Re: [Flightgear-devel] building cvs on Red Hat 8.0

2002-10-27 Thread Michael Selig
Thanks for posting this info below.  Going to RH8.0 is probably going to be 
my solution to getting up and running again.  With RH7.1 I am still dead in 
the water w/ the SkySceneLoader *sgClouds3d code (segfault ... unless 
someone can figure out how to have fgfs avoid that code when 3d clouds are 
disabled, which is the default option).

Regards,
Michael

At 10/26/02, Jim Wilson wrote:
Well this happened to be a dot O release from redhat that I actually decided
to try on a computer in a batch we picked up from an off-lease reseller.
Without having a lot of time to spend on it, my original goal was to go with
their highly touted install routine and if it failed to work I'd clean the
disk and move on.  Well it worked.  Amazingly enough.

Their pre-done package selections (workstation or server--some others in 8.0)
never do what I want so I did custom install and basically added everything
except a few server items I don't need.

Building Flight Gear on a fresh install of RH8.0 went quite smoothly, with
basically the same issues as previous releases:

1) Even with all the package groups I had selected the glut package still
didn't get installed.  Then after looking a bit I noticed that the glut
package isn't anywhere on the fancy add/remove package menu that pops up
everytime you insert disk 1.  So you'll have to install them some other way.
BTW, they are on distribution Disc #3.  Note that both glut-3.7-8 and
glut-devel-3.7-8 need to installed.  Do that and now you can build plib.

2) Red Hat doesn't include metakit, so you'll have to build the one in the
src-libs directory of the SimGear project.  Extract it.  Change into the
metakit-2.4.3/builds directory.

Run the configure by typing
./unix/configure --prefix=/usr

Then build and install it.  After you do that you can build SimGear and then
FlightGear.

Best,

Jim

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Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread Andy Ross
Norman Vine wrote:
 Your scrollable HUD is GREAT but can you make this a 'preferences'
 controled option so that we can keep the older HUD as there are many
 reasons for having a 'fixed' fullscreen HUD too.

Certainly this could be flipped on and off.  Actually, there's a
vestigial if(1) {...} in the patch for exactly this purpose; it used
to be a test against the /sim/virtual-cockpit property.  But I think
the problem is deeper.

What exactly is it that you want from the current HUD that you don't
want to be view-dependent?  It's clearly not the horizon ladder or
velocity vector, as those are useless if specified only in screen
space.  It's probably stuff like the frame rate counter, or maybe
airspeed and heading that you want to watch from tower view.  Am I
right?  The problem is, those features aren't rightfully part of a
real world heads up display.  They're something else.

Right now we have one code base trying to do two things: provide a
simulation of an actual aircraft HUD, and provide useful information
to a simulator pilot in screen space.  These just aren't the same
task, and the HUD suffers architecturally because of it.  The biggest
pain in doing this patch was, in fact, extracting the brain damage
that results from trying to canonize 640x480 as the coordinate
system for drawing pilot symbology (I'm not kidding -- that's what it
does; the concept of angle doesn't exist in the HUD code.  It gets
even worse when you note that the code is further hacked to make the
640x480 input coordinates really mean 1024x768 on the screen!).

I'd submit that we need to split this up instead of clinging to old
breakage.  There is a need for a 3D view-dependent HUD that mimics
the behavior of HUDs in real aircraft.  This patch is at least a
hacked-up start in that direction.

Users that need a 2D, screen space area to put simulation information
already have the existing 2D panel infrastructure to work with.  The
panels can already do text output, and with a little work could be
augmented to handle alignment and other cool features.  With a little
work, we could augment this to allow more than one screen-space panel
like the windows in MSFS.  Picture a tiny FPS counter panel placed
in the corner of the screen, and a popup navigation bar for use from
tower mode, etc...

Andy

--
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


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Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread Norman Vine
Andy Ross writes:

 Norman Vine wrote:
   Your scrollable HUD is GREAT but can you make this a 'preferences'
   controled option so that we can keep the older HUD as there are
many
   reasons for having a 'fixed' fullscreen HUD too.

  There is a need for a 3D view-dependent HUD that mimics
 the behavior of HUDs in real aircraft.  This patch is at least a
 hacked-up start in that direction.

I submit that your patch is an additional mode and should be presented
as
such rather then BREAKING existing behaviour as IMHO is all to often
what
happens when someone decides to get involved with a piece of the code.

Please don't take me wrong I think your 3D HUD is a valuable
contribution
but there are many reasons for a fixed 2D HUD.

If you find that some of the existing 2D HUD code works for your 3D HUD
great otherwise please write your own modules rather then breaking
the existing ones

Norman




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Re: [Flightgear-devel] I've got a few minutes to spare

2002-10-27 Thread John Check
On Sunday 27 October 2002 12:22 am, Jon Berndt wrote:
 I've got a few minutes to spare this evening, so I'm going to try again to
 build the latest development flightgear.

 Questions:

 1) I plan on using the latest bleeding edge flightgear sources from
 development CVS. Which base package do I download?

 2) Does the base package from #1 (above) work with the latest simgear and
 plib?

 3) Any issues with Cygwin and trying the above approach?

 Jon

There is only one repository for the base package. The stable
code is a branch. You shouldn't have to do anything special.

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re: [Flightgear-devel] screen shots lights

2002-10-27 Thread David Megginson
Curtis L. Olson writes:

  We artifically raise the lights a bit to attempt to avoid zbuffer
  fighting.  The formula is based on the altitude above ground and the
  distance away ... however, it's rough and imperfect ...

I'm still working on understanding the code.  First, you have

point_list geod_light_nodes
= calc_elevations( root, light_nodes.get_node_list(), 0.5 );

That means that the base elevation for each light is already 0.5m
above the runway.  Does FlightGear have ssg do further elevation
adjustments at runtime?


All the best,


David

-- 
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Re: [Flightgear-devel] screen shots lights

2002-10-27 Thread Norman Vine
David Megginson writes:

 Curtis L. Olson writes:
 
   We artifically raise the lights a bit to attempt to avoid zbuffer
   fighting.  The formula is based on the altitude above ground and the
   distance away ... however, it's rough and imperfect ...
 
 I'm still working on understanding the code.  First, you have
 
 point_list geod_light_nodes
 = calc_elevations( root, light_nodes.get_node_list(), 0.5 );
 
 That means that the base elevation for each light is already 0.5m
 above the runway.  Does FlightGear have ssg do further elevation
 adjustments at runtime?

void FGTileEntry::prep_ssg_node(
{

if ( gnd_lights_transform ) {
..
if ( general.get_glDepthBits()  16 ) {
sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 1 );
} else {
sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
}
...
if ( rwy_lights_transform ) {
...
if ( general.get_glDepthBits()  16 ) {
sgScaleVec3( lift_vec, 0.0 + agl / 500.0 + dist / 1 );
} else {
sgScaleVec3( lift_vec, 1.0 + agl / 20.0 + dist / 5000 );
}

if ( lightmaps_transform ) {
..
if ( general.get_glDepthBits()  16 ) {
sgScaleVec3( lift_vec, 0.0 + agl1 / 2000.0 + dist1 / 1 );
} else {
sgScaleVec3( lift_vec, 0.0 + agl1 / 20.0 + dist1 / 5000 );
}
...
}

HTH

Norman


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Re: [Flightgear-devel] building cvs on Red Hat 8.0

2002-10-27 Thread Arnt Karlsen
On Sun, 27 Oct 2002 00:59:29 -0500, 
Michael Selig [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Thanks for posting this info below.  Going to RH8.0 is probably going
 to be my solution to getting up and running again.  With RH7.1 I am
 still dead in the water w/ the SkySceneLoader *sgClouds3d code

..go for it.  I'm upgrading all my boxes except a bandwidth throttle
from -7.3 to -8.0, I fell for the new response to two tabs on a test
box.  (The throttle controls bandwidth for about 500 people, so it, 
and they remains online.  ;-) )

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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re: [Flightgear-devel] screen shots lights

2002-10-27 Thread Curtis L. Olson
David Megginson writes:
 I'm still working on understanding the code.  First, you have
 
 point_list geod_light_nodes
 = calc_elevations( root, light_nodes.get_node_list(), 0.5 );
 
 That means that the base elevation for each light is already 0.5m
 above the runway.  Does FlightGear have ssg do further elevation
 adjustments at runtime?

Yes ... a 0.5 elevation difference just isn't enough to maintain
zbuffer separation from common viewing distances and angles.  This
gets significantly worse on a card with a 16 bit depth buffer
(i.e. voodoo-1,2.3)

I believe the code to lift up the runway lights (and ground cover
lights) is in tileentry.cxx:prep_ssg_node()

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] screen shots lights

2002-10-27 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Curtis L. Olson writes:
 
   We artifically raise the lights a bit to attempt to avoid zbuffer
   fighting.  The formula is based on the altitude above ground and the
   distance away ... however, it's rough and imperfect ...
 
 I'm still working on understanding the code.  First, you have
 
 point_list geod_light_nodes
 = calc_elevations( root, light_nodes.get_node_list(), 0.5 );
 
 That means that the base elevation for each light is already 0.5m
 above the runway.  Does FlightGear have ssg do further elevation
 adjustments at runtime?

Yes it does.  It is based on the agl data.  Look at about line 834 in
tileentry.cxx.  Note that because Yasim reports AGL at wheel level the lights
are actually lower there.  It seems to me that the 0.5 could be made lower
(maybe a property to adjust it in some cases).

To see the difference start up the c310, go to chase view and lower your view
angle so that the ground is level.  The green lights will pass over the wing
level.   Then do the same with c310-yasim, the green lights will be just about
0.5m off the ground.

Best,

Jim

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re: [Flightgear-devel] screen shots lights

2002-10-27 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 David Megginson writes:
  I'm still working on understanding the code.  First, you have
  
  point_list geod_light_nodes
  = calc_elevations( root, light_nodes.get_node_list(), 0.5 );
  
  That means that the base elevation for each light is already 0.5m
  above the runway.  Does FlightGear have ssg do further elevation
  adjustments at runtime?
 
 Yes ... a 0.5 elevation difference just isn't enough to maintain
 zbuffer separation from common viewing distances and angles.  This
 gets significantly worse on a card with a 16 bit depth buffer
 (i.e. voodoo-1,2.3)
 
 I believe the code to lift up the runway lights (and ground cover
 lights) is in tileentry.cxx:prep_ssg_node()
 

Yes and in that code, subtracting 30m from the agl (and flooring it to 0)
would probably work fine and look a bit better.  That way the lights wouldn't
start to lift until AGL exceeded 30m.  Haven't got time to try it right
now...the crew is waiting to leave for brunch.

Best,

Jim

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re: [Flightgear-devel] screen shots lights

2002-10-27 Thread David Megginson
Curtis L. Olson writes:

  Yes ... a 0.5 elevation difference just isn't enough to maintain
  zbuffer separation from common viewing distances and angles.  This
  gets significantly worse on a card with a 16 bit depth buffer
  (i.e. voodoo-1,2.3)
  
  I believe the code to lift up the runway lights (and ground cover
  lights) is in tileentry.cxx:prep_ssg_node()

I'll do some experimentation.  On the ground right now, in a C172, the
runway lights are at about eye height.


All the best,


David

-- 
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Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread Andy Ross
Norman Vine wrote:
 I submit that your patch is an additional mode and should be presented
 as such rather then BREAKING existing behaviour as IMHO is all to
 often what happens when someone decides to get involved with a piece
 of the code.

Oh dear, not again.  For the record (and I really tried to make this
clear): I'm not refusing to support a 2D HUD.  I was asking what,
exactly, your requirements are so that they can be supported in a sane
and maintainable way.  Trying to use HUD code to draw into screen
space is a square peg in a round hole and needs to be fixed, not
hidden with a preference where it will get forgotten as a booby trap
for future developers.

Now, what broke?  You still haven't answered what it is you want, and
why it needs to be part of the HUD.  Seriously, name your requirement
and we can try to meet it.  Refuse to allow changes in functionality
and all you'll do is halt development.

For reference, see this fantastic diatribe by Havok Pennington on the
dangers of accommodating every imaginable UI preference.  It was
written in the context of the Gnome 2 no crackrock policy.

  http://www106.pair.com/rhp/free-software-ui.html

Just because your requirements are met by existing code doesn't make
that code the *only* way of meeting your requirements.  Be reasonable
and flexible and you'll get what you want, I promise.

Andy

--
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


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re: [Flightgear-devel] screen shots lights

2002-10-27 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Curtis L. Olson writes:
 
   Yes ... a 0.5 elevation difference just isn't enough to maintain
   zbuffer separation from common viewing distances and angles.  This
   gets significantly worse on a card with a 16 bit depth buffer
   (i.e. voodoo-1,2.3)
   
   I believe the code to lift up the runway lights (and ground cover
   lights) is in tileentry.cxx:prep_ssg_node()
 
 I'll do some experimentation.  On the ground right now, in a C172, the
 runway lights are at about eye height.
 

It looks pretty good with this patch:

RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Scenery/tileentry.cxx,v
retrieving revision 1.9
diff -r1.9 tileentry.cxx
891c891,893
 * SG_FEET_TO_METER - globals-get_scenery()-get_cur_elev();
---
 * SG_FEET_TO_METER - globals-get_scenery()-get_cur_elev() - 30;
 if (agl  0) agl = 0;



Best,

Jim

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Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread Norman Vine
'Johnny' wrote:
 
 Now, what broke?  

The 2D HUD

You still haven't answered what it is you want, 

The functionality of the 2D HUD

Seriously, name your requirement 

Seriously, The functionality of the existing 2D HUD

  and we can try to meet it.  

Thank you very much for the offer but since the requirement is 
nicely met by the existing code, there is nothing 'we' need to do

The 3D HUD code patch on the other hand needs to implement 
the vestigial if(1) {...} in the patch to make the HUD display
a 'properties' controlled option between the 2D and the 3D
versions or provide an alternative method of getting the existing
2D HUD displayed.

Norman



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Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread Erik Hofman
Norman Vine wrote:

'Johnny' wrote:



Now, what broke?  
The 2D HUD

You still haven't answered what it is you want, 
The functionality of the 2D HUD

Seriously, name your requirement 
Seriously, The functionality of the existing 2D HUD

and we can try to meet it.  


Thank you very much for the offer but since the requirement is 
nicely met by the existing code, there is nothing 'we' need to do

The 3D HUD code patch on the other hand needs to implement 
the vestigial if(1) {...} in the patch to make the HUD display
a 'properties' controlled option between the 2D and the 3D
versions or provide an alternative method of getting the existing
2D HUD displayed.

Norman, I have the feeling this is getting to nowhere this way.
As it seems to me we (and by me I mean everybody using FlightGear, maybe 
except you) a 3D HUD. At this time we don't have one, and Andy created 
it. That's good.

Now we can do two things, have duplicate code by keeping the 2D HUD, or 
creating the functionallity of the 2D HUD with the nee 3D HUD code. I'm 
not for including two sets of code doing basically the same.

Please try to be a bit more coorporative in this, particularly because 
Andy _does_ want to satisfy *your* needs!

Erik


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Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread David Megginson
Erik Hofman writes:

  Now we can do two things, have duplicate code by keeping the 2D
  HUD, or creating the functionallity of the 2D HUD with the nee 3D
  HUD code. I'm not for including two sets of code doing basically
  the same.

Speaking of dead code, is anyone still using the old DCS support from
main.cxx?  I think that it can be completely replaced with the newer
3D model animation code, but I want to make sure I'm not going to
break anyone's apps before I rip it out.


All the best,


David

-- 
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Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread Andy Ross
Norman Vine wrote:
 Andy Ross wrote:
  You still haven't answered what it is you want,
 The functionality of the 2D HUD
  Seriously, name your requirement
 Seriously, The functionality of the existing 2D HUD

Norman, this isn't constructive.  Here are some things I'm quite
certain you don't want:

+ A velocity vector that doesn't point where the aircraft is going
+ HUD scaling that breaks with changes of aspect ratio
+ HUD scaling that breaks with changes of resolution
+ A horizon line that doesn't lie along the horizon

Honestly, I can only think of two that you do want:

+ A text display of FPS and latitude that always appears in the same
  part of the screen.
+ A navigation display available from views other than the cockpit.

Now, these are useful features (really! I agree, these are useful
features!).  But, IMHO, they aren't part of a HUD, which is a
projected display intended to be part of a cockpit environment.

These are 2D screen display objects or whatnot.  The second case can
be handled quite nicely by a 2D panel (take a look at the c172 mini
panel, for example).  The first is already hacked in for the case of a
FPS counter, and could also be done very nicely by a panel.

 The 3D HUD code patch on the other hand needs to implement the
 vestigial if(1) {...} in the patch

It's already there.  Like I mentioned, I didn't gratuitously change
the old functionality.  Just change the 1 to something like:

   if(!fgGetBool(/sim/old-2d-hud)) { ... }

But again my point: this doesn't solve anything.  If you use this
compatibility feature, you'll still get a HUD that looks broken
almost all the time.  If you use the 3D HUD for what it was designed
to do, you lose the 2D stuff.

You can't win with a compatibility hack.  I ask again: is there
something *specific* that you want to have working?  Almost certainly,
it can be done in addition to the 3D HUD and everyone will win.  But
you have to be specific.  If all you wanted was compatibility code,
you wouldn't be running the development version. :)

Andy

--
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


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Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread Jim Wilson
Andy Ross [EMAIL PROTECTED] said:

 The biggest and coolest patch adds mouse sensitivity to the 3D
 cockpits, so we can finally work the radios.  This ended up requiring
 significant modifications outside of the 3D cockpit code.  Stuff folks
 will want to look at:

That's great!  Has anyone thought about how to do mouse click support with the
3D instruments?

Best,

Jim


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[Flightgear-devel] Building Flight Gear with NVIDIA's GLX package

2002-10-27 Thread Andrig T. Miller
I have an NVIDIA GeForce 4 Ti4600, and I am using NVIDIA's graphics 
driver with their GLX implementation.  I get the following error when 
trying to configure Flight Gear 0.8 for a build:

checking for glNewList in -lGLcore... no
checking for glNewList in -lGL... yes
checking GL/fxmesa.h usability... no
checking GL/fxmesa.h presence... no
checking for GL/fxmesa.h... no
checking for gluLookAt in -lGLU... yes
checking for glutGetModifiers in -lglut... no
checking for glutGameModeString in -lglut... no

Unable to find the necessary OpenGL or GLUT libraries.
See config.log for automated test details and results ...

As you can see it cannot find certain functions in the OpenGL glut 
libraries.  Are these functions proprietary to Mesa's implementation of 
OpenGL, or are they just missing from NVIDIA's implementation.  I could 
put the Mesa libraries back in place, but then I would not get hardware 
acceleration, which of course defeats the purpose of having this high 
powered video card in the first place.  Any help you can be in answering 
this would be greatly appreciated.

Thanks.

Andrig T. Miller


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[Flightgear-devel] Yeager [OT]

2002-10-27 Thread Frances Berndt
A little OT, but interesting:

http://www.cnn.com/2002/US/West/10/26/yeager.sound.ap/index.html

Jon


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Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread David Megginson
Andy Ross writes:

  Norman, this isn't constructive.  Here are some things I'm quite
  certain you don't want:
  
  + A velocity vector that doesn't point where the aircraft is going
  + HUD scaling that breaks with changes of aspect ratio
  + HUD scaling that breaks with changes of resolution
  + A horizon line that doesn't lie along the horizon

Perhaps the best solution will be to fork between the actual HUD
(which should be 3D) and a screen-oriented 2D overlay module that uses
the same configuration code to display things like frame-rate,
network-connection status, etc.  The beauty of configurability is that
if Norm still wants to see the HUD ladder, etc. in 2D, it should be a
simple matter to whip up an XML configuration file for it.


All the best,


David

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Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread David Megginson
Jim Wilson writes:

  That's great!  Has anyone thought about how to do mouse click support with the
  3D instruments?

Thought, yes; succeeded, no.  Steve Baker is very hostile towards the
idea of providing simple plib support for this kind of thing, and the
only help I've got so far is look at the ppe source (it didn't help
me).


All the best,


David

-- 
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Re: [Flightgear-devel] Building Flight Gear with NVIDIA's GLX package

2002-10-27 Thread Jim Wilson
Andrig T. Miller [EMAIL PROTECTED] said:

 I have an NVIDIA GeForce 4 Ti4600, and I am using NVIDIA's graphics 
 driver with their GLX implementation.  I get the following error when 
 trying to configure Flight Gear 0.8 for a build:
 
 checking for glNewList in -lGLcore... no
 checking for glNewList in -lGL... yes
 checking GL/fxmesa.h usability... no
 checking GL/fxmesa.h presence... no
 checking for GL/fxmesa.h... no
 checking for gluLookAt in -lGLU... yes
 checking for glutGetModifiers in -lglut... no
 checking for glutGameModeString in -lglut... no
 
 Unable to find the necessary OpenGL or GLUT libraries.
 See config.log for automated test details and results ...
 
 As you can see it cannot find certain functions in the OpenGL glut 
 libraries.  Are these functions proprietary to Mesa's implementation of 
 OpenGL, or are they just missing from NVIDIA's implementation.  I could 
 put the Mesa libraries back in place, but then I would not get hardware 
 acceleration, which of course defeats the purpose of having this high 
 powered video card in the first place.  Any help you can be in answering 
 this would be greatly appreciated.
 
 Thanks.
 
 Andrig T. Miller
 
 
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Re: [Flightgear-devel] Building Flight Gear with NVIDIA's GLX package

2002-10-27 Thread Jim Wilson
GLX and GLU are two different packages.  The GLX is the X-Windows support and
the GLU is the OpenGL utility library (aka glut).  Are you sure that glut is
installed?  Note that you also need the headers so if you are installing
binary rpms make sure you have glut-devel as well.

Best,

Jim

Andrig T. Miller [EMAIL PROTECTED] said:

 I have an NVIDIA GeForce 4 Ti4600, and I am using NVIDIA's graphics 
 driver with their GLX implementation.  I get the following error when 
 trying to configure Flight Gear 0.8 for a build:
 
 checking for glNewList in -lGLcore... no
 checking for glNewList in -lGL... yes
 checking GL/fxmesa.h usability... no
 checking GL/fxmesa.h presence... no
 checking for GL/fxmesa.h... no
 checking for gluLookAt in -lGLU... yes
 checking for glutGetModifiers in -lglut... no
 checking for glutGameModeString in -lglut... no
 
 Unable to find the necessary OpenGL or GLUT libraries.
 See config.log for automated test details and results ...
 
 As you can see it cannot find certain functions in the OpenGL glut 
 libraries.  Are these functions proprietary to Mesa's implementation of 
 OpenGL, or are they just missing from NVIDIA's implementation.  I could 
 put the Mesa libraries back in place, but then I would not get hardware 
 acceleration, which of course defeats the purpose of having this high 
 powered video card in the first place.  Any help you can be in answering 
 this would be greatly appreciated.
 
 Thanks.
 
 Andrig T. Miller
 
 
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Re: [Flightgear-devel] Yeager [OT]

2002-10-27 Thread John Check
On Saturday 26 October 2002 8:30 pm, Frances Berndt wrote:
 A little OT, but interesting:

 http://www.cnn.com/2002/US/West/10/26/yeager.sound.ap/index.html

 Jon


79 y.o.?
I have a mental picture of an F15 travelling at mach 1.45 with blinker on the 
whole time.






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RE: [Flightgear-devel] Yeager [OT]

2002-10-27 Thread Jon Berndt
 John Check wrote:

 On Saturday 26 October 2002 8:30 pm, Jon Berndt wrote:
  A little OT, but interesting:
 
  http://www.cnn.com/2002/US/West/10/26/yeager.sound.ap/index.html
 
  Jon

 79 y.o.?
 I have a mental picture of an F15 travelling at mach 1.45 with
 blinker on the
 whole time.

:-D

I was thinking he should have said something like:

I tried to go faster but at 79 years old it was the best I could muster.
- or -
I wanted to fly the F-20 but my walker wouldn't fit in the cockpit.

:-o

Jon



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Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread Norman Vine
Andy Ross writes:


 Norman Vine wrote:
   Andy Ross wrote:
You still haven't answered what it is you want,
   The functionality of the 2D HUD
Seriously, name your requirement
   Seriously, The functionality of the existing 2D HUD
 
 Norman, this isn't constructive. 

Andy

The code used to draw the 3D HUD is by line count 99% 
the same as the 2D HUD yet you do nothing but berate the
2D HUD code

IMHO - This is not constructive and clouds the issue which is

You have stated that you have a hook in place that could be used 
to make a switch as to draw the 2D or the 3D HUD hased on a property
yet you apparently have no interest in using it,  in stead you continue 
to berate the 2D HUD code

Note my initial message to this thread 
Your scrollable HUD is GREAT but can you make this a 'preferences'
controled option so that we can keep the older HUD as there are 
many reasons for having a 'fixed' fullscreen HUD too.

This is constructive

And instead of saying Sure all you have done is berate me and
and the code base that you are almostly completely adopting.

Please tell us why you have objections to having a 2D and a 3D HUD
since obviously they are very similar and would not take much effort
to implement.

constructive'ly yr's

Norman



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RE: [Flightgear-devel] I've got a few minutes to spare

2002-10-27 Thread Jon Berndt
The simgear CVS retrieval still hangs.

Jon



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Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread Curtis L. Olson
David Megginson writes:
 Speaking of dead code, is anyone still using the old DCS support from
 main.cxx?  I think that it can be completely replaced with the newer
 3D model animation code, but I want to make sure I'm not going to
 break anyone's apps before I rip it out.

This was being used by Ranga of the Indian Aeronautical Development
Agency.  I know they haven't been tracking the latest code releases,
but it probably would be neighborly to check with them before we axe
the code.  There is some other code I've been eyeing as well if we can
get their all clear ... the old code to load the old ascii scenery
format, some semi-duplicate runway lighting code, and a couple other
things.  

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] Yeager [OT]

2002-10-27 Thread David Megginson
Jon Berndt writes:

  I tried to go faster but at 79 years old it was the best I could muster.
  - or -
  I wanted to fly the F-20 but my walker wouldn't fit in the cockpit.

Now, now.  When my grandmother was 90, I could barely keep up with her
on a walk.  The last few years it's gotten easier, but my dad still
cannot keep up with her.


All the best,


David

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Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread Norman Vine
David Megginson writes:

 Andy Ross writes:
 
   Norman, this isn't constructive.  Here are some things I'm quite
   certain you don't want:
   
   + A velocity vector that doesn't point where the aircraft is going

see the discussion about the horizon below as to part of the problem

   + HUD scaling that breaks with changes of aspect ratio

The scaling does NOT break with respect to aspect ratio
The display is designed to maintain 'local aspect ratio'

   + HUD scaling that breaks with changes of resolution

see preceeding comment

   + A horizon line that doesn't lie along the horizon

The horizon is in the middle of the screen 
which is where the 'neutral' horizon should be

Someone has added a downward component
to the default 'Look Direction' which causes this
This is deflection is I believe a property thus tunable

 Perhaps the best solution will be to fork between the actual HUD
 (which should be 3D) and a screen-oriented 2D overlay module that uses
 the same configuration code to display things like frame-rate,
 network-connection status, etc.  The beauty of configurability is that
 if Norm still wants to see the HUD ladder, etc. in 2D, it should be a
 simple matter to whip up an XML configuration file for it.

Yes the preexisting HUD code has been optimized to be just that a 
screen-oriented overlay module and IMHO we do not want to lose
this module

Fortunately there is no need to fork

Someone just has to add a property as indicated below

void fgUpdateHUD( void ) {
 
//if(1) {  // replace me with a property 
  if(fgGetBool(/sim/hud/use3d) {
fgUpdateHUDVirtual();
return;
}

* aside *
I submit that in general the 'proponent of a change' that will break 
'long established' fgfs behaviour should consider ways to augment 
rather then preclude the previous behaviour esp. in the case where 
the vast majoriity of the code of the new behaviour is still the original 
code such as this case. 

FYI
The 2d HUD code is MUCH quicker then the Panel code and has 
almost ZERO impact on framerate and IMHO should be kept intact as 
the mechanism of choice for displaying general overlay information  
either on the primary screen or on an external monitor.  It is very useful 
when using fgfs in 'magic mode' to inspect the scenery and I would 
expect it to be the HUD of choice for other things like FDM monitoring, 
flight reconstruction,  inspector consoles etc.

Note this in no way precludes using Andy's 3D HUD patch which BTW 
should also have ~zero impact on frame rate since all the real work is 
still being done by the underlying screen-oriented module which hasn't 
changed

Regards

Norman



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Re: [Flightgear-devel] I've got a few minutes to spare

2002-10-27 Thread Norman Vine
Jon Berndt writes:

 The simgear CVS retrieval still hangs.

It is a known problem that using compression with the 
Cygwin cvs executable will cause an apparent hang

FYI
What actually happens is a failure to return after the operation
has finished, this is indistinguishable from a hang from the client
end

cvs compression is the -z option

Norman


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RE: [Flightgear-devel] I've got a few minutes to spare

2002-10-27 Thread Jon Berndt
Trying to build simgear I get this, too:

configure.ac:355: required file `simgear/simgear_config.h.in' not found

??

Jon



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RE: [Flightgear-devel] I've got a few minutes to spare

2002-10-27 Thread Jon Berndt
 Jon Berndt writes:
 
  The simgear CVS retrieval still hangs.

 It is a known problem that using compression with the
 Cygwin cvs executable will cause an apparent hang

 FYI
 What actually happens is a failure to return after the operation
 has finished, this is indistinguishable from a hang from the client
 end

 cvs compression is the -z option

Aha. OK, I thought I had gotten rid of the -z option on the command line I
use.

Thanks.

Jon



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RE: [Flightgear-devel] I've got a few minutes to spare

2002-10-27 Thread Curtis L. Olson
Jon Berndt writes:
 Trying to build simgear I get this, too:
 
 configure.ac:355: required file `simgear/simgear_config.h.in' not found

Did you run ./autogen.sh before running configure?

Connections: a good friend of mine just finished King Air training and
passed his check ride this past thursday.  He works for the same
company that operated Paul Wellstone's plane which crashed on Friday
killing him, his wife, his daughter, both pilots and 3 other campain
staffers.  (Paul Wellstone was a MN senetor running for re-election
this fall.)  Anyway, my friend knew one of the pilots and had worked
previously with him at Pan Am.

It would be really interesting to have a King Air in flight gear.
We'd need gas turbine engines/turbo props, but my buddy has all sorts
of docs and schematics and stuff.  I'm a horrible 3d modeller and
don't know anything about the flight dynamics, but I'd be happy to
impliment a full King Air electrical system if others wanted to do the
other parts. :-)

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] I've got a few minutes to spare

2002-10-27 Thread Jon Berndt
 Trying to build simgear I get this, too:

 configure.ac:355: required file `simgear/simgear_config.h.in' not found

 ??

 Jon


This error message is returned when running:

automake -a

by the way (automake (GNU automake) 1.6.1). I had used this to make all
the executables for as long as I can remember.

Jon



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RE: [Flightgear-devel] I've got a few minutes to spare

2002-10-27 Thread Jon Berndt
 Jon Berndt writes:
  Trying to build simgear I get this, too:
 
  configure.ac:355: required file `simgear/simgear_config.h.in' not
found

 Did you run ./autogen.sh before running configure?

Oh, $#!*. I remember this being told to me before. I do almost the same
things in my script. I am bound and determined to revise this script so it
works again, in light of all the changes made to the build processes. It
just makes things so much easier for me. OTOH, it separates me from the
real process a little too much so when things change the script breaks.

 Connections: a good friend of mine just finished King Air training and
 passed his check ride this past thursday.  He works for the same
 company that operated Paul Wellstone's plane which crashed on Friday
 killing him, his wife, his daughter, both pilots and 3 other campain
 staffers.  (Paul Wellstone was a MN senetor running for re-election
 this fall.)  Anyway, my friend knew one of the pilots and had worked
 previously with him at Pan Am.

I have a feeling I wouldn't have seen eye-to-eye with many of Wellstone's
views (as interpreted and explained by my Minnesota relatives who just
finished up a visit with us here in the warm and wet South), but that's
sure a tragic thing - his family being wiped out like that. Did he have
any other children? My guess is that if Mondale runs, his GOP opponent
won't have a prayer. Think so?

 It would be really interesting to have a King Air in flight gear.

I was thinking that, too.

Jon



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RE: [Flightgear-devel] I've got a few minutes to spare

2002-10-27 Thread Jon Berndt
  Did you run ./autogen.sh before running configure?

 Oh, $#!*. I remember this being told to me before. I do almost the same

Looks like the same deal for FlightGear? All I had to do for SimGear was
to add the autoheader command to my script. I suspect it is the same for
FlightGear.

Jon



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RE: [Flightgear-devel] I've got a few minutes to spare

2002-10-27 Thread Curtis L. Olson
Jon Berndt writes:
  Connections: a good friend of mine just finished King Air training and
  passed his check ride this past thursday.  He works for the same
  company that operated Paul Wellstone's plane which crashed on Friday
  killing him, his wife, his daughter, both pilots and 3 other campain
  staffers.  (Paul Wellstone was a MN senetor running for re-election
  this fall.)  Anyway, my friend knew one of the pilots and had worked
  previously with him at Pan Am.
 
 I have a feeling I wouldn't have seen eye-to-eye with many of Wellstone's
 views (as interpreted and explained by my Minnesota relatives who just
 finished up a visit with us here in the warm and wet South), but that's
 sure a tragic thing - his family being wiped out like that. Did he have
 any other children? My guess is that if Mondale runs, his GOP opponent
 won't have a prayer. Think so?

This is definitely a terrible tragedy.  He had two additional sons and
6 grand kids.  Agree or disagree with his views, he was in it for the
right reasons -- not to pad his resume or his bank account, but to try
his best to make a difference or go down swinging.  But, beyond that,
it's probably better to discuss the political aspects of all of this
in a different forum. :-)

  It would be really interesting to have a King Air in flight gear.
 
 I was thinking that, too.

For now, the C310 is probably the closest thing we have ...

  fgfs --offset-distance=7 --altitude=2500 --vc=120 --airport-id=KEVM 
--aircraft=c310u3a-3d

This will start you off on the west bound approach they were
attempting.  From what I heard they plane crashed about 2 miles south
of the normal approach path.  I've also heard they crashed 2 miles
away from the airport ... they were heading mostly south when they
went in, so for some reason they were way off their approach path,
very low.  Perhaps they missed their approach and were trying to go
around?  So far I haven't heard any indication that they've found a
mechanical problem, but there wasn't much left of the fuselage and
cockpit to look at.  The plane wasn't equiped with any sort of cockpit
or flight data recorder.

Other planes were in the air in the area before and after and no one
indicated that the conditions were especially daunting.  Ceilings were
low (700' or so), but pilots are trained to handle that.

So did one of the pilots think they saw the runway and let themselves
decend too low and by the time they realized that wasn't the runway
they were too low, too slow, out of whack, maybe a little ice???

Or was there some sort of mechanical issue that forced them to abort
their approach, try to go around, but they never made it?

My buddy who is now officially a King Air pilot was speculating on
what sorts of things could catch an experienced pilot off guard ... if
you have a runaway prop govener failure, it can make the plane react
like the _other_ engine went bad.  If you try to shut that down to
quickly before figuring out what exactly is going on, you might not
realize you are shutting down your good engine ... if you are already
 700' agl, that doesn't leave you much room to figure out what's
going on, and things go south pretty quickly up there if you get
behind the curve ... all complete speculation, hopefully they will
find some clues that shed light on what really happened.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] I've got a few minutes to spare

2002-10-27 Thread Norman Vine
David Megginson writes:

 Here is the approach they were flying (I think):

   https://www.americanflyers.net/ap/default.asp?t=downloadf=L\011L$100.PDF

Here is a good mapping engine for the site

http://www.dnr.state.mn.us/maps/landview_dhtml.html?mapsize=largezoomsize=2mapext=526604.2253058585+5243958.337905331+549193.77469
41415+5260891.662094669layers=lakes+dlgstln2+roads+gnisxpt3_ppl+none

Norman



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RE: [Flightgear-devel] I've got a few minutes to spare

2002-10-27 Thread David Megginson
Curtis L. Olson writes:

  So did one of the pilots think they saw the runway and let
  themselves decend too low and by the time they realized that wasn't
  the runway they were too low, too slow, out of whack, maybe a
  little ice???

Not if they had a serviceable DME, unless they completely lost
situational awareness.


All the best,


David

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RE: [Flightgear-devel] I've got a few minutes to spare

2002-10-27 Thread Curtis L. Olson
David Megginson writes:
 Curtis L. Olson writes:
 
   So did one of the pilots think they saw the runway and let
   themselves decend too low and by the time they realized that wasn't
   the runway they were too low, too slow, out of whack, maybe a
   little ice???
 
 Not if they had a serviceable DME, unless they completely lost
 situational awareness.

Of course this is all complete speculation, but I hear it is common
practice that one pilot has his eyes inside the cockpit and the other
watches outside.  There is a VOR/DME at the airport, but no ILS.
Since this is a non-precision approach, it's unlikely that you'll pop
out of the clouds directly in line with the runway.  Also (again this
is speculation) this is up on the MN iron range so there are
significant iron ore deposits around.  I have no idea if that could
have factored in, but it can't help if you are trying a last minute DG
adjustment.  So anyway, if the pilot looking out the windows *thought*
he saw the airport, and they headed for it visually...  

No one really knows of course, and other planes flew in the area
before and after the crash, so the conditions weren't unreasonable.
Weather was crappy that day across the whole state, and the ceilings
were close to minumums, but that should have all been within the
capabilities of the aircraft and the pilots.

Did they break out of the clouds and have to dodge a flock of geese?
It's that time of year here where they are heading south.

It's all too wierd.  It seems similar to driving by an automobile
accident and trying to figure out a set of circumstances that would
have led up to the vehicles getting to where they were.

I guess whatever happened, whether it was mechanical, or pilot error,
it happened too late in the approach and too close to the ground for
them to successfully recover.  In that sense, weather couldn't have
been helpful.  It's all very sad.  At the very least you hope that
they are able to figure out what caused the crash so we can prevent
anything like it from happening again.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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RE: [Flightgear-devel] I've got a few minutes to spare

2002-10-27 Thread Jon Berndt
 On Behalf Of Curtis L. Olson

 I guess whatever happened, whether it was mechanical, or pilot error,
 it happened too late in the approach and too close to the ground for

I heard an eyewitness acct. that mentioned a severe crab prior to the
crash.

Jon



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Re: [Flightgear-devel] Yeager [OT]

2002-10-27 Thread John Check
On Sunday 27 October 2002 7:03 pm, Jon Berndt wrote:
  John Check wrote:
 
  On Saturday 26 October 2002 8:30 pm, Jon Berndt wrote:
   A little OT, but interesting:
  
   http://www.cnn.com/2002/US/West/10/26/yeager.sound.ap/index.html
  
   Jon
 
  79 y.o.?
  I have a mental picture of an F15 travelling at mach 1.45 with
  blinker on the
  whole time.
 
 :-D

 I was thinking he should have said something like:

 I tried to go faster but at 79 years old it was the best I could muster.
 - or -
 I wanted to fly the F-20 but my walker wouldn't fit in the cockpit.

 :-o

 Jon

Well at least I won't be the -only- one burning in hell ;-)

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