Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Paul Surgeon
On Saturday, 15 November 2003 08:39, JD Fenech wrote: Stupid idea: Has anyone thought to make a simple FDM for ground vechicles? I admit it might get boring quickly, but in a multiplay situation, it might be intresting to allow someone to simply watch takeoffs from the ground, with a mobile

[Flightgear-devel] Re: AI over SFO

2003-11-15 Thread Melchior FRANZ
* David Culp -- Saturday 15 November 2003 03:51: Does anyone have an aircraft carrier model that I can use? Yes, you! $FG_ROOT/Models/Geometry/saratoga.ac m. ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] Weight Balance data...

2003-11-15 Thread Erik Hofman
Lee Elliott wrote: I think the others have said that there's no immediate need for it but I can't see how it could be a bad thing. While it may not be needed now, it offers more options and possibilities and should be possible with a low overhead. As long as any scheme could be easily

Re: [Flightgear-devel] automake question

2003-11-15 Thread Erik Hofman
Andy Ross wrote: John Barrett wrote: I've got some code from another project that I'm trying to hook into FG... [which turns out to be:] I'm integrating the SpiderMonkey JS engine Into the client? Yikes. There was a big flame war the last time this was mentioned. That interpreter is almost

Re: [Flightgear-devel] Weight Balance data...

2003-11-15 Thread Lee Elliott
On Saturday 15 November 2003 08:50, Erik Hofman wrote: Lee Elliott wrote: I think the others have said that there's no immediate need for it but I can't see how it could be a bad thing. While it may not be needed now, it offers more options and possibilities and should be possible

[Flightgear-devel] 0.9.3: slDSP: getBufferInfo: Broken pipe

2003-11-15 Thread Andreas
I'm getting a lot of these fatal errors in flightgear 0.9.3: Takeoff report for LEFT_MAIN Distance traveled:1456.4441 ft, 443.9242 meters Distance traveled (over 50'): 2180.1366 ft, 664.5056 meters -(a few minutes later) slDSP: getBufferInfo: Broken pipe -hangs

[Flightgear-devel] Re: 0.9.3: slDSP: getBufferInfo: Broken pipe

2003-11-15 Thread Melchior FRANZ
* Andreas -- Saturday 15 November 2003 13:55: slDSP: getBufferInfo: Broken pipe [...] I've searched the archives and some people had this with earlier versions, but no definite solution. plib asks the Linux kernel (which version?) for the amount of free space in the oss playback buffer. The

[Flightgear-devel] Re: 0.9.3: slDSP: getBufferInfo: Broken pipe

2003-11-15 Thread Melchior FRANZ
* Melchior FRANZ -- Saturday 15 November 2003 14:25: PS: If I hadn't found User-Agent: Mutt/1.5.4i in your mail then I would have had to guess which OS you are using! Not that Mutt wouldn't run on other systems than Linux, of course. Just a matter of probabilities ... ;-) m.

[Flightgear-devel] Models/Terrain split

2003-11-15 Thread Jon Stockill
I've split the scenery directory of the base package into Terrain and Models - both contain the same directory structure, the differences are: Models - contains only the .ac files and their associated files, and .stg files with only OBJECT_STATIC lines. Terrain - contains only .btg.gz files (for

Re: [Flightgear-devel] Re: 0.9.3: slDSP: getBufferInfo: Broken pipe

2003-11-15 Thread Andreas
On Sat, Nov 15, 2003 at 02:25:05PM +0100, Melchior FRANZ wrote: plib asks the Linux kernel (which version?) for the amount 2.6.0-test5 of free space in the oss playback buffer. The kernel responds with Broken pipe. I'd say that the sound driver (which? oss? alsa?) for your alsa,

[Flightgear-devel] AI aircraft carrier

2003-11-15 Thread David Culp
Ok, I got the Saratoga moving across San Fransisco bay at 30 knots. http://home.comcast.net/~davidculp2/saratoga_SFO_bay.jpg It can't be landed on because the deck is not solid (however you can fly inside and grab lunch). Is there a way to solidify the deck? Dave --

Re: [Flightgear-devel] Re: Models/Terrain split

2003-11-15 Thread Jon Stockill
On Sat, 15 Nov 2003, Melchior FRANZ wrote: * Jon Stockill -- Saturday 15 November 2003 15:28: fgfs --fg-scenery=/usr/local/lib/FlightGear/Scenery/Models; /usr/local/lib/FlightGear/Scenery/Models/Terrain The separator is supposed to be a colon under Linux and Linux-like OSes. Works for me

[Flightgear-devel] Re: Models/Terrain split

2003-11-15 Thread Melchior FRANZ
* Jon Stockill -- Saturday 15 November 2003 15:28: fgfs --fg-scenery=/usr/local/lib/FlightGear/Scenery/Models; /usr/local/lib/FlightGear/Scenery/Models/Terrain The separator is supposed to be a colon under Linux and Linux-like OSes. Works for me (with the help of a bugfix for misc/sg_path.cxx,

Re: [Flightgear-devel] AI aircraft carrier

2003-11-15 Thread Jon Stockill
On Sat, 15 Nov 2003, David Culp wrote: Ok, I got the Saratoga moving across San Fransisco bay at 30 knots. http://home.comcast.net/~davidculp2/saratoga_SFO_bay.jpg Nice :-) -- Jon Stockill [EMAIL PROTECTED] ___ Flightgear-devel mailing list

Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread David Megginson
Paul Surgeon writes: I don't know about everyone else's experience but I haven't found one aircraft in FG that wants to sit still on the ground even with the engine off. I've never seen a stationary aircraft weather vane into a 10 knot wind in real life. It might be that the problem is

re: [Flightgear-devel] AI aircraft carrier

2003-11-15 Thread David Megginson
David Culp writes: Ok, I got the Saratoga moving across San Fransisco bay at 30 knots. http://home.comcast.net/~davidculp2/saratoga_SFO_bay.jpg It can't be landed on because the deck is not solid (however you can fly inside and grab lunch). Is there a way to solidify the deck?

[Flightgear-devel] Re: 0.9.3: slDSP: getBufferInfo: Broken pipe

2003-11-15 Thread Melchior FRANZ
* Andreas -- Saturday 15 November 2003 15:16: 2.6.0-test5 [...] alsa, whichever version came with that kernel [...] Intel Corp. 82801DB AC'97 Audio (rev 02) That's Asus' P4PE onboard audio. OK. Can't tell you anything specific about this combination, but I'm running an ac97 based card

[Flightgear-devel] Re: Models/Terrain split

2003-11-15 Thread Melchior FRANZ
* Jon Stockill -- Saturday 15 November 2003 15:44: Hmmm, I tried a colon - that didn't work either. What's the bugfix? Is it in SimGear CVS? No. I submitted it to the list but it was ignored. Index: sg_path.cxx === RCS file:

Re: [Flightgear-devel] Re: 0.9.3: slDSP: getBufferInfo: Broken pipe

2003-11-15 Thread Andreas
On Sat, Nov 15, 2003 at 03:38:32PM +0100, Melchior FRANZ wrote: OK. Can't tell you anything specific about this combination, but I'm running an ac97 based card (SiS7012) and I also had problems with early 2.[56] kernels. There were some changes to ac97 since test5 and I recommend to try

Re: [Flightgear-devel] Re: Models/Terrain split

2003-11-15 Thread Jon Stockill
On Sat, 15 Nov 2003, Melchior FRANZ wrote: * Jon Stockill -- Saturday 15 November 2003 15:44: Hmmm, I tried a colon - that didn't work either. What's the bugfix? Is it in SimGear CVS? No. I submitted it to the list but it was ignored. Index: sg_path.cxx

[Flightgear-devel] Re: 0.9.3: slDSP: getBufferInfo: Broken pipe

2003-11-15 Thread Melchior FRANZ
* Andreas -- Saturday 15 November 2003 15:52: On Sat, Nov 15, 2003 at 03:38:32PM +0100, Melchior FRANZ wrote: [2.6.0-test9] works very well (apart from analog/ns558 joystick hats :-) Uhoh, not so great ;) The joystick (a.k.a coolie) hat isn't/wasn't recognized in this and earlier versions.

[Flightgear-devel] MSVC project files

2003-11-15 Thread Frederic Bouvier
Hi, I am receiving an increasing number of request for working project files for MSVC. While I can't reply specifically to everybody, I packed my current, unedited, project files here : ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/ They are for MSVC 7. I am not trying to compile with

Re: [Flightgear-devel] AI aircraft carrier

2003-11-15 Thread Russell Suter
David Megginson wrote: David Culp writes: Ok, I got the Saratoga moving across San Fransisco bay at 30 knots. http://home.comcast.net/~davidculp2/saratoga_SFO_bay.jpg It can't be landed on because the deck is not solid (however you can fly inside and grab lunch). Is there a way to

Re: [Flightgear-devel] automake question

2003-11-15 Thread Andy Ross
Erik Hofman wrote: BTW. Does Nasal work like PSL, int that one has to initiate each step? I've done a script manager for PSL that I've laying around somewhere that would allow multiple scripts to work simultaneously and can expand over multiple frames (instead of needing to run the whole

Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Andy Ross
David Megginson wrote: Paul Surgeon writes: I don't know about everyone else's experience but I haven't found one aircraft in FG that wants to sit still on the ground even with the engine off. It might be that the problem is not ground reactions but aerodynamics. It's the ground

Re: [Flightgear-devel] Electrical system work..

2003-11-15 Thread Innis Cunningham
Lee Elliott writes ...but I have a reasonable founding in it (from about eight years old). Each individual instrument will try to draw it's own current. Assigning ratings to the instruments makes a lot of snese to me, as would the supply capacity of the generator system and batteries. LeeE

RE: [Flightgear-devel] automake question

2003-11-15 Thread Norman Vine
Andy Ross writes: There's no way (short of user-space context switching voodoo) to return to the top-level stack frame without trashing the frame of the recursive call. there is some neat 'C' voodoo here http://www.chiark.greenend.org.uk/~sgtatham/coroutines.html Norman

Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Nick
Good afternoon, This sort of modelling is standard practice for training simulator companies. They identify a "zero-speed" model for landing gear reactions. Now you'd think that if it's standard practice someone would have it written down so newcomers wouldn't have to figure it out all over

RE: [Flightgear-devel] automake question

2003-11-15 Thread Norman Vine
Norman Vine wrote: Andy Ross writes: There's no way (short of user-space context switching voodoo) to return to the top-level stack frame without trashing the frame of the recursive call. there is some neat 'C' voodoo here http://www.chiark.greenend.org.uk/~sgtatham/coroutines.html

RE: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Jon Berndt
It's the ground reaction code. :) JSBSim and YASim do things pretty much the same way, using a coefficient of friction for gear as they slide over the ground. This integration works fine for a moving aircraft, but it's really not right for a stopped one. An aircraft with exactly zero speed

Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Paul Surgeon
Well I don't think we need to go to such extremes so soon unless someone has some time on their hands. :) It would be nice to at least get it to a point where people can park an aircraft on the apron and come back 10 minutes later and find it where they left it. I like the idea of just

RE: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Jon Berndt
I like the idea of just having some sort of overide FDM when stationary. We can model surface conditions later including water landings for floatplanes and snow landings for aircraft with skis. I have some design docs for floatplanes such as the older 1940's era Clipper style of aircraft and I

RE: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Jon Berndt
I have some design docs for floatplanes such as the older 1940's era Clipper style of aircraft and I am wanting in the worst way to model one of those just for nostalgia - they were fascinating planes, and I believe a well modeled aircraft would add a lot to FlightGear. Imagine a nice flight

Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Nick
Good afternoon again. I just remembered another trick about zero-speed rolling models. Below a threshold speed (say 1 m/s) you make the force proportional to the velocity. That way you'll get zero force at zero speed. The other thing that can happen if you don't is that you'll oscillate

Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Andy Ross
Nick wrote: I just remembered another trick about zero-speed rolling models. Below a threshold speed (say 1 m/s) you make the force proportional to the velocity. That way you'll get zero force at zero speed. The other thing that can happen if you don't is that you'll oscillate about the

RE: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Jon Berndt
-Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]On Behalf Of NickSent: Saturday, November 15, 2003 2:39 PMTo: FlightGear developers discussionsSubject: Re: [Flightgear-devel] Airport vehicle (driving) sim Good afternoon again. I just remembered

Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Paul Surgeon
On Saturday, 15 November 2003 21:25, Jon Berndt wrote: I have some design docs for floatplanes such as the older 1940's era Clipper style of aircraft and I am wanting in the worst way to model one of those just for nostalgia - they were fascinating planes, and I believe a well modeled aircraft

RE: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Jon Berndt
FlightGear would need several changes in various areas to support things like water landings. Not really. The FDM would initially assume that you were going to land on water. The ground reactions would be the same no matter what kind of terrain you were on. This could prove interesting,

Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Jonathan Richards
On Saturday 15 Nov 2003 9:24 pm, Paul Surgeon wrote: FlightGear would need several changes in various areas to support things like water landings. Firstly we would need to be able to specify various ground types. One way of doing this is to have a number attached to each polygon in the

[Flightgear-devel] Windows Installer/Launcher

2003-11-15 Thread Martin Spott
I'm advertizing FlightGear among my flight school co-students from time to time and it apperears they believe me FG might be an alternative to MSFS - today they were talking about MSFS having weak FDM's and I took it as a chance to mention FG's quality using real-flight data for several aircraft.

Re: [Flightgear-devel] MSVC project files

2003-11-15 Thread Martin Spott
Frederic Bouvier [EMAIL PROTECTED] wrote: I am receiving an increasing number of request for working project files for MSVC. While I can't reply specifically to everybody, I packed my current, unedited, project files here : ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/ I'm proud to

[Flightgear-devel] Path separator; Was: [Terragear-devel] SRTM

2003-11-15 Thread Martin Spott
Jon Stockill [EMAIL PROTECTED] wrote: So something like: --fg-scenery=$fgroot/Scenery;$fgroot/BaseScenery;$fgroot/StaticScenery would give you detailed scenery where you've loaded it, basic scenery outside that area, and static objects overlaid on top of it all. I have a question here. I

Re: [Flightgear-devel] automake question

2003-11-15 Thread Erik Hofman
Andy Ross wrote: Erik Hofman wrote: BTW. Does Nasal work like PSL, int that one has to initiate each step? I've done a script manager for PSL that I've laying around somewhere that would allow multiple scripts to work simultaneously and can expand over multiple frames (instead of needing to run

Re: [Flightgear-devel] automake question

2003-11-15 Thread Erik Hofman
John Barrett wrote: Did your script manager run the framents in the same context so they shared data ?? No, the only shared data would be the property tree. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED]

[Flightgear-devel] Re: Airport vehicle (driving) sim

2003-11-15 Thread Melchior FRANZ
* Andy Ross -- Saturday 15 November 2003 21:52: But this is only one problem of many. FWIW, I think most of the YASim planes sit quite well. The helicopters are somewhat funny, though. Although the bo105 sits on skids (which should give quite some friction), it moves happily around ... until

Re: [Flightgear-devel] AI aircraft carrier

2003-11-15 Thread Jonathan Polley
I did some playing around and made my aircraft model be the carrier. It looks kind of odd having that big ship flying around KSFO! Jonathan Polley On Saturday, November 15, 2003, at 08:15AM, David Culp [EMAIL PROTECTED] wrote: Ok, I got the Saratoga moving across San Fransisco bay at 30

[Flightgear-devel] Re: Path separator; Was: [Terragear-devel] SRTM

2003-11-15 Thread Melchior FRANZ
* Martin Spott -- Saturday 15 November 2003 22:54: which separator _is_supposed_ to be the right one ? Does the behaviour differ on Windows and Unix ? Yes, and Mac is yet another flavor. :-) See simgear/misc/sg_path.cxx: | #if defined( macintosh ) | static const char sgDirPathSep = ':'; |

Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread Martin Spott
Jon Berndt [EMAIL PROTECTED] wrote: Oh, God. Yes, I went through the mental gyrations for that one a year or two ago. It's a story problem nightmare when considering how to implement with multiple and variable numbers of gear bogeys. What if you run into ice on one gear? You might get into

Re: [Flightgear-devel] Electrical system work..

2003-11-15 Thread Innis Cunningham
Curtis L. Olson writes Innis Cunningham writes: Why ?.To both this and the WB. As Dave says the empty weight is part of the certification.And I would think it would be more important to worry about fuel ,baggage,passengers and the like than the weight of the ASI. Why you would need to

Re: [Flightgear-devel] Electrical system work..

2003-11-15 Thread Curtis L. Olson
Innis Cunningham writes: Seeing how the ampere draw and the voltage would under normal conditions hardly move (except maybe at start). The information could be programmed into the electrical supply system.I assume we are dealing with light A/C here as I doubt anyone flying a 737 would see an

Re: [Flightgear-devel] Electrical system work..

2003-11-15 Thread Lee Elliott
On Sunday 16 November 2003 01:08, Innis Cunningham wrote: Curtis L. Olson writes Innis Cunningham writes: Why ?.To both this and the WB. As Dave says the empty weight is part of the certification.And I would think it would be more important to worry about fuel

Re: [Flightgear-devel] Electrical system work..

2003-11-15 Thread Gene Buckle
Seeing how the ampere draw and the voltage would under normal conditions hardly move (except maybe at start). The information could be programmed into the electrical supply system.I assume we are dealing with light A/C here as I doubt anyone flying a 737 would see an amp metre in their life