Re: [Flightgear-devel] Making a 3D Sea Harrier FRS.1

2003-10-16 Thread Matthew Johnson
On Wed, 2003-10-15 at 22:19, Lee Elliott wrote:
 On Thursday 16 October 2003 01:21, Andy Ross wrote:
  Matthew Johnson wrote:
   Thought I'd take a stab at this, decided to try and make a 3D
rendition of the Sea Harrier, especially since we have the Harrier in
FG, but without a 3D model (I think it needs one!).
   
So far I have started by looking for a plan that I can follow, but 
 have
only found a 3 view plan for the FA2 (upgraded version with HOTASS 
 and
new radar), anyone happen to know a 3 view plan of the FRS.1 version 
 is
hiding? Failing ever finding one, what options are open?
  
  Let me pop out of hibernation for a moment to respond to
  this. [Curt/Jim/Maik: I *am* going to try out the helicopter patches
  to YASim, I promise.  Cursorily they look good, except for some
  high-level design issues that can be ironed out later via code motion.
  Feel free to commit them anyway, of course]
  
  I did the harrier flight model, and actually almost sorta got started
  on a 3D model to go with it.  The harrier is actually quite difficult
  to figure out from a 3-view, honestly.  Due to features like the
  negative camber wings, forward-slanted elephant ear intakes and
  protruding nozzles on the fuselage, it's very poorly represented by a
  single diagram.  I looked through a *lot* of photos, and never did
  really come up with a good plan for how to do it in blender.  Maybe
  your best bet would be to purchase a traditional plastic model, disect
  it, and use digital photos of that as your basis for 3D work.
  
  Andy
 
 Yes, this is quite a tricky one to model - I started on one too but 
 stopped when I found out you were working on one as I didn't want to 
 intrude on your patch, as it were.
 

By all mean intrude on my patch, just want FlightGear to have its planes
:). Plenty of planes to last quite some time (no Spitfire yet for
instance...).

 The intakes and neg camber wing aren't too difficult to get around - I'd 
 suggest doing the front fuselage as two sections, split at the intakes, 
 and then join them together, to deal with the intakes.  I can't actually 
 see a problem with the wings.
 

Main issue I am having right now is the cockpit area, just have not had
it form correctly. Loading other planes, like the P51 has not really
shown me enough to figure this out yet.

 The side nozzles were tricky though because they aren't just stuck on the 
 sides of a smoothly curving fuselage.  I had a lot of trouble trying to 
 get a clear idea in my mind of the shape and curves of the fuselage in 
 this region and stopped work on it before I'd figured it out.
 

Ugh, you're challenged by this...

Anyway, I have put the ac file up here:

http://pwp.netzon.net/~stargoat/sharskel.ac

Been using the pictures that were sent earlier :). Not sure if I can
post them here (in a link of course).

Matt


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Re: [Flightgear-devel] release warning

2003-10-16 Thread Martin Spott
Curtis L. Olson [EMAIL PROTECTED] wrote:

 I'm going to push forward with some pre releases.  I very much
 appreciate the documentation issues.  Perhaps in a week or two or
 three if we are ready for an official release and the documentation
 isn't quite there, we could go ahead anyway, and then do a 0.9.3b
 release with updated documentation ... (?)

That's o.k. for me. I'll spend some time on the manual during vacation
next week - as long as my 'cohabitee' doesn't hurt me  :-)

 Part of the problem from a release manager point of view is that if we
 wait for every loose end to be tidied up, [...]

The problem with writing documentation is _not_ the necessity to have
all ends fixed but to know about their current state. I usually spend
many hours to figure out how some feature is _supposed_ to work and how
it really works on different platforms. Not until I know what's the
case I can document this feature. In many cases this involves questions
to the developers on the list (and dozends of rebuilds), for example
when features behave different on different platforms and/or with
different settings.

Curt, I don't want to shoot at you, I just want to make clear that it's
nearly impossible to document a moving targed at a level that I expect
documentation to be written. Probably Michael did a better job at this
because he found a pragmatic way between quality and measure of the
written manual,

Martin.
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Re: [Flightgear-devel] Making a 3D Sea Harrier FRS.1

2003-10-16 Thread Wolfram Kuss
just want FlightGear to have its planes :). 

If you want me to, I can have a look whether there is a Harrier for
MSFS/CFS that we could technically use (then we would have to ask for
permission). 

Plenty of planes to last quite some time (no Spitfire yet for
instance...).

I think there is no high quality Spitfire I around, lets say of 5000
polys. Other sims might need it as well ;).

Bye bye,
Wolfram.


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[Flightgear-devel] OS-X binaries for 0.9.3-pre1

2003-10-16 Thread James Turner
On Thursday, October 16, 2003, at 05:18  am, Curtis L. Olson wrote:

Gene B. pointed me to a free windows setup.exe creator so I'm
thinking we ought to bundle the windows version up with that (or
something similar) for upcoming releases.
I know Darrel Wassiler (who's probably lurking here somewhere) has 
already done similar work, but for my own amusement, I've been working 
on getting SimGear and FlightGear compiled as a framework (in the case 
of SimGear) and a bundle (in the case of FlightGear). This translates 
as 'relocatable, double-clickable end-user-application' for those who 
don't know OS-X packaging formats.

It's not working yet (still fixing link errors), and I have a few 
patches to submit, but I'll keep playing over the weekend, so providing 
shrink-wrapped OS-X binaries for this release ought to be no problem.

Darrel / Other OS-X people : I was thinking of doing something clever 
with the FG_ROOT detection, especially now FG supports multiple scenery 
directories, such as searching $HOME/Library/Application 
Support/FlightGear/

As a sidenote to all FG developers, it would be great if any part of 
the base package that normal users might want to expand can handle 
multiple paths : then I can locate the main base package, which is 
essentially static for a given release, inside the the application 
bundle (i.e invisible to the end user), and they can drop new aircraft 
/ scenery / other extendable resource into a 'plugin' directory 
location as described above.

But of course, that can wait till post 0.9.3 (and a minor beef-up of 
the path / directory functions in SG, I suspect)

HH
James
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Re: [Flightgear-devel] Version 0.9.3-pre1

2003-10-16 Thread Martin Spott
Curtis L. Olson [EMAIL PROTECTED] wrote:

 There's still time to get new code and bug fixes in before the
 official 0.9.3 release so no need to panic (yet.) :-)

Could we have a real feature freeze for at least one, better two
weeks before official release ?

Martin.
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[Flightgear-devel] Broken initialization on Reset

2003-10-16 Thread Martin Spott
Hello, I'm still experiencing a bug that already lasts for quite some
weeks. I run 'fgfs' with '--start-date-lat=2002:04:11:11:11:11' which
gives me daylight whereever I intend to take off. After crashing the
plane I'd like to restart my choosing 'Reset' from the 'File' menu -
and I'm always getting sort of local time on the respective airport
(which means I'm currently sitting in the dark on Vancouver
International).

This is a bit annoying and it renders the option useless for most users
on Our World who stick to the base package scenery - except those on
the American continent. Could someone explain in a few words how the
initialization on Reset differs from the initialization on startup ?

Thanks,
Martin.
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Re: [Flightgear-devel] OS-X binaries for 0.9.3-pre1

2003-10-16 Thread Tim Kober
Hi James,

I know Darrel Wassiler (who's probably lurking here somewhere) has 
already done similar work, but for my own amusement, I've been working 
on getting SimGear and FlightGear compiled as a framework (in the case 
of SimGear) and a bundle (in the case of FlightGear). This translates 
as 'relocatable, double-clickable end-user-application' for those who 
don't know OS-X packaging formats.

It's not working yet (still fixing link errors), and I have a few 
patches to submit, but I'll keep playing over the weekend, so 
providing shrink-wrapped OS-X binaries for this release ought to be no 
problem.
Great job, just tell us when you did it!

Regards,

Tim

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Re: [Flightgear-devel] OS-X binaries for 0.9.3-pre1

2003-10-16 Thread Erik Hofman
James Turner wrote:

As a sidenote to all FG developers, it would be great if any part of the 
base package that normal users might want to expand can handle multiple 
paths : then I can locate the main base package, which is essentially 
static for a given release, inside the the application bundle (i.e 
invisible to the end user), and they can drop new aircraft / scenery / 
other extendable resource into a 'plugin' directory location as 
described above.
This sounds like an excellent idea!

Erik



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Re: [Flightgear-devel] OS-X binaries for 0.9.3-pre1

2003-10-16 Thread James Turner
On Thursday, October 16, 2003, at 09:55  am, Erik Hofman wrote:

As a sidenote to all FG developers, it would be great if any part of 
the base package that normal users might want to expand can handle 
multiple paths : then I can locate the main base package, which is 
essentially static for a given release, inside the the application 
bundle (i.e invisible to the end user), and they can drop new 
aircraft / scenery / other extendable resource into a 'plugin' 
directory location as described above.
This sounds like an excellent idea!
Heh, I'll take a look once I have a working binary, then. Packaging is 
a pet-peeve of mine, because installing and un-installing add-ons for 
MSFS and Fly! was such a chore. This is related to my desire of 
packaging each add-on as a zip / tarball, but that's going to have to 
wait until the PLIB model loaders are fixed not to access the 
filesystem directly.

Anyway, just being able to search a list of places for Scenery and 
Aircraft will be a start, I have no idea which other pieces of the base 
package end-users might modify (nav-data maybe? but even then, probably 
not, if releases are every 6 months ... and most people don't care 
about having the most accurate AIRAC cycles)

HH
James
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[Flightgear-devel] Hud bug or feature?

2003-10-16 Thread Jim Wilson
The hud zooms with changes in FOV (zooming the view).  Can that be fixed?

Best,

Jim


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Re: [Flightgear-devel] Hud bug or feature?

2003-10-16 Thread Erik Hofman
Jim Wilson wrote:
The hud zooms with changes in FOV (zooming the view).  Can that be fixed?
No, if the HUD is added to a 3d cockpit of the F-16 this is the behavior 
one would expect.

Erik

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Re: [Flightgear-devel] Broken initialization on Reset

2003-10-16 Thread Curtis L. Olson
Martin,

I believe that Durk Talsma may have been the one who set up these
options.  He may still be the only one that understands how they work
or are supposed to work.

FWIW, you can now do something like --timeofday=noon (or morning, or
dusk, or dawn, etc.) which should do something similar to what you are
trying to do with the --start-date-lat= option (which I never exactly
understood.)

Regards,

Curt.


Martin Spott writes:
 Hello, I'm still experiencing a bug that already lasts for quite some
 weeks. I run 'fgfs' with '--start-date-lat=2002:04:11:11:11:11' which
 gives me daylight whereever I intend to take off. After crashing the
 plane I'd like to restart my choosing 'Reset' from the 'File' menu -
 and I'm always getting sort of local time on the respective airport
 (which means I'm currently sitting in the dark on Vancouver
 International).
 
 This is a bit annoying and it renders the option useless for most users
 on Our World who stick to the base package scenery - except those on
 the American continent. Could someone explain in a few words how the
 initialization on Reset differs from the initialization on startup ?
 
 Thanks,
   Martin.
 -- 
  Unix _IS_ user friendly - it's just selective about who its friends are !
 --
 
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-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Hud bug or feature?

2003-10-16 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 Jim Wilson wrote:
  The hud zooms with changes in FOV (zooming the view).  Can that be fixed?
 
 No, if the HUD is added to a 3d cockpit of the F-16 this is the behavior 
 one would expect.


Ah yes, didn't think of that.  A couple of suggestions: 

1). Default to the 2D HUD unless there's a specific aircraft level
configuration parameter made to override it (e.g. for the F16 2D panel).  

2). Use the default HUD design in 2D HUD mode.  The one that currently comes
up in 2D HUD mode now is not very useful.

If we're only concerned about realism we should just ditch the HUD as a
default feature.  But if we leave it in it should work as it used to for the
majority of aircraft without special configuration.

Right now it just doesn't work.

Best,

Jim


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Re: [Flightgear-devel] Broken initialization on Reset

2003-10-16 Thread Martin Spott
Hello Curt,

Curtis L. Olson [EMAIL PROTECTED] wrote:

 FWIW, you can now do something like --timeofday=noon (or morning, or
 dusk, or dawn, etc.) which should do something similar to what you are
 trying to do with the --start-date-lat= option [...]

Yep, I already knew that  ;-)   but we should decide wether it
would be useful to keep buggy features or better remove them
completely - (or at least mark them as broken, not only in the manual
but also on the '--help --verbose' command line).

BTW, not only '--start-date-lat' is broken, '--timeofday' is broken as
well. As far as I remember the whole stuff broke when '--timeofday' was
introduced - but I'm not shure about that.
That's why I asked for explanation on the initialization routine. I
believe some debate would be useful to solve that: My intention would
be to have one single initialization routine that gets run whenever
such sort of initialization is necessary. Obviously this is currently
not the case here,

Martin.
-- 
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[Flightgear-devel] Turn coordinator broken

2003-10-16 Thread David Luff
The turn coordinator appears to have been broken at some point today.  I
don't think it was me (hopefully!).

Cheers - Dave


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[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: source/src/FDM/YASim Rotor.cpp, NONE,

2003-10-16 Thread Martin Spott
Curtis L. Olson [EMAIL PROTECTED] wrote:
 Update of /var/cvs/FlightGear-0.9/source/src/FDM/YASim
 In directory baron:/tmp/cvs-serv7544
 
 Added Files:
   Rotor.cpp Rotor.hpp Rotorblade.cpp Rotorblade.hpp 
   Rotorpart.cpp Rotorpart.hpp 
 Log Message:
 Initial revision.
 
 Maik Justus: First pass at helicopter support for YASim.

Oh, _that_ one is really nice. Although the heli is really very well
behaved (even with mouse any keyboard control I find it pretty easy to
fly _and_land_) I'm shure that crash detection should definitely be the
next step  :-))

Martin.
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: source/src/FDM/YASim Rotor.cpp, NONE,

2003-10-16 Thread Jim Wilson
Martin Spott [EMAIL PROTECTED] said:

 Curtis L. Olson [EMAIL PROTECTED] wrote:
  Update of /var/cvs/FlightGear-0.9/source/src/FDM/YASim
  In directory baron:/tmp/cvs-serv7544
  
  Added Files:
  Rotor.cpp Rotor.hpp Rotorblade.cpp Rotorblade.hpp 
  Rotorpart.cpp Rotorpart.hpp 
  Log Message:
  Initial revision.
  
  Maik Justus: First pass at helicopter support for YASim.
 
 Oh, _that_ one is really nice. Although the heli is really very well
 behaved (even with mouse any keyboard control I find it pretty easy to
 fly _and_land_) I'm shure that crash detection should definitely be the
 next step  :-))
 

Crash detection should be working.

Best,

Jim

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[Flightgear-devel] OS-X binaries / OpenGL includes

2003-10-16 Thread James Turner
First the good news : I have a 'shrink-wrapped', double-clickable 
FlightGear CVS-as-of-today binary working on the Mac.

The bad news - boy is it slow! and big (which may be why it's slow, 
killing the CPU caches) I need to check what debug info and 
optimizations are being used, because simgear is coming in at 14mb 
compiled, and FG at 64mb! (that's including statically linked PLIB, but 
even still).

On my 700Mhz, Radeon 7500 Mobility equipped iBook, i'm getting 2-3 FPS 
in the cessna's cockpit, and 4-5 in outside views, or 7-8 if I look 
away from the model. If i look directly down at the ground (from the 
tower view, i.e to remove fill-rate / polygon-rate limits as much as 
possible), I can just about get 19fps

However, I'm getting a new laptop in a couple of days, will see how 
that improves things!

Anyway, before I can start submitting patches, I need to agree a 
solution which, alas, affects everyone, thought it's entirely of 
Apple's making: the OS-X openGL headers are in 'different' places from 
every other OS.

Essentially, on the mac, we need to do:
#include OpenGL/gl.h
instead of
#include GL/gl.h
For a myriad of reasons, this cannot be symlinked or worked around - 
the code needs to use a different file on OS-X.

The prior solution which I did (and Curt agreed to, I think), was to 
make the header file name a #define, define it in config.h via 
autoconf, But this sucks, because it's easy to end up with the value 
not defined, which leads to a really odd error. Here's what I'm talking 
about:

(in config.h or on the command line via -D:)
#define FG_GLUT_H   GLUT/glut.h
(in the file using glut)
#include FG_GLUT_H
So, my proposed new solution, is to add 3 files to simgear (at the 
root, beside sg_inlines and so on):
	sg_gl.h
	sg_glu.h
	sg_glut.h

These will all look like:

#ifdef (__APPLE__)
#include OpenGL/gl.h
#else
#include GL/gl.h
#endif
Then I will go through, and convert every reference to the open GL 
headers over to use these new headers.

How does this sound? Acceptable? Hideous?

HH
James
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Re: [Flightgear-devel] Making a 3D Sea Harrier FRS.1

2003-10-16 Thread Lee Elliott
On Thursday 16 October 2003 07:20, Matthew Johnson wrote:
 On Wed, 2003-10-15 at 22:19, Lee Elliott wrote:
  On Thursday 16 October 2003 01:21, Andy Ross wrote:
   Matthew Johnson wrote:
Thought I'd take a stab at this, decided to try and make a 3D
 rendition of the Sea Harrier, especially since we have the 
Harrier in
 FG, but without a 3D model (I think it needs one!).

 So far I have started by looking for a plan that I can follow, 
but 
  have
 only found a 3 view plan for the FA2 (upgraded version with 
HOTASS 
  and
 new radar), anyone happen to know a 3 view plan of the FRS.1 
version 
  is
 hiding? Failing ever finding one, what options are open?
   
   Let me pop out of hibernation for a moment to respond to
   this. [Curt/Jim/Maik: I *am* going to try out the helicopter patches
   to YASim, I promise.  Cursorily they look good, except for some
   high-level design issues that can be ironed out later via code 
motion.
   Feel free to commit them anyway, of course]
   
   I did the harrier flight model, and actually almost sorta got 
started
   on a 3D model to go with it.  The harrier is actually quite 
difficult
   to figure out from a 3-view, honestly.  Due to features like the
   negative camber wings, forward-slanted elephant ear intakes and
   protruding nozzles on the fuselage, it's very poorly represented by 
a
   single diagram.  I looked through a *lot* of photos, and never did
   really come up with a good plan for how to do it in blender.  Maybe
   your best bet would be to purchase a traditional plastic model, 
disect
   it, and use digital photos of that as your basis for 3D work.
   
   Andy
  
  Yes, this is quite a tricky one to model - I started on one too but 
  stopped when I found out you were working on one as I didn't want to 
  intrude on your patch, as it were.
  
 
 By all mean intrude on my patch, just want FlightGear to have its planes
 :). Plenty of planes to last quite some time (no Spitfire yet for
 instance...).
 
  The intakes and neg camber wing aren't too difficult to get around - 
I'd 
  suggest doing the front fuselage as two sections, split at the 
intakes, 
  and then join them together, to deal with the intakes.  I can't 
actually 
  see a problem with the wings.
  
 
 Main issue I am having right now is the cockpit area, just have not had
 it form correctly. Loading other planes, like the P51 has not really
 shown me enough to figure this out yet.
 
  The side nozzles were tricky though because they aren't just stuck on 
the 
  sides of a smoothly curving fuselage.  I had a lot of trouble trying 
to 
  get a clear idea in my mind of the shape and curves of the fuselage in 
  this region and stopped work on it before I'd figured it out.
  
 
 Ugh, you're challenged by this...
 
 Anyway, I have put the ac file up here:
 
 http://pwp.netzon.net/~stargoat/sharskel.ac
 
 Been using the pictures that were sent earlier :). Not sure if I can
 post them here (in a link of course).
 
 Matt

I'm afraid that link doesn't work for me:(

LeeE


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: source/src/FDM/YASim Rotor.cpp, NONE,

2003-10-16 Thread Lee Elliott
On Thursday 16 October 2003 18:10, Jim Wilson wrote:
 Martin Spott [EMAIL PROTECTED] said:
 
  Curtis L. Olson [EMAIL PROTECTED] wrote:
   Update of /var/cvs/FlightGear-0.9/source/src/FDM/YASim
   In directory baron:/tmp/cvs-serv7544
   
   Added Files:
 Rotor.cpp Rotor.hpp Rotorblade.cpp Rotorblade.hpp 
 Rotorpart.cpp Rotorpart.hpp 
   Log Message:
   Initial revision.
   
   Maik Justus: First pass at helicopter support for YASim.
  
  Oh, _that_ one is really nice. Although the heli is really very well
  behaved (even with mouse any keyboard control I find it pretty easy to
  fly _and_land_) I'm shure that crash detection should definitely be 
the
  next step  :-))
  
 
 Crash detection should be working.
 
 Best,
 
 Jim

LOL :)

LeeE


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Re: [Flightgear-devel] Hud bug or feature?

2003-10-16 Thread Erik Hofman
Jim Wilson wrote:

Ah yes, didn't think of that.  A couple of suggestions: 

1). Default to the 2D HUD unless there's a specific aircraft level
configuration parameter made to override it (e.g. for the F16 2D panel).  

2). Use the default HUD design in 2D HUD mode.  The one that currently comes
up in 2D HUD mode now is not very useful.
If we're only concerned about realism we should just ditch the HUD as a
default feature.  But if we leave it in it should work as it used to for the
majority of aircraft without special configuration.
Right now it just doesn't work.
The HUD needs an overhaul, that's for sure. But different people seem to 
expect different things from the HUD. I for one would like the HUD to 
behave like a HUD. right now it partially does that. The 2d doesn't.

What the HUD needs to do is translate the real positions (ladder for 
instance) into a smaller display by compressing it with the proper 
value(s). Right now the 2d HUD code doesn't do that.

Next thing I really want to see in the modified HUD code is the ability 
to set the height, width and distance to the viewer so I can project the 
HUD information in the appropriate display region. There are quite a 
number of different HUD layouts (small, wide angle, different aspect 
ratios, etc.)

I see no real solutions for the current code but to leave it like it is 
right now.

Erik

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Re: [Flightgear-devel] Turn coordinator broken

2003-10-16 Thread Erik Hofman
David Luff wrote:
The turn coordinator appears to have been broken at some point today.  I
don't think it was me (hopefully!).
It could have been me, I'll take a look at it tomorrow.

Erik

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Re: [Flightgear-devel] Turn coordinator broken

2003-10-16 Thread Erik Hofman
Erik Hofman wrote:
David Luff wrote:

The turn coordinator appears to have been broken at some point today.  I
don't think it was me (hopefully!).


It could have been me, I'll take a look at it tomorrow.
Ok. I found it, it was me after all.
It's fixed in CVS now.
Erik

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[Flightgear-devel] Helicopter: First Impressions

2003-10-16 Thread David Megginson
I've been been playing with Maik's most excellent helicopter model,
now in CVS:

  fgfs --aircraft=bo105

I can (just barely) fly it -- I'll try hooking up my rudder pedals to
see if that makes it easier.  One thing I don't understand is that I
get a lot of small, rapid fishtail oscillations, even when the
controls are perfectly still and the forward airspeed is 60 kt or
higher (i.e. I'm nowhere near a hover).  Is this a reflection of a
real aerodynamic effect in heli's, or is it something we need to hunt
down?

Let's all give Maik a round of applause for this one.


All the best,


David

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Re: [Flightgear-devel] Making a 3D Sea Harrier FRS.1

2003-10-16 Thread Matthew Johnson
snip

Eeep, was working late

http://pwp.netzon.net/~stargoat/Shar/sharskel.ac

 
 I'm afraid that link doesn't work for me:(
 
 LeeE
 
 
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[Flightgear-devel] Re: [Jsbsim-devel] moving the engine files

2003-10-16 Thread Erik Hofman
David Culp wrote:
We're two files away from being able to distribute JSBSim aircraft in a single 
directory, the engine file and the thruster file.  There may be a reason for 
keeping the engines and thrusters seperate that I don't know about.  Here are 
a couple small code changes that will change the engine and thruster paths to 
$FGROOT/Aircraft/model/Engines/   .
Curtis added a property which could be used to get the correct directory:

fgGetString(/sim/aircraft-dir)

Each JSBSim aircraft would need to have an Engines subdirectory to contain the 
engine and thruster files.
This should not bee needed since it's name is different from the 
aircraft name after all (or easy to adjust).

There is another problem which pops up at this moment, bot YASim and 
JSBSim use $FG_ROOT/data/Aircraft/aircraft/aircraft.xml making it 
very hard to add configuration files for bot FDM's for one aircraft.

Erik

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Re: [Flightgear-devel] Making a 3D Sea Harrier FRS.1

2003-10-16 Thread Lee Elliott
On Thursday 16 October 2003 20:59, Matthew Johnson wrote:
 snip
 
 Eeep, was working late
 
 http://pwp.netzon.net/~stargoat/Shar/sharskel.ac
 
  
  I'm afraid that link doesn't work for me:(
  
  LeeE


Got it - needs a bit more work methinks;)

(all I could see were the four profiles)

LeeE


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Re: [Flightgear-devel] Making a 3D Sea Harrier FRS.1

2003-10-16 Thread Matthew Johnson
On Thu, 2003-10-16 at 13:15, Lee Elliott wrote:
 On Thursday 16 October 2003 20:59, Matthew Johnson wrote:
  snip
  
  Eeep, was working late
  
  http://pwp.netzon.net/~stargoat/Shar/sharskel.ac
  
   
   I'm afraid that link doesn't work for me:(
   
   LeeE
 
 
 Got it - needs a bit more work methinks;)
 
 (all I could see were the four profiles)
 
 LeeE
 

Needs a tad more lol. Once I get the cockpit right its then onto the
other areas, but cockpit is not coming out very well at the moment.
Doing seperate halves is probably the best way to go with this, any
hints on best techniques for making a good cockpit? 

Thanks,

Matt


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-16 Thread Martin Spott
Jim Wilson [EMAIL PROTECTED] wrote:
 Martin Spott [EMAIL PROTECTED] said:

 Oh, _that_ one is really nice. Although the heli is really very well
 behaved (even with mouse any keyboard control I find it pretty easy to
 fly _and_land_) I'm shure that crash detection should definitely be the
 next step  :-))
 
 
 Crash detection should be working.

O.k., I'll try tomorrow. I'm curious why it didn't get triggered today.
BTW, for those who never flew a heli: If you chose to stand outside
then take a position on the left behind the helicopter. This makes the
first steps lots easier,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Making a 3D Sea Harrier FRS.1

2003-10-16 Thread Jim Wilson
Matthew Johnson [EMAIL PROTECTED] said:

 
 Needs a tad more lol. Once I get the cockpit right its then onto the
 other areas, but cockpit is not coming out very well at the moment.
 Doing seperate halves is probably the best way to go with this, any
 hints on best techniques for making a good cockpit? 

Do the exterior of the aircraft first.  Then cutout/duplicate segments of the
exterior surrounding the cockpit area.  Take those duplicated polys and reduce
them about 5% on all axes and then flip the normals so you now have interior
surfaces.  Then you can add a flat floor, panel, dash, seat, etc.

Best,

Jim


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Re: [Flightgear-devel] Making a 3D Sea Harrier FRS.1

2003-10-16 Thread Lee Elliott
On Thursday 16 October 2003 21:27, Matthew Johnson wrote:
 On Thu, 2003-10-16 at 13:15, Lee Elliott wrote:
  On Thursday 16 October 2003 20:59, Matthew Johnson wrote:
   snip
   
   Eeep, was working late
   
   http://pwp.netzon.net/~stargoat/Shar/sharskel.ac
   

I'm afraid that link doesn't work for me:(

LeeE
  
  
  Got it - needs a bit more work methinks;)
  
  (all I could see were the four profiles)
  
  LeeE
  
 
 Needs a tad more lol. Once I get the cockpit right its then onto the
 other areas, but cockpit is not coming out very well at the moment.
 Doing seperate halves is probably the best way to go with this, any
 hints on best techniques for making a good cockpit? 
 
 Thanks,
 
 Matt

Along with splitting the 3-view into separate top, side and front 
templates, and aligning them, if I have any x-sections I'll put them in 
the appropriate places and use them as guides.

I tend to pick the widest or most complex x-section in the fuselage as a 
starting point and create a syrface from it, which I then extrude to the 
front and back of the a/c.  After I've extruded a section I stretch/
re-scale it in the top and side views to match up with the 3-view 
templates and the profile, if one exists, at that point in the fuselage.  

This will give you the basic form of the a/c which you'll then have to 
fine-tune.  I find I spend a lot of time in front/rear view when doing 
the fine stuff.

LeeE


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Re: [Flightgear-devel] Helicopter: First Impressions

2003-10-16 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 I can (just barely) fly it -- I'll try hooking up my rudder pedals to
 see if that makes it easier.  One thing I don't understand is that I
 get a lot of small, rapid fishtail oscillations, even when the
 controls are perfectly still and the forward airspeed is 60 kt or
 higher (i.e. I'm nowhere near a hover).  Is this a reflection of a
 real aerodynamic effect in heli's, or is it something we need to hunt
 down?

This isn't happening here.  How are you controlling the antitorque (rudder)? 
Maybe the problem is in the control input?

Best,

Jim

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Re: [Flightgear-devel] Helicopter: First Impressions

2003-10-16 Thread Martin Spott
David Megginson [EMAIL PROTECTED] wrote:

 Let's all give Maik a round of applause for this one.

Indeed ! I'd say: When dreams come true ,

Martin.
-- 
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-16 Thread Curtis L. Olson
David Megginson writes:
 Martin Spott writes:
 
   O.k., I'll try tomorrow. I'm curious why it didn't get triggered today.
   BTW, for those who never flew a heli: If you chose to stand outside
   then take a position on the left behind the helicopter. This makes the
   first steps lots easier,
 
 There are still some problems we need to work out.  For example, if
 you set the wind to 0 and turn off the engine, the helicopter still
 slides backwards and turns -- we'll have to figure out why there are
 forces acting on it.  To test:
 
   fgfs --aircraft=bo105 [EMAIL PROTECTED] --prop:/controls/engines/engine/magnetos=0
 
 This does not happen with fixed-wing JSBSim models.

It also loops quite easily ... not saying that was the first thing I
tried.  How do you run the collective?  How about yaw control?  The
rudder seemed to act more like an aerodynamic rudder ... not that I
know anything about how a helo is supposed to fly ...

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Helicopter: First Impressions

2003-10-16 Thread David Megginson
Jim Wilson writes:

  This isn't happening here.  How are you controlling the antitorque
  (rudder)?  Maybe the problem is in the control input?

I've tried it with two different controllers and seem the same effect
-- furthermore, the control-position indicators on the HUD are not
moving, suggesting that the flutter isn't coming from there.

Are you sure that you don't see yaw flutter at all?  Try cruising
around for five minutes or so -- it always shows up for me.


All the best,


David

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-16 Thread Jon S Berndt
On Thu, 16 Oct 2003 17:15:02 -0400
 David Megginson [EMAIL PROTECTED] wrote:
There are still some problems we need to work out.  For example, if
you set the wind to 0 and turn off the engine, the helicopter still
slides backwards and turns -- we'll have to figure out why there are
forces acting on it.  To test:
  fgfs --aircraft=bo105 [EMAIL PROTECTED] 
--prop:/controls/engines/engine/magnetos=0

This does not happen with fixed-wing JSBSim models.
!?

Why would it?

Jon

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-16 Thread David Megginson
Curtis L. Olson writes:

  It also loops quite easily ... not saying that was the first thing I
  tried.  How do you run the collective?  How about yaw control?  The
  rudder seemed to act more like an aerodynamic rudder ... not that I
  know anything about how a helo is supposed to fly ...

Try this page:

  http://www.helicopterpage.com/


All the best,


David

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-16 Thread David Megginson
Jon S Berndt writes:
  On Thu, 16 Oct 2003 17:15:02 -0400
David Megginson [EMAIL PROTECTED] wrote:
  
  There are still some problems we need to work out.  For example, if
  you set the wind to 0 and turn off the engine, the helicopter still
  slides backwards and turns -- we'll have to figure out why there are
  forces acting on it.  To test:
  
 fgfs --aircraft=bo105 [EMAIL PROTECTED] 
  --prop:/controls/engines/engine/magnetos=0
  
  This does not happen with fixed-wing JSBSim models.

Sorry, once again s/JSBSim/YASim/g.


All the best,


David

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[Flightgear-devel] new FGSimTurbine configs

2003-10-16 Thread David Culp
For those aircraft using FGSimTurbine engines
(737, an225?, A320, F5, F16, T38, OV10, t6texan2, fokker50, fokker100)
here are some engine configuration files edited to meet the new format.

http://home.comcast.net/~davidculp2/newFGSimTurbines.tar.gz

Dave
-- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-16 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Martin Spott writes:
 
   O.k., I'll try tomorrow. I'm curious why it didn't get triggered today.
   BTW, for those who never flew a heli: If you chose to stand outside
   then take a position on the left behind the helicopter. This makes the
   first steps lots easier,
 
 There are still some problems we need to work out.  For example, if
 you set the wind to 0 and turn off the engine, the helicopter still
 slides backwards and turns -- we'll have to figure out why there are
 forces acting on it.  To test:
 
   fgfs --aircraft=bo105 [EMAIL PROTECTED] --prop:/controls/engines/engine/magnetos=0
 
 This does not happen with fixed-wing JSBSim models.

In YASim a lot of this seems to have to do with weight distribution and gear
location.  In real life terms that sounds weird but it does make a little bit
of sense.  I've noticed if the CG is too far forward it'll creep forward,  to
far back and it'll creep backward.  It's probably related to the gear
compression code.

Best,

Jim


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Re: [Flightgear-devel] Helicopter: First Impressions

2003-10-16 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Jim Wilson writes:
 
   This isn't happening here.  How are you controlling the antitorque
   (rudder)?  Maybe the problem is in the control input?
 
 I've tried it with two different controllers and seem the same effect
 -- furthermore, the control-position indicators on the HUD are not
 moving, suggesting that the flutter isn't coming from there.
 
 Are you sure that you don't see yaw flutter at all?  Try cruising
 around for five minutes or so -- it always shows up for me.

Not at all.  I've probably got an hour or more on it.   Just took it for from
SFO to the golden gate and then back to try and land in the football stadium.

The tail rotor animation is a little off center, but that's it.  Maybe this is
related to cpu speed somehow.

What I have noticed is that overspeed effects don't seem to show up (negative
speed on the blades coming back should cause a stall) and if you get it up to
far enough over 200 it seems as though it'll hold speed and altitude forever
even with the collective all the way down.

Best,

Jim


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-16 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 It also loops quite easily ... not saying that was the first thing I
 tried.  How do you run the collective?  How about yaw control?  The
 rudder seemed to act more like an aerodynamic rudder ... not that I
 know anything about how a helo is supposed to fly ...
 

The collective is mapped to the throttle control, antitorque/yaw (tail rotor)
to rudder, and cyclic (roll/pitch) to the stick.

Best,

Jim

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Re: [Flightgear-devel] Hud bug or feature?

2003-10-16 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:
 
 I see no real solutions for the current code but to leave it like it is 
 right now.
 

You didn't read my message.  Most of our aircraft don't have HUDs in real life
so it is only there for the convenience of the user.  For these aircraft it
doesn't have to behave like a real HUD because it isn't real.

Can't we just default to the 2D?  The ONE aircraft that needs the 3D could
have a configuration parameter to initiate it.

We don't have to make major changes now, but we should at least be releasing
code that works, even if it is considered inadequate by some.

The 2D hud works.  Should I submit a patch?

Best,

Jim


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Re: [Flightgear-devel] Hud bug or feature?

2003-10-16 Thread nhv
At Thu, 16 Oct 2003 23:45:29 - , Jim Wilson wrote: 

Can't we just default to the 2D?  The ONE aircraft that needs the 3D could
have a configuration parameter to initiate it.

We don't have to make major changes now, but we should at least be releasing
code that works, even if it is considered inadequate by some.

The 2D hud works.  Should I submit a patch?

umm how about just adding --disable-hud3d
or its XML equivalent to your local preferences

Norman


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Re: [Flightgear-devel] Lee's TSR2

2003-10-16 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 I just commited a bunch of updates to Lee's TSR2
 (--aircraft=tsr2-yasim)
 
 It's a sweet flyer and nice looker.  In the cockpit view you can hit
 P toggle a 2d panel on that probably isn't like the real thing, but
 gives you the info you need to do most IFR flying.
 
 Nice canopy animation (Shift-B)

That looks really cool from inside.  Actually I was confused at first when I
started the sim and hit the parking brake because my throttle was on a little :-).

 and nice speed brakes (j/k).  Also, it
 has really nice gear animation (both the suspention and the retraction
 sequence.)  

Nice gear compression animation too.

Best,

Jim



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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-16 Thread Martin Spott
David Megginson [EMAIL PROTECTED] wrote:

 There are still some problems we need to work out.  For example, if
 you set the wind to 0 and turn off the engine, the helicopter still
 slides backwards and turns -- we'll have to figure out why there are
 forces acting on it.  To test:
 
   fgfs --aircraft=bo105 [EMAIL PROTECTED] --prop:/controls/engines/engine/magnetos=0

You can avoid typing the wholöe line by simply clicking 'Reset' after
the FG screen comes up - engine is off 
 which means: I already knew that  ;-)

Martin.
-- 
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Re: [Flightgear-devel] Helicopter: First Impressions

2003-10-16 Thread Martin Spott
David Megginson [EMAIL PROTECTED] wrote:

 I've tried it with two different controllers and seem the same effect
 -- furthermore, the control-position indicators on the HUD are not
 moving, suggesting that the flutter isn't coming from there.

Very different here. The indicators on the HUD were moving and the heli
flies very calm. Did you recompile the stuff from scratch ?

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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