17:03:02 +0100, Christian Mayer
[EMAIL PROTECTED] wrote:
I see no benefit in adding an dependancy to a library that effectively
can do the same as OpenGL - but only in software.
If OpenGL is too complicated for some cases, we can encapsulate the
necessary functions in
Here is an alternate idea: instead of writing our own animation class, may be
we can think about making the displays capable of rendering *small* external
OpenGL applications; such as the OpenGC Project.
Ampere
___
Flightgear-devel mailing list
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Ampere K. Hardraade schrieb:
| Here is an alternate idea: instead of writing our own animation class,
may be
| we can think about making the displays capable of rendering *small*
external
| OpenGL applications; such as the OpenGC Project.
When we can
On Sunday, 2 January 2005 18:03, Christian Mayer wrote:
I see no benefit in adding an dependancy to a library that effectively
can do the same as OpenGL - but only in software.
The difference is a powerful text and vector library vs OpenGL primitives.
Have you ever tried rendering true type
On Sunday, 2 January 2005 19:07, David Megginson wrote:
A software-only 2D graphic library isn't going to cut it.
I bet you didn't know that FS2004 uses software rendering to draw all the
complex gauges. :)
They use GDI+
Paul Surgeon writes:
Yeah I know about off screen rendering to textures but I don't know of anyone
who is willing to implement it for us.
There are at least two places this is already done in FGFS
that can be used as examples of different ways of doing this
3D Clouds and the jpeg server.
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Paul Surgeon schrieb:
| On Sunday, 2 January 2005 18:03, Christian Mayer wrote:
|
|I see no benefit in adding an dependancy to a library that effectively
|can do the same as OpenGL - but only in software.
|
|
| The difference is a powerful text and
If OpenGL is too complicated for some cases, we can encapsulate the
necessary functions in C/C++ code and offer that function.
I think that would be a good option.
I think a panel designer should be given a canvas/texture that they can
paint on with easy to use text and vector functions.
The [EMAIL PROTECTED] guy is still bouncing back to sender
everything posted to flightgear-users. Looking back through the
archive, I can't decided if anything got decided about what (if
anything) to do about him . . .
-c
--
Chris Metzler [EMAIL PROTECTED]
I have a hangar model in blender which is using 2 texture files. It all
appears correctly in blender, but when exported only 1 of the texture
files is referenced in the ac3d file. Has anyone seen this before? Is it
something I'm doing wrong, or is there a problem with using multiple
textures
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Chris Metzler schrieb:
| The [EMAIL PROTECTED] guy is still bouncing back to sender
| everything posted to flightgear-users. Looking back through the
| archive, I can't decided if anything got decided about what (if
| anything) to do about him . . .
On Sunday 02 Jan 2005 23:23, Jon Stockill wrote:
I have a hangar model in blender which is using 2 texture files. It all
appears correctly in blender, but when exported only 1 of the texture
files is referenced in the ac3d file. Has anyone seen this before? Is it
something I'm doing wrong, or
Dave Martin wrote:
Its not perchance something as simple as the alpha order (draw order) of the
parts?
I've had no end of trouble with ordering of even simple objects ;-)
Would that prevent the texture from being exported, or just result in a
rendering problem? It's not that the texture isn't
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