[Flightgear-devel] GA Chute

2004-02-05 Thread Jon Berndt
Seen this? http://researchernews.larc.nasa.gov/archives/2002/121302/Parachute.html# Jon ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] Adding realistic textures and objects to scenery

2004-02-05 Thread David Luff
On 2/6/04 at 1:33 AM Jonathan Richards wrote: >12.5cm resolution at a price of 70.60 GBP per sq km. I'm drooling and >sighing >at the same time. Messy. > If you want to play with photography of that sort or resolution, parts of Maine are available for download in colour at about 15cm (actuall

Re: [Flightgear-devel] Adding realistic textures and objects to scenery

2004-02-05 Thread Jonathan Richards
On Thursday 05 Feb 2004 9:06 am, Erik Hofman wrote: > Luca Masera wrote: > > Hi everyone, > > > > I'm using FlightGear and I've seen the realistic scenery that could be > > used. > The scenery you have seen was probably derived from a commercially > available satellite image CD-ROM set of the UK.

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread David Luff
On 2/5/04 at 7:10 PM David Megginson wrote: >Curtis L. Olson wrote: > >> I see the same thing in the JSBSim c172, except that it spins down >> rather quickly and stops. > >I've never shut down an engine in flight in real life, but from reports >I've >heard, you have to bring a 172 almost to th

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread David Megginson
Curtis L. Olson wrote: I see the same thing in the JSBSim c172, except that it spins down rather quickly and stops. I've never shut down an engine in flight in real life, but from reports I've heard, you have to bring a 172 almost to the stall to stop the propeller from windmilling; once stoppe

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Curtis L. Olson
David Megginson wrote: Andy Ross wrote: Windmill (i.e. zero torque) speed is 450 RPM. Windmill drag at that speed is 47N, about 10.5 pounds of force, or about 5 equivalent horsepower at that airspeed. When you shut down the engine in YASim, the propeller does not windmill -- it just slowly spi

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread David Megginson
Andy Ross wrote: Windmill (i.e. zero torque) speed is 450 RPM. Windmill drag at that speed is 47N, about 10.5 pounds of force, or about 5 equivalent horsepower at that airspeed. When you shut down the engine in YASim, the propeller does not windmill -- it just slowly spins down and stops. All t

Re: [Flightgear-devel] Re: multiplayer status and idea

2004-02-05 Thread Adam Boggs
Duncan McCreanor <[EMAIL PROTECTED]> wrote: > Adam Boggs wrote: > > Date: Wed, 04 Feb 2004 16:42:26 -0700 > > From: Adam Boggs <[EMAIL PROTECTED]> > > Subject: [Flightgear-devel] multiplayer status and idea (Long) > > To: [EMAIL PROTECTED] > > Message-ID: <[EMAIL PROTECTED]> > > > > > So my thou

Re: [Flightgear-devel] Voice Capability

2004-02-05 Thread David Megginson
Matthew Law wrote: I've already discussed starting IMC training almost immediately after I get the PPL :-) Your situation is different, of course, but in Canada or the U.S. I'd suggest getting some real cross-country experience (with flight following, if available) before getting too serious abo

Re: [Flightgear-devel] Aperiodic Texture Mapping

2004-02-05 Thread Erik Hofman
Norman Vine wrote: Someone interested in "Eye Candy" might be able to use this technique http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/R046.pdf Creating these texture would not be much of a problem to me (I've done something quite similar for adjacent cloud textures of a different ki

Re: [Flightgear-devel] Cygwin / SimGear / Clouds 3D compile problem

2004-02-05 Thread Durk Talsma
It would be cool if that's possible, because there are probably more people like me, who'd like to keep XFree86 and still be able to compile FlightGear/ SimGear. Thanks, Durk On Thursday 05 February 2004 09:33, Richard Bytheway wrote: > I have managed to get SimGear and FlightGear to compile on

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Andy Ross
David Megginson wrote: > I tried to fix this problem in JSBSim a year or two ago, and I seem to > recall that no one on the flight model list could quite figure out how > to code it back then. I also took a stab at YSBSim, and failed just > as miserably. Neither model is set up to have the propel

Re: [Flightgear-devel] xmlauto calculations, part deux

2004-02-05 Thread Curtis L. Olson
David Culp wrote: When I zero out my integral and derivative terms, it seems that the proportional term is doing nothing. This can happen because of the anti-integrator wind up logic. If the magnitude of the proportional output is outside of the min/max range, it get's set to zero. In these ca

[Flightgear-devel] Re: Adding realistic textures and objects to scenery

2004-02-05 Thread mat churchill
> Hi everyone, > > I'm using FlightGear and I've seen the realistic scenery that could be used. Due to > the fact that I'm using it as a base for my thesis and the realistic scenery is good > new, I'm asking how I can create one for my country, Italy. The main question is how > I can add textu

[Flightgear-devel] xmlauto calculations, part deux

2004-02-05 Thread David Culp
When I zero out my integral and derivative terms, it seems that the proportional term is doing nothing. Looking through the code I see that the variable "proportional" is initialised to false, and I can't see where it's set to true. (same for the variable "integral"). Dave -- *

Re: [Flightgear-devel] xmlauto calculations

2004-02-05 Thread Curtis L. Olson
David Culp wrote: In xmlauto.cxx, from line 456: // Calculates proportional error: ep_n = beta * r_n - y_n; if ( debug ) cout << " ep_n = " << ep_n; if ( debug ) cout << " ep_n_1 = " << ep_n_1; // Calculates error: e_n = r_n - y_n; if ( deb

[Flightgear-devel] xmlauto calculations

2004-02-05 Thread David Culp
In xmlauto.cxx, from line 456: // Calculates proportional error: ep_n = beta * r_n - y_n; if ( debug ) cout << " ep_n = " << ep_n; if ( debug ) cout << " ep_n_1 = " << ep_n_1; // Calculates error: e_n = r_n - y_n; if ( debug ) cout << " e_

[Flightgear-devel] Aperiodic Texture Mapping

2004-02-05 Thread Norman Vine
Someone interested in "Eye Candy" might be able to use this technique http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/R046.pdf to make much nicer Water and Cloud textures for FGFS Cheers Norman ___ Flightgear-devel mailing list [EMAIL PROT

RE: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Jon Berndt
> David Luff wrote: > > > I guess someone who knows JSBSim well needs to look at why the > config file > > value isn't getting picked up anyone. > > Done. > > Erik Thanks, Erik! Jon ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail

RE: [Flightgear-devel] Faster responsiveness on the turn indicator

2004-02-05 Thread Norman Vine
David Megginson writes: > > Roy Vegard Ovesen wrote: > > > No, not more respinsive than possible, but I thought that the damping in > > FlightGear _and_ in real world was only for display purposes. So maybe > > there would be a possiblility to get the signal before it was damped. > > After rea

RE: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Jon Berndt
No, that's not the one, I don't think. The one I had (an original copy) had both longitudinal and lateral characteristics. It's probably in a box here somewhere. It was on top of the bread machine in the kitchen a few months ago. I'd ask my wife where it is now ('cause I think she'd know) but I can

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Erik Hofman
David Luff wrote: I guess someone who knows JSBSim well needs to look at why the config file value isn't getting picked up anyone. Done. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-dev

Re: [Flightgear-devel] Voice Capability

2004-02-05 Thread Matthew Law
I was sitting my RT Practical. It's a basic test of skill on the radio and ability to request and act on clearances along a preset route etc. Hence the near failure for not requesting SVFR into a zone at or before 15miles/5 min. All the best, Matt. On 16:36 Wed 04 Feb , David Megginson wrote

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Erik Hofman
David Luff wrote: I guess someone who knows JSBSim well needs to look at why the config file value isn't getting picked up anyone. I guess it would be a good idea to initialize the various variable *before* the get initialized by the configuration file ... Erik _

Re: [Flightgear-devel] Voice Capability

2004-02-05 Thread Matthew Law
No not yet. I have about 25hrs and need to sit the written exams for Flight Planning, Nav, Met, Human Factors and Aircraft Technical. I have sat and passed RT written and Practical and Air Law so far... Hopefully I'll get my PPL sometime later this year but I'm in no rush really. Also, like C

Re: [Flightgear-devel] Re: multiplayer status and idea

2004-02-05 Thread Christian Brunschen
On Thu, 5 Feb 2004, Duncan McCreanor wrote: > Some things that I think should be taken into consideration when creating a > multiplayer server based on the current code are: > > - the multiplayer code limited the number of players to ten. This was done > because the frame rate drops as the numb

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread David Luff
On 2/5/04 at 2:36 AM David Luff wrote: >On 2/4/04 at 8:24 PM Curtis L. Olson wrote: >> >>Also, speaking of FDM's. The current JSBSim C172 in cvs seems to have an >>engine that can break 3000 rpm in level cruise (150-160kts). That's >>clearly way too high for C172. I'm guessing from the engi

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread David Megginson
Jon Berndt wrote: Good point. That's something that's also not too hard to fix. I tried to fix this problem in JSBSim a year or two ago, and I seem to recall that no one on the flight model list could quite figure out how to code it back then. I also took a stab at YSBSim, and failed just as m

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Erik Hofman
Jon Berndt wrote: The thrust from the good engine is only half the asymmetry -- the other half is the drag from the windmilling engine (until the pilot feathers the propeller). Good point. That's something that's also not too hard to fix. I could not (yet) find my NACA report on the light twin,

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread David Megginson
Jon Berndt wrote: How do we not work well in this case? Do you notice a specific inadequacy? Yes -- neither JSBSim nor YASim does a good job generating drag for a windmilling prop. All the best, David ___ Flightgear-devel mailing list [EMAIL PROTECTE

RE: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Jon Berndt
> The thrust from the good engine is only half the asymmetry -- the > other half is the drag from the windmilling engine (until the pilot > feathers the propeller). Good point. That's something that's also not too hard to fix. I could not (yet) find my NACA report on the light twin, but here are

[Flightgear-devel] Re: multiplayer status and idea

2004-02-05 Thread Duncan McCreanor
Adam Boggs wrote: > Date: Wed, 04 Feb 2004 16:42:26 -0700 > From: Adam Boggs <[EMAIL PROTECTED]> > Subject: [Flightgear-devel] multiplayer status and idea (Long) > To: [EMAIL PROTECTED] > Message-ID: <[EMAIL PROTECTED]> > > So my thought was since that code is mostly there and does practically > a

Re: [Flightgear-devel] Faster responsiveness on the turn indicator

2004-02-05 Thread David Megginson
Roy Vegard Ovesen wrote: No, not more respinsive than possible, but I thought that the damping in FlightGear _and_ in real world was only for display purposes. So maybe there would be a possiblility to get the signal before it was damped. After reading the article on the AVWeb site and noting t

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread David Megginson
Andy Ross wrote: That's no doubt true, but hopefully it's more a lack of tuning than it is a fundamental flaw. For the specific case of YASim: the asymmetric thrust effects should be more or less correct as-is, because it applies the force at the location of the engine. The blue line speed is al

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Matthew Law
There's also various scenarios of asymetric thrust - two running engines but one running roughly or not developing as much power for a plethora of possible reasons. These incidents have killed many pilots on take off as they think they have plenty of power, and they do, but the situation easily

Re: [Flightgear-devel] Faster responsiveness on the turn indicator

2004-02-05 Thread Roy Vegard Ovesen
On Wed, 04 Feb 2004 17:18:33 -0800, Andy Ross <[EMAIL PROTECTED]> wrote: Roy Vegard Ovesen wrote: David Megginson wrote: > Originally, the TC responded instantly -- I had to do a fair bit of > work adding the slight lag to make it work like a real TC. The lag > smooths out the indication a bit. S

Re: [Flightgear-devel] Console messages

2004-02-05 Thread Erik Hofman
Jon Berndt wrote: HOw do we get the console messages to scroll past (for debugging purposes)? --log-level=info (or --log-level=bulk) Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] Faster responsiveness on the turn indicator

2004-02-05 Thread Roy Vegard Ovesen
On Wed, 04 Feb 2004 20:18:15 -0500, David Megginson <[EMAIL PROTECTED]> wrote: Roy Vegard Ovesen wrote: So I shouldn't touch the responsiveness then?!. But rather add a new property with better responsiveness. Out of curiosity, why do you think that the responsiveness should be better? It impr

Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Matthew Law
Well Done! All the best, Matt. On 16:11 Wed 04 Feb , Ryan Larson wrote: > I just got back from taking my Commercial Pilot, Airplane Multiengine > Land checkride, and I am happy to say that I passed! Doing a single > engine ILS down to minimums is lots of fun! I took the test in a Piper > Az

Re: [Flightgear-devel] Adding realistic textures and objects to scenery

2004-02-05 Thread Erik Hofman
Luca Masera wrote: Hi everyone, I'm using FlightGear and I've seen the realistic scenery that could be used. Due to the fact that I'm using it as a base for my thesis and the realistic scenery is good new, I'm asking how I can create one for my country, Italy. The main question is how I can add te

Re: [Flightgear-devel] Voice Capability

2004-02-05 Thread Erik Hofman
David Luff wrote: This is potentially quite a can of worms. Currently, the 'smart AI' aircraft that respond to ATC only exist within the remit of the AIMgr in the ATC directory. This is separate from Dave Culp's scripted AI model code, and any other FG static objects code. Additionally, they do

Re: [Flightgear-devel] Faster responsiveness on the turn

2004-02-05 Thread Roy Vegard Ovesen
On Thu, 05 Feb 2004 00:05:00 +0100, Roy Vegard Ovesen <[EMAIL PROTECTED]> wrote: I'm thinking that adding a second indicated-turn-rate property that is filtered with a higher bandwidth would be a good solution. I just tried this, and the control system performance boost was quite noticable. :

RE: [Flightgear-devel] Cygwin / SimGear / Clouds 3D compile problem

2004-02-05 Thread Richard Bytheway
I have managed to get SimGear and FlightGear to compile on Cygwin with XFree86 installed. But I cannot remember how! It may have been by running configure --with-x=no (or equivalent). I will check when I get home. Richard > -Original Message- > From: Roy Vegard Ovesen [mailto:[EMAIL PRO

[Flightgear-devel] Adding realistic textures and objects to scenery

2004-02-05 Thread Luca Masera
Hi everyone, I'm using FlightGear and I've seen the realistic scenery that could be used. Due to the fact that I'm using it as a base for my thesis and the realistic scenery is good new, I'm asking how I can create one for my country, Italy. The main question is how I can add textures and objec