Re: [Flightgear-devel] Aircraft

2002-02-13 Thread John Check

On Tuesday 12 February 2002 09:31 pm, you wrote:
 Can we try to make a decision of what aircraft are going to be in the 0.7.9
 release, and then get them ready with panels, sounds and models? This way
 everything it ships with will be good. Thanks,

 David

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David,
As always, licensing is an issue for 3d models. As a compromise
I've been including all the markup in the set files so that users
only need download models from Wolframs site, unzip them and drop
'em in. 
TTYL
John


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Re: [Flightgear-devel] tiled panel background

2002-02-13 Thread John Check

On Wednesday 13 February 2002 12:02 am, you wrote:
 It turned out to be quite easy to add multiple tiles for a panel
 background.

 This simple one could be enhanced to have more detail but it does look
 quite a bit better than a single 256x256 stretched accross the window.

 http://www.spiderbark.com/fgfs/c310-tiled-panel.png

 The code for this involves fairly minor changes and is contained in this
 tarball:

 http://www.spiderbark.com/fgfs/tiledpanel-021202.tar.gz

 Note that the rgb files and the xml file contained in the tarball should
 all be placed in $FGROOT/Aircraft/c310.

 Best,

 Jim

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Looks real good. Where did you pull the background from?

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Re: [Flightgear-devel] Aircraft

2002-02-13 Thread David Findlay

 As always, licensing is an issue for 3d models. As a compromise
 I've been including all the markup in the set files so that users
 only need download models from Wolframs site, unzip them and drop
 'em in.

That's why we need to create models for each of the aircraft before we ship 
0.8.

David

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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread David Megginson

John Check writes:

  We could do it like we do panel_2, it's no biggie. Mind you,
  256x256 can only hold so much text, although we could use generated
  text. Or possibly do it as a HUD with static text.

Just a quick note -- right now, I'm using 512x512 textures for the
DC-3 model, effectively leaving it untextured for Voodoo3 users (but
making my life a lot easier, since I have to map from only 2 texture
files rather than 8).


All the best,


David

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[Flightgear-devel] Pre-release Irix binary

2002-02-13 Thread Erik Hofman


I've uploaded a pre-release version of FlightGear 0.7.9 at:

http://www.a1.nl/~ehofman/fgfs/download/FlightGear-0.7.9.tardist

This release also needs the following package:
http://www.a1.nl/~ehofman/fgfs/download/metakit-2.0.1.tardist

And either the following, or the equivalent of the SGI Freeware site:
http://www.a1.nl/~ehofman/fgfs/download/jpeg-6b.tardist
http://www.a1.nl/~ehofman/fgfs/download/zlib-1.1.3.tardist

Erik


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Re: [Flightgear-devel] tiled panel background

2002-02-13 Thread Jim Wilson

David Findlay [EMAIL PROTECTED] said:

 On Wed, 13 Feb 2002 15:02, you wrote:
 
 Definately. I hope this will go into 0.7.9 so it can be thoroughly tested for 
 the 0.8 stable release.
 

It's probably too late for that. In any case I'd like to revisit the syntax of 
the xml (take a look at  it) and it'd be good to be able to sync the aspect
ratio to the most commonly used 4:3 geometry (which hasn't been done yet). 
The format I'm using for tiling now is this:

+---+---+---+---+
| 1 + 3 + 5 + 7 +
+---+---+---+---+
+ 2 + 4 + 6 + 8 +
+---+---+---+---+

Where the numbers represent the textures in the array.  

It'd probably be fine if it was included...it doesn't break old panels, but I
do want to throw in the caveat that it isn't done.

Best,

Jim


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Re: [Flightgear-devel] tiled panel background

2002-02-13 Thread D Luff

Jim Wilson writes:

 It's mine...started with a photo:
 
 http://www.aircraftdealer.com/hdmandassociates/list_1/images/panel-1.jpg
 
 But as you can see there isn't much resemblence to the photo other than
 general shape of the corner.  It was the wrong perspective etc, etc.
 

I've put a photo of a C310 panel that I took about 15 years ago up 
at:

http://www.nottingham.ac.uk/~eazdluf/C310Panel.jpg

in case its of any use to any of the artists.

Cheers - Dave

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Re: [Flightgear-devel] Observations on latest cvs flightgear

2002-02-13 Thread D Luff

David Megginson writes:

 Andy Ross writes:
 
   The startup stuff, though, should be really simple.  What do I do,
   check the cranking flag and add some delay before it turns over?
 
 It would be better to have a cutoff RPM where the engine stops
 running.  As long as the cranking flag is set, keep incrementing RPM
 slightly; once RPM hits the minimum cutoff, the engine can cough to
 life and run on its own (assuming available fuel, etc.).
 

That doesn't really mimic what happens though.  The torque curve 
of the starter motor means that the engine should spin up to its 
cranking speed very quickly.  I'd go with the first scheme - just 
adding a bit of delay before it will fire when cranking.

Cheers - Dave

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[Flightgear-devel] Re: for the upcoming release

2002-02-13 Thread Melchior FRANZ

* David Megginson -- Wednesday 13 February 2002 13:26:
 Just a quick note -- right now, I'm using 512x512 textures for the
 DC-3 model, effectively leaving it untextured for Voodoo3 users (but
 making my life a lot easier, since I have to map from only 2 texture
 files rather than 8).

I'm not amused.

m.   (Voodoo3 user :-)

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[Flightgear-devel] Using the Blender for FlightGear Modelling

2002-02-13 Thread David Megginson

I've succeeded in using the Blender to create textured models for
FlightGear, thanks to valuable help from Willian Germano.  Here's how
I did it:

1. Get Blender 2.23.

2. Install Python 2.0 (*precisely* that version).  I compiled and
   installed a copy under /usr/local, even though Debian and already
   stuck 2.1 and 2.2 under /usr.

3. Download Willian Germano's AC3D export script for Blender from 

   http://igspot.ig.com.br/wgermano/programming/index.html

   Willian is a PLIB user who designed the script specifically for
   PLIB-based applications, so it works.

4. Make your model out of meshes (not nurbs, surfaces, etc.) and
   texture using RGB images with dimensions that are a power of 2
   (256x256 is probably the most common size).  The Blender UV editor
   will help you place textures.  Note: do not use more than one
   texture per object, because AC3D format does not support that.

5. Follow the instructions in Willian's README file for exporting an
   AC3D-format object from Blender, and copy the textures and the *.ac
   file to the same directory inside $FG_ROOT.


All the best,


David

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[Flightgear-devel] Re: Re: for the upcoming release

2002-02-13 Thread Melchior FRANZ

* Mally -- Wednesday 13 February 2002 15:08:
 My old Voodoo Banshee would happily load 512x512 textures but automatically
 reduce them to 256x256.  I suspect these textures will be OK for Voodoo users
 despite the 256x256 limit.

Yes, that also seems to be the case for my V3-3000. The new textured
DC3 does indeed work, albeit quite blurry, like Curtis had assumed.
I'll fly that machine mainly at dusk/dawn then.  ;-)

m.

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[Flightgear-devel] 0.7.9pre2

2002-02-13 Thread Curtis L. Olson

Thanks for everyone who has been beating on the 0.7.9 pre-releases.  I
have made the pre2 release available and am currently pushing it out
to the mirrors (that I can push to.)  Just a couple of tweaks between
pre1 and pre2.

Hey, should we bump up the release date and make a valentines release?
My wife has to work late tomorrow night so it's not like I'd be in the
dog house for sitting on my computer all night. :-) Or perhaps as
everything seems to always end up being my fault once we've discussed
it, maybe I should say I'll be in the dog house anyway so I might as
well make the most of my time. :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] prerelease tarballs

2002-02-13 Thread Martin Spott

 I've made prelease tarballs of SimGear-0.0.17 and FlightGear-0.7.9 and
 put them on the ftp server:

The best FlightGear I've ever seen. I'm still hunting for bugs that I knew
from previous releases and CVS checkouts (falling down on runways on startup
etc.). Even effects similar to this one:

http://document.ihg.uni-duisburg.de/fgfs-sky.jpeg


(as already mentioned a few weeks ago) don't occur anymore,

Martin.
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RE: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread Mike McLean

The only thing preventing FlightGear from compiling on FreeBSD is the
missing gcvt function.  Jon and I discussed it some yesterday and I sent him
a fix that places the definition in FGJSBBase.h.  Hopefully that has made it
to him.  I know it may be too late now to get it into 0.7.9 though.

Best of luck with the release.

Cheers,

Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Curtis L.
Olson
Sent: Wednesday, February 13, 2002 8:21 AM
To: [EMAIL PROTECTED]
Subject: [Flightgear-devel] 0.7.9pre2


Thanks for everyone who has been beating on the 0.7.9 pre-releases.  I
have made the pre2 release available and am currently pushing it out
to the mirrors (that I can push to.)  Just a couple of tweaks between
pre1 and pre2.

Hey, should we bump up the release date and make a valentines release?
My wife has to work late tomorrow night so it's not like I'd be in the
dog house for sitting on my computer all night. :-) Or perhaps as
everything seems to always end up being my fault once we've discussed
it, maybe I should say I'll be in the dog house anyway so I might as
well make the most of my time. :-)

Curt.
--
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread Alex Perry

 Curtis L. Olson writes:
   As I understand it, in recent versions of plib, they have fixed the
   bug/feature that prevented oversized textures from being properly
   scaled down for voodoo users.  So in theory, voodoo owners should
   still see the textures, but they will be a bit blurrier.  This
   functionality most certainly depends on which version of plib you have
   installed.
 If this is working well now, perhaps we can pull the low-res textures
 from the base package.

It's important to check whether the unusable large version of the texture
is dropped from memory as well as ignored by the GL subsystem.  Many of the
machines with low-end graphics cards are short of memory, and having a few
megabyte sized textures hanging around doesn't do much for performance,
even if they do get swapped to disk after a while.
... No I haven't looked ...

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RE: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread jsb

 The only thing preventing FlightGear from compiling on FreeBSD is the
 missing gcvt function.  Jon and I discussed it some yesterday and I sent him
 a fix that places the definition in FGJSBBase.h.  Hopefully that has made it
 to him.  I know it may be too late now to get it into 0.7.9 though.

Mike:

Can you send me the fix one more time,
please?


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[Flightgear-devel] Two more stray couts

2002-02-13 Thread D Luff

In atis.cxx, line 163:

cout  cloudbase =   cloudbase  endl;

This one can be commented out.


And in runways.cxx, lines 84 and 124:

cout  index =   index  endl;

should be either commented out or turned into an SG_LOG


Cheers - Dave


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Re: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread Erik Hofman

Curtis L. Olson wrote:
 Thanks for everyone who has been beating on the 0.7.9 pre-releases.  I
 have made the pre2 release available and am currently pushing it out
 to the mirrors (that I can push to.)  Just a couple of tweaks between
 pre1 and pre2.
 
 Hey, should we bump up the release date and make a valentines release?

Hmm, I have two issues:

Ctrl+U gives an exception
c310 doesn't work for me right now.

If that get's fixed before I get up tomorow morning, you won't hear me 
for the rest of the day ;-)

Erik




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Re: [Flightgear-devel] Time Offset Bug

2002-02-13 Thread Curtis L. Olson

Paul Deppe writes:
 Gents,
 
 With CVS as of 1200 EST, 2/13/2002, --time-offset does not work properly
 when used in conjunction with --start-date-whatever.  For example:
 
 --start-date-gmt=2002:02:12:17:00:00
 --time-offset=+01:15:00
 
 ...starts up at 1/1/1970 1:15:00.

As best as I can tell, these two options are incompatible.  Each
write's the specified value into /sim/startup/time-offset.  There is
a bug though because --start-date-gmt sets
/sim/startup/time-offset-type to gmt, while --time-offset doesn't
reset this back to system-offset which is the default.

So, I will assert that this could have never worked as you had hoped,
and perhaps before you were specifying the arguments differently or
hadn't noticed that it wasn't working.

Someone should probably take a look at the initial time specification
code after 0.7.9 and clean a few things up.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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[Flightgear-devel] Second pre-release Windows binary

2002-02-13 Thread D Luff

I've put up a Cygwin compiled binary of the second 0.7.9 pre-
release candidate up at:

http://www.nottingham.ac.uk/~eazdluf/fgfs-win32-bin-0.7.9pre2.zip

in case anyone with windows but without a compiler wants to test 
it.

Cheers - Dave


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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread Alex Perry

One of the original reasons for the preferences file (and heirarchy) is
exactly Christian's point.  Last time we had this discussion (or whatever
you want to call it 8-) the conclusion was that the aircraft should either
* Appear on the runway as though told to position-and-hold (which implies
  takeoff flaps setting, for example) and just waiting to apply power.
* Appear in a parking area.  For example, tiedown chains may be attached
  at that future time when we can simulate how an aircraft taxies like that.

Each situation should correspond to a clear breakpoint between pages of the
checklist.  For the former, the checklist is closed, and for the latter,
the pilot is just turning over from pre-takeoff to takeoff and (in the
presence of an instructor) reading ahead a little bit to engine failure grin.

 Christian Mayer wrote:
   To the logical side: as long as the plane start *on* the runway it's
   IMO very unrealistical that the engine isn't running.
 
 Y'know, folks, this is actually a really (really) good point. :)
 
 There's nothing wrong with realism, but since we're cheating in the
 direction of expediency in so many places already, maybe it makes
 sense to make the expedient mode the default one.  Maybe add a
 --pedantic switch, perhaps, to control the engnie start code for
 those who really want to do the engine start, and taxi, and runup,
 etc...
 
 Or maybe have a startup environment file along the same lines as the
 -set.xml aircraft files?  The default one would put you on the runway
 with the engine going, ready for takeoff, but fancy ones would start
 you on the ramp with everything off.

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RE: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread BERNDT, JON S. (JON) (JSC-EX) (LM)

 Hmm, I have two issues:
 
 Ctrl+U gives an exception
 c310 doesn't work for me right now.

Refresh my memory: what's wrong with the C310?

Jon

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RE: [Flightgear-devel] for the upcoming release

2002-02-13 Thread BERNDT, JON S. (JON) (JSC-EX) (LM)

 Christian Mayer wrote:
   To the logical side: as long as the plane start *on* the 
 runway it's
   IMO very unrealistical that the engine isn't running.
 
 Y'know, folks, this is actually a really (really) good point. :)

Hilarious. That's right. Why would anyone be on the runway, ready to take
off, with the engine off.

Put the aircraft on the taxiway?

;-)

Jon

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Re: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread Erik Hofman

BERNDT, JON S. (JON) (JSC-EX) (LM) wrote:
Hmm, I have two issues:

Ctrl+U gives an exception
c310 doesn't work for me right now.

 
 Refresh my memory: what's wrong with the C310?

If you don't see the problem it might be a local compile problem.
I'm recompiling from scratch right now and I'll see if i gets fixed.

I realy wanted to say it because of the statement Curtis made ...

Erik



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[Flightgear-devel] C310

2002-02-13 Thread BERNDT, JON S. (JON) (JSC-EX) (LM)

David M.: do you see a problem with the C310? I can't fly now - my big
machine is in the shop.

Jon


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[Flightgear-devel] fix for autopilot gui

2002-02-13 Thread Jim Wilson

Hi Curt,

This is a three line fix for some inconsistancies between the gui dialogs and
the panel controls for the autopilot.  The heading dialog would only show the 
last setting you did through it, even if it was later tweaked with the bug on
the hsi.  The altitude dialog did a similar thing.  Now the values default to
the same that show on the panel displays.

http://www.spiderbark.com/fgfs/autogui-021302.tar.gz

Best,

Jim

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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread Christian Mayer

Curtis L. Olson wrote:
 
 What I've seen done in more advanced sims is for the operator gui to
 provide a set of positioning options such as:
 
   - at gate
   - position and hold
   - 3 mile final
   - 7 mile final
   - etc.

Yup, that is what we should aim for.

But for 0.7.9 we need a solution *now*. If that's enabled engines or a
disabled engines + a big sign telling every newbie hoe to start the
ending doesn't matter.
But shipping 0.7.9 as it is currently will only result in additional
work and bad comments.

CU,
Christian

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Whoever that is/was; (c) by Douglas Adams would have been better...

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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread James A. Treacy

On Wed, Feb 13, 2002 at 12:43:05PM -0600, BERNDT, JON S. (JON) (JSC-EX) (LM) wrote:
 
 Hilarious. That's right. Why would anyone be on the runway, ready to take
 off, with the engine off.

It happens - with multi-engine aircraft anyway. Some years ago a plane
(747 I believe) taking off from Tokyo had trouble starting one of the
engines. The captain said something to the effect, 'no problem. once we
go to full power there will be plenty of air pressure to get the other
engine started.

They did start the engine as suggested and got partway down the runway
before the first stage turbine (somewhere around 200lb spinning at
15000rpm!) literally fell out of the engine. It started digging a hole
in the runway before taking off running. Every 10-20 feet it would hit
the ground and take a divot out of the runway. Since the runway is
built out into Tokyo Bay it soon hit the water. It is estimated that
it went about 1/2 mile out, running on the water, before it finally
sunk. It was never found.

IIRC they had a light load and managed to take off.

Be very happy when you hear the engines start up after they close
the doors. They aren't wasting fuel, but letting the engine come to
thermal equilibrium.

-- 
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RE: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread Mike McLean

On Wed, 2002-02-13 at 09:05, [EMAIL PROTECTED] wrote:
  The only thing preventing FlightGear from compiling on FreeBSD is the
  missing gcvt function.  Jon and I discussed it some yesterday and I sent him
  a fix that places the definition in FGJSBBase.h.  Hopefully that has made it
  to him.  I know it may be too late now to get it into 0.7.9 though.
 
 Mike:
 
 Can you send me the fix one more time,
 please?
 

Sure.  I've re-sent the patch.  So hopefully this time it'll get to you.

Cheers.

Mike


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re: [Flightgear-devel] C310

2002-02-13 Thread David Megginson

BERNDT, JON S. (JON) (JSC-EX) (LM) writes:

  David M.: do you see a problem with the C310? I can't fly now - my big
  machine is in the shop.

It's OK, but I haven't tried a lot of long cross-countries.  I haven't
put much work into the prop model for the C310 compared to the C172 or
C182, so I wouldn't be surprised if it's spinning out of control by
producing excess power at high speed.

A bigger problem is the C182.  It has a strong tendency to pitch up in
a power climb, even though most of the coefficients are identical to
those in c172.xml.  If people could look over the file and try to find
the problem, I'd be very grateful (perhaps it's just the excess thrust
from the more powerful engine).


All the best,


David

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Re: Engines start at idle (was Re: [Flightgear-devel] for the upcoming release)

2002-02-13 Thread Erik Hofman

David Megginson wrote:

 If Curt and the rest of you hate this change, I'm happy to roll it
 back out, but I've been hearing some very strong arguments against
 putting 0.7.9 out with engines off by default and no arguments in
 favour.  Since this is a config-file change rather than a change to
 the code base proper, I hope no one minds slipping it in.

We can always reverse this after the release of 0.7.9, if wanted.

Erik


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[Flightgear-devel] Re: C310

2002-02-13 Thread Melchior FRANZ

* David Megginson -- Wednesday 13 February 2002 21:15:
 It's OK, but I haven't tried a lot of long cross-countries.  I haven't
 put much work into the prop model for the C310 compared to the C172 or
 C182, so I wouldn't be surprised if it's spinning out of control by
 producing excess power at high speed.

You don't need high speed to crash the c310 instantly. Just push the
nose down. And I don't agree that this is OK.

m.   :-


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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread Cameron Moore

* [EMAIL PROTECTED] (Curt Olson) [2002.02.13 12:51]:
 Alex Perry writes:
  One of the original reasons for the preferences file (and heirarchy) is
  exactly Christian's point.  Last time we had this discussion (or whatever
  you want to call it 8-) the conclusion was that the aircraft should either
  * Appear on the runway as though told to position-and-hold (which implies
takeoff flaps setting, for example) and just waiting to apply power.
  * Appear in a parking area.  For example, tiedown chains may be attached
at that future time when we can simulate how an aircraft taxies like that.
  
  Each situation should correspond to a clear breakpoint between pages of the
  checklist.  For the former, the checklist is closed, and for the latter,
  the pilot is just turning over from pre-takeoff to takeoff and (in the
  presence of an instructor) reading ahead a little bit to engine failure grin.
 
 What I've seen done in more advanced sims is for the operator gui to
 provide a set of positioning options such as:
 
   - at gate
   - position and hold
   - 3 mile final
   - 7 mile final
   - etc.
 
 Perhaps after 0.7.9 we need to find someone to take a look at setting
 up these various preset positions.  It would also be nice to be able
 to 'reset' yourself at any of these common positions at any time.

I've been meaning to bring this up for a while, but I've always wondered
why we don't have a --runway-id= option so we can choose which runway we
start on.  Just a thought...
-- 
Cameron Moore
/ Why do people without a watch look at their \
\   wrist when you ask them what time it is?  /

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Re: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread Erik Hofman

BERNDT, JON S. (JON) (JSC-EX) (LM) wrote:
Hmm, I have two issues:

Ctrl+U gives an exception
c310 doesn't work for me right now.

 
 Refresh my memory: what's wrong with the C310?

Alright, the c310 doesn't cause (a real?) problem at once (no long run 
tested though).

About the Ctrl+U, this is still not working correctly but at least it 
doesn't halt the program with an exception.

I'll leave it up to others if they think this is a show stopper.

Erik




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[Flightgear-devel] White stips in the scenery

2002-02-13 Thread Erik Hofman



Hi,

I just wanted to let you know I almost completely elliminated the white 
spots in the scenery by explicitly telling the compiler *not* to 
optimize floating point opperations.

This might be true for other compilers also.

Erik


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Re: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread Cameron Moore

* [EMAIL PROTECTED] (Erik Hofman) [2002.02.13 12:31]:
 Curtis L. Olson wrote:
 Thanks for everyone who has been beating on the 0.7.9 pre-releases.  I
 have made the pre2 release available and am currently pushing it out
 to the mirrors (that I can push to.)  Just a couple of tweaks between
 pre1 and pre2.
 
 Hey, should we bump up the release date and make a valentines release?
 
 Hmm, I have two issues:
 
 Ctrl+U gives an exception

Doh...that reminds me.  The last time I flew FG (about a week ago),
using Ctrl+U while not off the ground moved me horizontally instead of
vertically in JSBSim.  I seem to remember getting a bunch of gear touch
messages, but, once again, I'm not 100% sure.

If you can't reproduce this, let me know.  Thanks
-- 
Cameron Moore
/  If a man says something in the woods and\
\ there are no women there, is he still wrong? /

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Re: [Flightgear-devel] Time Offset Bug

2002-02-13 Thread Cameron Moore

* [EMAIL PROTECTED] (Curt Olson) [2002.02.13 12:32]:
 Paul Deppe writes:
  Gents,
  
  With CVS as of 1200 EST, 2/13/2002, --time-offset does not work properly
  when used in conjunction with --start-date-whatever.  For example:
  
  --start-date-gmt=2002:02:12:17:00:00
  --time-offset=+01:15:00
  
  ...starts up at 1/1/1970 1:15:00.
 
 As best as I can tell, these two options are incompatible.  Each
 write's the specified value into /sim/startup/time-offset.  There is
 a bug though because --start-date-gmt sets
 /sim/startup/time-offset-type to gmt, while --time-offset doesn't
 reset this back to system-offset which is the default.
 
 So, I will assert that this could have never worked as you had hoped,
 and perhaps before you were specifying the arguments differently or
 hadn't noticed that it wasn't working.
 
 Someone should probably take a look at the initial time specification
 code after 0.7.9 and clean a few things up.
 
 Regards,
 
 Curt.

Curt,
If the --time-offset option is incompatible with the other time options,
we need to change options.cxx and the fgfs.1 man page to remove the can
be used in combination with other time options lines describing
--time-offset.  Thanks
-- 
Cameron Moore
[ Where do forest rangers go to get away from it all? ]

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Re: [Flightgear-devel] Re: C310

2002-02-13 Thread Jim Wilson

Melchior FRANZ [EMAIL PROTECTED] said:

 * David Megginson -- Wednesday 13 February 2002 21:15:
  It's OK, but I haven't tried a lot of long cross-countries.  I haven't
  put much work into the prop model for the C310 compared to the C172 or
  C182, so I wouldn't be surprised if it's spinning out of control by
  producing excess power at high speed.
 
 You don't need high speed to crash the c310 instantly. Just push the
 nose down. And I don't agree that this is OK.
 
 m.   :-
 
 
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Melchior,

What I'm seeing is that you have to hold the nose down for two or three
seconds so that the plane goes into a dive.  The values go whacky as soon as
the craft hits that steep downward pitch, before it accelerates.  Is that the
same as what you get?

Best,

Jim

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[Flightgear-devel] CTRL+U and JSBsim

2002-02-13 Thread Jim Wilson

Just wondering if we should comment out the binding for this since it still
doesn't work with the default FDM.

Best,

JIm


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Re: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread Curtis L. Olson

Martin van Beilen writes:
 Whoa there! I didn't even have the opportunity to try pre1 yet.
 
 Anyway, this is my first try since the FlightGear-2.7.8 release.
 
 Build status: Success
 Processor:Intel Pentium II 233 MHz
 Graphics Card:the venerable Voodoo2
 OS:   RedHat Linux 7.2 (w/ updated gcc)
 OpenGL:   Mesa 4.0.1 (compiled from tarball)
 PLIB: 1.4.2
 
 Unfortunately, the problem I had with 2.7.8 is still there.

(0.7.8) :-)

 Whenever the moon enters view, the cloud layer becomes extremely
 bright, the intrument panel becomes tranlucent, and a large white
 rectangle covers most of it.
 
 http://www.iradis.org/gallery/fgfs-screen-014.jpg
 
 Switching to the small translucent panel keys/key gets rid of
 the large rectangle and leaves the instruments readable. It still
 looks weird though. Strangely enough this doesn't happen to me
 when flying in the States, so you might want to try with
 - --airport-id=EHAM. (That's Amsterdam Schipol, the Netherlands,
 Europe, for non-flying folks.)

This sounds a lot like it could be a driver issue.  Or we could be
running out of texture ram and your driver isn't behaving well (not
many handle this situation well.)

 I am currenty doing a complete rebuild and logging the configure
 and make output. I also removed every trace of metakit and
 SimGear to be absolutely certain that I compile against the
 correct libs. I'll keep you posted.
 
 In the process I found one small glitch:
 
 [mvb@localhost SimGear-0.0.17pre2]$ ./configure
  lots of stuff 
 Metakit not found, you will need to install this first.
 Please read the README.metakit for more information.
 
 However, there is no README.metakit in the distribution. (And
 yes, I know metakit is no longer part of SimGear.)

Ahhh, good catch, I'll add that and README.zlib to the next
distribution.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: Engines start at idle (was Re: [Flightgear-devel] for the upcoming release)

2002-02-13 Thread Curtis L. Olson

David Megginson writes:
 I am convinced that we're best off starting with the engines idling
 rather than off, since our default start is always on a runway (even
 if you specify a different airport).  No C++ code changes are
 necessary, other than a small bug-fix to JSBSim.cxx; I've just changed
 some properties in the default settings for the c172, c182, and c310
 so that they now all start at an idle (you'll note that the C-310's
 idle is too high, but we'll have to fix that after 0.7.9).
 
 If Curt and the rest of you hate this change, I'm happy to roll it
 back out, but I've been hearing some very strong arguments against
 putting 0.7.9 out with engines off by default and no arguments in
 favour.  Since this is a config-file change rather than a change to
 the code base proper, I hope no one minds slipping it in.

I'm not entirely sure I like it, but I acknowledge that starting on
the runway with engines off is not very realistic.

We do need to make sure that proper engine start modeling doesn't get
lost because no one is testing it anymore ...

Hopefully after 0.7.9 is out someone will take it upon themselves to
create several default positioning options.  I think all the pieces
are there, it's just a matter of assembling them in the right order.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread Curtis L. Olson

Cameron Moore writes:
 I've been meaning to bring this up for a while, but I've always
 wondered why we don't have a --runway-id= option so we can choose
 which runway we start on.  Just a thought...

It's a good thought, please submit patches / additions to impliment
this option at any time. :-)  It will have to go into the code after
0.7.9 though.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread John Check

On Wednesday 13 February 2002 11:23 am, you wrote:
 Jim Wilson writes:
   This is what I'm getting:
   http://www.spiderbark.com/fgfs/dc3-leaving-bangor.png
   http://www.spiderbark.com/fgfs/dc3-on-runway.png
  
   Does it look like the mapping is off on the right wing?

 Yes, it is.  I had a lot of trouble UV-mapping to a duplicated,
 flipped object.  The problem's fixed in my local copy (which also has
 a lot of triangle-reduction, thanks to Blender's Decimator, and also
 needs to be re-UV-mapped), but I'm going to hold off on uploading that
 until after 0.7.9final.

 Thanks for the screenshot -- the Voodoo3 isn't looking that bad.


 All the best,


 David

This is *great* news. This combined with Jim's patch for texture tiling
on panel backgrounds pushes us over the hump to have really nice
looking panels, etc.

On that note... David, do you have the source files for your instruments?
I'd like to have a CVS module for the postscripts at least, so that we
can regenerate fresh copies and go with 1 instrument per texture.

TTYL
John

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RE: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread jsb

 On Wed, 2002-02-13 at 09:05, [EMAIL PROTECTED] wrote:
   The only thing preventing FlightGear from compiling on FreeBSD is the
   missing gcvt function.  Jon and I discussed it some yesterday and I sent 
him
   a fix that places the definition in FGJSBBase.h.  Hopefully that has made 
it
   to him.  I know it may be too late now to get it into 0.7.9 though.
  
  Mike:
  
  Can you send me the fix one more time,
  please?
  
 
 Sure.  I've re-sent the patch.  So hopefully this time it'll get to you.

Where is it?

Jon



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Re: [Flightgear-devel] Re: C310

2002-02-13 Thread Martin Spott

From: Jim Wilson [EMAIL PROTECTED]
[...]
 Melchior FRANZ [EMAIL PROTECTED] said:

Sorry from this strange heading - as I'm reading this list from my news
server I am posting from 'tin' 

 You don't need high speed to crash the c310 instantly. Just push the
 nose down. And I don't agree that this is OK.

 What I'm seeing is that you have to hold the nose down for two or three
 seconds so that the plane goes into a dive.  The values go whacky as soon as
 the craft hits that steep downward pitch, [...]

You mean  as soon as the craft hits the ground . Right ?  ;-))
This is exactly what I'm experiencing. I was surprised that such a small
twinmot is that difficult to fly   :-)

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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RE: [Flightgear-devel] CTRL+U and JSBsim

2002-02-13 Thread Curtis L. Olson

BERNDT, JON S. (JON) (JSC-EX) (LM) writes:
 OK. What does Ctrl-U do??

This was a *hack* that incremented altitude by 1000'.  It was easy to
do in LaRCsim.  However, it's ugly, not realistic, and I'd rather have
a more sensible and complete set of repositioning options instead.
I'd be happy to see us jettison ^U ...

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Pre-release Irix binary

2002-02-13 Thread Martin Spott

Erik,

 I've uploaded a pre-release version of FlightGear 0.7.9 at:

did you notice that you put the old 0.7.7 binary into that package ? 'inst'
complains about installing an older package as the one already installed,

Martin.
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re: [Flightgear-devel] CTRL+U and JSBsim

2002-02-13 Thread David Megginson

Jim Wilson writes:

  Just wondering if we should comment out the binding for this since it still
  doesn't work with the default FDM.

I does work, but not when the plane is still and on the ground.
That's because of a new on-ground property that JSBSim uses.  Try
starting in flight:

  fgfs --altitude=5000 --vc=100

then use Ctrl-U, and it should work as expected.


All the best,


David

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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread David Megginson

John Check writes:

  On that note... David, do you have the source files for your instruments?
  I'd like to have a CVS module for the postscripts at least, so that we
  can regenerate fresh copies and go with 1 instrument per texture.

Yes, I have.  They're in TGIF's native format, but I can export
PostScript if you'd like.  Let me know what to send.


All the best,


David

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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread John Check

On Wednesday 13 February 2002 01:24 pm, you wrote:
 Christian Mayer wrote:
   To the logical side: as long as the plane start *on* the runway it's
   IMO very unrealistical that the engine isn't running.

 Y'know, folks, this is actually a really (really) good point. :)

 There's nothing wrong with realism, but since we're cheating in the
 direction of expediency in so many places already, maybe it makes
 sense to make the expedient mode the default one.  Maybe add a
 --pedantic switch, perhaps, to control the engnie start code for
 those who really want to do the engine start, and taxi, and runup,
 etc...


--props:/sim/pedantic=true

and have a conditional in the set file (do conditionals work outside the panel
code?) to load a scenario where the plane is parked

 Or maybe have a startup environment file along the same lines as the
 -set.xml aircraft files?  The default one would put you on the runway
 with the engine going, ready for takeoff, but fancy ones would start
 you on the ramp with everything off.

 Andy

The only thing I see thats a problem (barring conditionals not working 
outside panel code), is that we'd need a scenario for every airport, unless
we can pull an appropriate point on the taxiway automatically.
TTYL
J

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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread David Megginson

John Check writes:

   There's nothing wrong with realism, but since we're cheating in the
   direction of expediency in so many places already, maybe it makes
   sense to make the expedient mode the default one.  Maybe add a
   --pedantic switch, perhaps, to control the engnie start code for
   those who really want to do the engine start, and taxi, and runup,
   etc...
 
  --props:/sim/pedantic=true

I disagree.  We're not talking about pedantry (or realism) here, but
rather, the starting scenerio: on the runway with the engine running,
or parked with the engine off.  Since we don't have a generic way to
specify the parking location for every airport, it makes sense to
default to the former.

For 0.8.0, as John and Curt have suggested, it will be nice to have a
lot of canned startup scenarios (perhaps in an $FG_ROOT/Scenarios
directory), like the canned aircraft config files, and some of those
can start the plane parked with the engine off.


All the best,


David

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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread David Megginson

John Check writes:

   There's nothing wrong with realism, but since we're cheating in the
   direction of expediency in so many places already, maybe it makes
   sense to make the expedient mode the default one.  Maybe add a
   --pedantic switch, perhaps, to control the engnie start code for
   those who really want to do the engine start, and taxi, and runup,
   etc...
 
  --props:/sim/pedantic=true

I disagree.  We're not talking about pedantry (or realism) here, but
rather, the starting scenerio: on the runway with the engine running,
or parked with the engine off.  Since we don't have a generic way to
specify the parking location for every airport, it makes sense to
default to the former.

For 0.8.0, as John and Curt have suggested, it will be nice to have a
lot of canned startup scenarios (perhaps in an $FG_ROOT/Scenarios
directory), like the canned aircraft config files, and some of those
can start the plane parked with the engine off.


All the best,


David

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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread David Megginson

John Check writes:

   There's nothing wrong with realism, but since we're cheating in the
   direction of expediency in so many places already, maybe it makes
   sense to make the expedient mode the default one.  Maybe add a
   --pedantic switch, perhaps, to control the engnie start code for
   those who really want to do the engine start, and taxi, and runup,
   etc...
 
  --props:/sim/pedantic=true

I disagree.  We're not talking about pedantry (or realism) here, but
rather, the starting scenerio: on the runway with the engine running,
or parked with the engine off.  Since we don't have a generic way to
specify the parking location for every airport, it makes sense to
default to the former.

For 0.8.0, as John and Curt have suggested, it will be nice to have a
lot of canned startup scenarios (perhaps in an $FG_ROOT/Scenarios
directory), like the canned aircraft config files, and some of those
can start the plane parked with the engine off.


All the best,


David

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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread David Megginson

John Check writes:

   There's nothing wrong with realism, but since we're cheating in the
   direction of expediency in so many places already, maybe it makes
   sense to make the expedient mode the default one.  Maybe add a
   --pedantic switch, perhaps, to control the engnie start code for
   those who really want to do the engine start, and taxi, and runup,
   etc...
 
  --props:/sim/pedantic=true

I disagree.  We're not talking about pedantry (or realism) here, but
rather, the starting scenerio: on the runway with the engine running,
or parked with the engine off.  Since we don't have a generic way to
specify the parking location for every airport, it makes sense to
default to the former.

For 0.8.0, as John and Curt have suggested, it will be nice to have a
lot of canned startup scenarios (perhaps in an $FG_ROOT/Scenarios
directory), like the canned aircraft config files, and some of those
can start the plane parked with the engine off.


All the best,


David

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RE: [Flightgear-devel] CTRL+U and JSBsim

2002-02-13 Thread David Megginson

Curtis L. Olson writes:

  This was a *hack* that incremented altitude by 1000'.  It was easy to
  do in LaRCsim.  However, it's ugly, not realistic, and I'd rather have
  a more sensible and complete set of repositioning options instead.
  I'd be happy to see us jettison ^U ...

Personally, I'd like to provide a way to switch to slew (magic carpet)
mode dynamically, then back to the current FDM.  That will involve
using a current_fdm stack.


All the best,


David

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RE: [Flightgear-devel] CTRL+U and JSBsim

2002-02-13 Thread Curtis L. Olson

David Megginson writes:
 Curtis L. Olson writes:
 
   This was a *hack* that incremented altitude by 1000'.  It was easy to
   do in LaRCsim.  However, it's ugly, not realistic, and I'd rather have
   a more sensible and complete set of repositioning options instead.
   I'd be happy to see us jettison ^U ...
 
 Personally, I'd like to provide a way to switch to slew (magic carpet)
 mode dynamically, then back to the current FDM.  That will involve
 using a current_fdm stack.

It would be nice to be able to save the important current fdm state
variables and reinitialize with any new aircraft or fdm+aircraft with
those as input, then call the trimming routine, and be on our way.

This would allow us a lot of 'reset' functionality.  Reset to a
specific location, reset to a new aircraft, etc.

But, we should probably be concentrating more on 0.7.9 this week if
possible. :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: Engines start at idle (was Re: [Flightgear-devel] for the upcoming release)

2002-02-13 Thread D Luff

Curtis L. Olson writes:

 David Megginson writes:
  I am convinced that we're best off starting with the engines idling
  rather than off, since our default start is always on a runway (even
  if you specify a different airport).  No C++ code changes are
  necessary, other than a small bug-fix to JSBSim.cxx; I've just changed
  some properties in the default settings for the c172, c182, and c310
  so that they now all start at an idle (you'll note that the C-310's
  idle is too high, but we'll have to fix that after 0.7.9).
  
  If Curt and the rest of you hate this change, I'm happy to roll it
  back out, but I've been hearing some very strong arguments against
  putting 0.7.9 out with engines off by default and no arguments in
  favour.  Since this is a config-file change rather than a change to
  the code base proper, I hope no one minds slipping it in.
 
 I'm not entirely sure I like it, but I acknowledge that starting on
 the runway with engines off is not very realistic.
 

I think its probably for the best, certainly for 0.7.9, if only because 
the obvious way to work the magnetos - left mouse clicking round 
and then holding down for the starter - doesn't work yet, and the full 
set of items to check isn't done yet anyway, such as master power 
and fuel selector switches.  We will undoubtably get a lot of how? 
posts from users if we leave the engines unstarted, especially as 
we don't currently have a checklist that can be brought up from the 
menu.

Of purely historical interest, ProPilot99 started on the runway with 
engines off.  I hated it at first, since I was used to MSFS and had 
to actually read something to get in the air!  However, once I got 
used to the sequence and managed to remember it I liked the fact 
that it had forced me to learn it.

 We do need to make sure that proper engine start modeling doesn't get
 lost because no one is testing it anymore ...

I'll still be testing it :-)

Cheers - Dave



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Re: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread Martin van Beilen

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1


Update:

I deleted, rebuilt and re-installed fgfs-base-0.7.9pre2,
metakit-2.4.2-32 (included tarball from SimGear),
SimGear-0.0.17pre2 and FlightGear-0.7.9pre2 from scratch. Build
logs are available on request. Unfortunately my problem persists,
and my assertion that it doesn't occur in the USA was wrong. I
can reliably reproduce it with:

fgfs --start-date-gmt=2002:02:27:15:00:00 --disable-clouds --disable-sound

Which immediately yields the following result:

http://www.iradis.org/gallery/fgfs-screen-015.jpg

Any clues?


PS: Rest assured that I'm not writing to you from the future and
I'm not actually using FlightGear major version 2. That was just
a snafu on my part. :)

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Regards,  I RADIS, do you?
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From: Martin van Beilen [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] 0.7.9pre2
In-Reply-To: [EMAIL PROTECTED]; from [EMAIL PROTECTED] on Wed, Feb 
13, 2002 at 08:33:36PM +0100
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d5bfa51141621e4defec43793f92b0dc
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2e483c875b6b54198a3a42f416b1471c
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Re: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread Curtis L. Olson

Martin van Beilen writes:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 
 Update:
 
 I deleted, rebuilt and re-installed fgfs-base-0.7.9pre2,
 metakit-2.4.2-32 (included tarball from SimGear),
 SimGear-0.0.17pre2 and FlightGear-0.7.9pre2 from scratch. Build
 logs are available on request. Unfortunately my problem persists,
 and my assertion that it doesn't occur in the USA was wrong. I
 can reliably reproduce it with:
 
 fgfs --start-date-gmt=2002:02:27:15:00:00 --disable-clouds --disable-sound
 
 Which immediately yields the following result:
 
 http://www.iradis.org/gallery/fgfs-screen-015.jpg
 
 Any clues?
 
 
 PS: Rest assured that I'm not writing to you from the future and
 I'm not actually using FlightGear major version 2. That was just
 a snafu on my part. :)

From your image, it really looks like you may have a driver bug.  Do
you know if there is a more recent version of your voodoo2 driver
available to install?

How much memory does your voodoo2 have?

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] for the upcoming release

2002-02-13 Thread John Check

On Wednesday 13 February 2002 04:49 pm, you wrote:
 John Check writes:
   On that note... David, do you have the source files for your
   instruments? I'd like to have a CVS module for the postscripts at least,
   so that we can regenerate fresh copies and go with 1 instrument per
   texture.

 Yes, I have.  They're in TGIF's native format, but I can export
 PostScript if you'd like.  Let me know what to send.


 All the best,


 David

I can deal with TGIF, or Postscript, or both. 
Whatever you got.

TTYL
J

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[Flightgear-devel] RFD: KSFO ATIS

2002-02-13 Thread David Megginson

As long as we're clearing up odds and ends, should we have COM1
default to 118.85 for KSFO ATIS in 0.7.9?  That means that the sim
will start with the ATIS text scrolling across the top of the screen,
but users might not know how to get rid of it.


All the best,


David

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re: [Flightgear-devel] CTRL+U and JSBsim

2002-02-13 Thread David Megginson

Jim Wilson writes:

  Hmmm...that does work,  but I'm talking about in flight after starting on the
  ground.  Using it while in flight seems to put the plane on the ground
  instantly   (throws an exception or something).

Interesting.  I have no objection to removing the binding completely,
but it is showing up a more serious problem with JSBSim's ground
trimming (it tries to trim to the ground on reset even when the plane
is already in flight).


All the best,


David

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re: [Flightgear-devel] CTRL+U and JSBsim

2002-02-13 Thread Tony Peden

On Wed, 2002-02-13 at 14:59, David Megginson wrote:
 Jim Wilson writes:
 
   Hmmm...that does work,  but I'm talking about in flight after starting on the
   ground.  Using it while in flight seems to put the plane on the ground
   instantly   (throws an exception or something).
 
 Interesting.  I have no objection to removing the binding completely,
 but it is showing up a more serious problem with JSBSim's ground
 trimming (it tries to trim to the ground on reset even when the plane
 is already in flight).

The way its set up right now, it should trim in-air if the speed is
above 10 knots.
From FGJSBSim::do_trim():
if(fgic-GetVcalibratedKtsIC()  10 ) {
fgic-SetVcalibratedKtsIC(0.0);
fgtrim=new FGTrim(fdmex,fgic,tGround);
} else {
fgtrim=new FGTrim(fdmex,fgic,tLongitudinal);
}

If there's a more reliable way to figure out that we want to 
be on the ground (aside from a similar hack with altitude)
I'll be happy to change it.


 
 
 All the best,
 
 
 David
 
 -- 
 David Megginson
 [EMAIL PROTECTED]
 
 
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Re: Engines start at idle (was Re: [Flightgear-devel] for the upcoming release)

2002-02-13 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 I am convinced that we're best off starting with the engines idling
 rather than off, since our default start is always on a runway (even

Is there a way to set the parking brake at startup so that the plane doesn't
roll down (or off) the runway as soon as it loads?  I tried a couple things
and they didn't work.

Best,

Jim

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Re: [Flightgear-devel] RFD: KSFO ATIS

2002-02-13 Thread Christian Mayer

David Megginson wrote:
 
 As long as we're clearing up odds and ends, should we have COM1
 default to 118.85 for KSFO ATIS in 0.7.9?  That means that the sim
 will start with the ATIS text scrolling across the top of the screen,
 but users might not know how to get rid of it.

I think that's great as it shows the users a feature they normally
wouldn't see (unless they'd know how to get it the first place)
So I vote for keeping it.

CU,
Christian

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Whoever that is/was; (c) by Douglas Adams would have been better...

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re: [Flightgear-devel] CTRL+U and JSBsim

2002-02-13 Thread Jim Wilson

Tony Peden [EMAIL PROTECTED] said:

 On Wed, 2002-02-13 at 14:59, David Megginson wrote:
  Interesting.  I have no objection to removing the binding completely,
  but it is showing up a more serious problem with JSBSim's ground
  trimming (it tries to trim to the ground on reset even when the plane
  is already in flight).
 
 The way its set up right now, it should trim in-air if the speed is
 above 10 knots.
 From FGJSBSim::do_trim():
 if(fgic-GetVcalibratedKtsIC()  10 ) {
 fgic-SetVcalibratedKtsIC(0.0);
 fgtrim=new FGTrim(fdmex,fgic,tGround);
 } else {
 fgtrim=new FGTrim(fdmex,fgic,tLongitudinal);
 }
 
 If there's a more reliable way to figure out that we want to 
 be on the ground (aside from a similar hack with altitude)
 I'll be happy to change it.
 

It's doing it at full or near full throttle cruise.  Is there an exception
handler that's doing a reset (although it's a bad reset...not going back to
the runway)?

Best,

Jim

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re: [Flightgear-devel] CTRL+U and JSBsim

2002-02-13 Thread Jim Wilson

Tony Peden [EMAIL PROTECTED] said:

 
 The way its set up right now, it should trim in-air if the speed is
 above 10 knots.
 From FGJSBSim::do_trim():
 if(fgic-GetVcalibratedKtsIC()  10 ) {
 fgic-SetVcalibratedKtsIC(0.0);
 fgtrim=new FGTrim(fdmex,fgic,tGround);
 } else {
 fgtrim=new FGTrim(fdmex,fgic,tLongitudinal);
 }
 
 If there's a more reliable way to figure out that we want to 
 be on the ground (aside from a similar hack with altitude)
 I'll be happy to change it.
 


Ah...one more thing.  When it does this jbssim reports that it's setting the
correct altitude, then it goes to the same elevation as the starting position
(just doesn't change the long/lat).  Then it seems if you aren't in the right
place it crashes with a Fatal error: Tile not found, attempting to schedule
tiles for a bogus long/lat.

This link below is the output from such an event.  It appears that the ground
level at the location where the program crashed was actually 539ft or about
200-300 feet higher than the initial altitude at take-off.  Not sure if I'm
reading this right, but maybe you can see something here:

http://www.spiderbark.com/fgfs/ctrlubug.txt

Best,

Jim



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Re: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread zovier

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On Wed, Feb 13, 2002 at 04:19:00PM -0600, Curtis L. Olson wrote:

 From your image, it really looks like you may have a driver bug.

Yes, that is indeed likely. However, it doesn't appear to be a
memory issue. The problem is very specifically triggered by the
moon entering the active view. I have flown fgfs far and wide
with --disable-skyblend, which works just fine. No moon, no
problem. So what I'd like to know is what's so special about that
moon.

I tried running with --disable-textures, same result. (But this
option doesn't affect moon texturing.)

 Do you know if there is a more recent version of your voodoo2 driver
 available to install?

Do you know how hard it is to _find_ a voodoo2 driver these days?
Some time ago a big company, which shall remain nameless, bought
3dfx. They have now opted to yank the 3dfx site, and all support
for old cards with it. (That alone is reason enough not to buy
their cards.)

 How much memory does your voodoo2 have?

Hard to tell. It was a gift, and I have no idea how to probe it.
These cards usually have 8 megs, or if I'm lucky, 12.

- --
Regards,()
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From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] 0.7.9pre2
In-Reply-To: [EMAIL PROTECTED]; from [EMAIL PROTECTED] 
on Wed, Feb 13, 2002 at 04:19:00PM -0600
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Re: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread Curtis L. Olson

[EMAIL PROTECTED] writes:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 
 On Wed, Feb 13, 2002 at 04:19:00PM -0600, Curtis L. Olson wrote:
 
  From your image, it really looks like you may have a driver bug.
 
 Yes, that is indeed likely. However, it doesn't appear to be a
 memory issue. The problem is very specifically triggered by the
 moon entering the active view. I have flown fgfs far and wide
 with --disable-skyblend, which works just fine. No moon, no
 problem. So what I'd like to know is what's so special about that
 moon.

Have a look at the moon rendering code in simgear if you like, but the
moon is using a blend mode other than the default blend mode so that
we can blend it into the gradient sky.  I wouldn't be surprised if
your driver doesn't handle all the blend modes correctly.  It's off
the beaten path, but not by a lot.

 I tried running with --disable-textures, same result. (But this
 option doesn't affect moon texturing.)

I don't think it is a texturing issue from what you have said.

  Do you know if there is a more recent version of your voodoo2 driver
  available to install?
 
 Do you know how hard it is to _find_ a voodoo2 driver these days?
 Some time ago a big company, which shall remain nameless, bought
 3dfx. They have now opted to yank the 3dfx site, and all support for
 old cards with it. (That alone is reason enough not to buy their
 cards.)

Yes, I wish there was more choice in the 3d graphics world.  You could
always try an ATI card.  People have been reporting pretty good
results with their cards.  I personally have very few complaints about
my nvidia card.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Pre-release windows binary

2002-02-13 Thread Curtis L. Olson

Jon S. Berndt writes:
  * On a G400 card with lots of memory, I'm getting 4fps out-the-box.
This is down from the high 20s previous versions.  It improves
to 14fps if I get rid of the Textures.high directory temporarily.
Thus, the decision making for texture sizing could be better.
 
 I remember this happening to me over a period of a couple months about a
 year ago. Eventually I upgraded my video card. In your case this doesn't
 sound right or good. Something is wrong. I wish I could try it too but my
 machine is still in the shop. I hope it's not something in JSBSim, but I
 don't see what it could be.

Was the binary compiled --with-logging or --without-logging?  That
unfortunately can have a large negative impact on windows performance.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] 0.7.9pre2

2002-02-13 Thread Cameron Moore

* [EMAIL PROTECTED] ([EMAIL PROTECTED]) [2002.02.13 20:45]:
 On Wed, Feb 13, 2002 at 04:19:00PM -0600, Curtis L. Olson wrote:
  How much memory does your voodoo2 have?
 
 Hard to tell. It was a gift, and I have no idea how to probe it.
 These cards usually have 8 megs, or if I'm lucky, 12.

Look through /var/log/XFree86.0.log to see if the X driver tells you.
Might also try snooping around in /proc.
-- 
Cameron Moore
[ Why are there 5 syllables in the word monosyllabic? ]

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Re: Engines start at idle (was Re: [Flightgear-devel] for the upcoming release)

2002-02-13 Thread David Megginson

Curtis L. Olson writes:

  I would think that if we are going to have the engine running at
  startup, we really should have either the parking brake set, or the
  sim come up paused/frozen.

Perhaps, but if we get the idle speeds reasonable, it won't be too
bad.  Having the brakes on by default would be a bad thing, since
first-time users might have trouble figuring out how to release them.


All the best,


David

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[Flightgear-devel] httpd null entry bug

2002-02-13 Thread Cameron Moore

Sorry I don't have time to track this down right now, but the httpd
interface shows a null () entry when viewing the root path.  It even
presents you with a page to change null's value (supposedly).  Could
someone look into fixing this?  Thanks
-- 
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\  animal that eats only endangered plants? /

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Re: [Flightgear-devel] Pre-release windows binary

2002-02-13 Thread Alex Perry

 Alex Perry writes:
  * On a G400 card with lots of memory, I'm getting 4fps out-the-box.
This is down from the high 20s previous versions.  It improves
to 14fps if I get rid of the Textures.high directory temporarily.
Thus, the decision making for texture sizing could be better.
 
 Is this built --with-logging or --without-logging?

Dunno.  It was the pre2 prebuilt binary from the Nottingham server ...

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Re: [Flightgear-devel] Pre-release windows binary

2002-02-13 Thread Curtis L. Olson

Alex Perry writes:
  Alex Perry writes:
   * On a G400 card with lots of memory, I'm getting 4fps out-the-box.
 This is down from the high 20s previous versions.  It improves
 to 14fps if I get rid of the Textures.high directory temporarily.
 Thus, the decision making for texture sizing could be better.
  
  Is this built --with-logging or --without-logging?
 
 Dunno.  It was the pre2 prebuilt binary from the Nottingham server ...

Is it dumping a lot of console output when it runs?

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] Pre-release windows binary

2002-02-13 Thread Alex Perry

 Alex Perry writes:
  Dunno.  It was the pre2 prebuilt binary from the Nottingham server ...
Curt asked:
 Is it dumping a lot of console output when it runs?

It was dumping at least the first dozen screenfuls that I'm used to
seeing under Linux ... then I minimized the batch file's window.
That probably doesn't help and I'm not near that machine right now - sorry.

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Re: Engines start at idle (was Re: [Flightgear-devel] for the upcoming release)

2002-02-13 Thread Curtis L. Olson

Jim Wilson writes:
 David Megginson [EMAIL PROTECTED] said:
 
  Curtis L. Olson writes:
  
I would think that if we are going to have the engine running at
startup, we really should have either the parking brake set, or the
sim come up paused/frozen.
  
  Perhaps, but if we get the idle speeds reasonable, it won't be too
  bad.  Having the brakes on by default would be a bad thing, since
  first-time users might have trouble figuring out how to release them.
  
 
 True, but for that matter first time users might have trouble
 figuring out how to open the throttle :-)

Sounds like we need to organize a focus group. :-)

I'm worried though that if the new user goes scooting off down the
runway at 40 knots before they get a chance to focus in on what is
going on, that will leave a negative impression just as much as
starting with the engine off or anything else that diverges
significantly from the 'expected'.

We always manage to save a few glaring wart suprises for the final
release so maybe we'll just have to live with whatever we end up with
here?

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: Engines start at idle (was Re: [Flightgear-devel] for the upcomingrelease)

2002-02-13 Thread John Check

On Thursday 14 February 2002 12:32 am, you wrote:
 Jim Wilson writes:
  David Megginson [EMAIL PROTECTED] said:
   Curtis L. Olson writes:
 I would think that if we are going to have the engine running at
 startup, we really should have either the parking brake set, or the
 sim come up paused/frozen.
  
   Perhaps, but if we get the idle speeds reasonable, it won't be too
   bad.  Having the brakes on by default would be a bad thing, since
   first-time users might have trouble figuring out how to release them.
 
  True, but for that matter first time users might have trouble
  figuring out how to open the throttle :-)

 Sounds like we need to organize a focus group. :-)

 I'm worried though that if the new user goes scooting off down the
 runway at 40 knots before they get a chance to focus in on what is
 going on, that will leave a negative impression just as much as
 starting with the engine off or anything else that diverges
 significantly from the 'expected'.

 We always manage to save a few glaring wart suprises for the final
 release so maybe we'll just have to live with whatever we end up with
 here?

 Curt.

I could bind a toggle for the brakes to the indicator.
I think it's fairly likely somebody might click on it

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Re: Engines start at idle (was Re: [Flightgear-devel] for the upcomingrelease)

2002-02-13 Thread Alex Perry

 Sounds like we need to organize a focus group. :-)

Yeah, that's what the conferences are for ... to _prove_ to the
doubting new users that the simulator does actually work  ...

 I'm worried though that if the new user goes scooting off down the
 runway at 40 knots before they get a chance to focus in on what is
 going on, that will leave a negative impression just as much as
 starting with the engine off or anything else that diverges
 significantly from the 'expected'.

Oh, I don't know.  Given the number of real aircraft that take
off with pieces missing (like ailerons or rudder or the pilot)
or unwanted pieces (like the towbar or the tiedown chain);
having the plane quickly take off completely on its own,
before the user has a chance to do anything to confuse things,
at least proves to the user that the simulation is working.

Perhaps we should have it start up with the engine at full power,
and two notches of right rudder installed using the keyboard
(i.e. it will stay that way until they touch the joystick) ?
I used to need four notches of up-elevator on LaRCsim, but
(from memory) the autotrim on JSBSim avoids even that chore.

This (a) makes show demonstrations easier (b) enhances the
experience for the younger community and (c) can be explained
to veteran pilots as the expedited departure method.
After some thought, I recommend this for the 0.7.9 release.

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Re: Engines start at idle (was Re: [Flightgear-devel] for the upcomingrelease)

2002-02-13 Thread Alex Perry

 I could bind a toggle for the brakes to the indicator.
 I think it's fairly likely somebody might click on it

Good idea, in any case.  However, instead of setting the
brakes, how about configuring the weather to have non-zero
wind directly down the runway, just enough to keep the 
aircraft from rolling forward with the throttle at idle ?
It also makes the takeoff roll shorter for the impatient,
and provides veteran users with a crosswind challenge on
the north-south runways without any reconfiguration effort.

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[Flightgear-devel] JSBsim C310 crashes the sim on gear retraction.

2002-02-13 Thread John Check

JSBsim C310 crashes the sim on gear retraction.

$PATLA,117.30,119.0,111.80,29.0,266*69
182: GEAR_CONTACT 1
183: Crash Detected
184: GEAR_CONTACT 1
185: Crash Detected
186: GEAR_CONTACT 1
187: Crash Detected
188: GEAR_CONTACT 1
189: Crash Detected
190: GEAR_CONTACT 1
191: Crash Detected
192: GEAR_CONTACT 1
193: Crash Detected
194: GEAR_CONTACT 1
195: Crash Detected
Tile not found (Ok if initializing)
Attempting to schedule tiles for bogus latitude and
longitude.  This is a FATAL error.  Exiting!

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Re: [Flightgear-devel] JSBsim C310 crashes the sim on gear retraction.

2002-02-13 Thread Alex Perry

That's the same error I have on the C172 at simulator startup.  FYI.

 JSBsim C310 crashes the sim on gear retraction.
 
 $PATLA,117.30,119.0,111.80,29.0,266*69
 182: GEAR_CONTACT 1
 183: Crash Detected
 184: GEAR_CONTACT 1
 185: Crash Detected
 186: GEAR_CONTACT 1
 187: Crash Detected
 188: GEAR_CONTACT 1
 189: Crash Detected
 190: GEAR_CONTACT 1
 191: Crash Detected
 192: GEAR_CONTACT 1
 193: Crash Detected
 194: GEAR_CONTACT 1
 195: Crash Detected
 Tile not found (Ok if initializing)
 Attempting to schedule tiles for bogus latitude and
 longitude.  This is a FATAL error.  Exiting!
 
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Re: [Flightgear-devel] JSBsim C310 crashes the sim on gear retraction.

2002-02-13 Thread Jon S. Berndt


 That's the same error I have on the C172 at simulator startup.  FYI.
 
  JSBsim C310 crashes the sim on gear retraction.

So ... this is an error?

This is the same message I get if I do this in real life.

;-)

Jon



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