Re: [Flightgear-devel] Cloud movement

2004-02-29 Thread Erik Hofman
Curtis L. Olson wrote:
Curtis L. Olson wrote:

I'm flying at 11,000' MSL in the default jsbsim C172.  There are two 
cloud layers, one below me at 9641' MSL (few) and one above me at 
14441 (scattered.)  My airspeed indicator is reading about 97 kts.  
Winds start with 20kts @ 250 deg ground level, and go up to 30kts @ 
300 deg at 9000'

The cloud layer below me is over taking me.

Can you point me to where the cloud movement is computed and maybe 
give me a little bit of explanation of your approach?  I'd like to 
poke around and see if I can narrow down where this is coming from.
It's in SimGear/simgear/scene/sky/clouds.cxx ::reposition().
It's just plain ole vector math, add aircraft speed+direction to wind 
speed+direction and use the resulting vector.

Does it make sense that view direction could affect cloud movement?  I 
see the relative motion change when I change my view direction.  If I 
look out the front, movement looks ok, look out the side and cloud 
movement all but stops and clouds follow the aircraft.
No, that makes no sense at all.

Erik

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[Flightgear-devel] Compiling under MS visual studio .NET 2003

2004-02-29 Thread marco . gugel
Is there someone who can help me?
I've just installed MS visual studio .NET 2003 (in place of .NET 2002) and
I found that, during building, I have lot of errors that .NET 2002 didn't
reveal. The parts under errors are in SimGear (Lib_sgcloud3d and Lib_sgprops).



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Re: [Flightgear-devel] Compiling under MS visual studio .NET 2003

2004-02-29 Thread Frederic Bouvier
marco.gugel wrote:

 Is there someone who can help me?
 I've just installed MS visual studio .NET 2003 (in place of .NET 2002) and
 I found that, during building, I have lot of errors that .NET 2002 didn't
 reveal. The parts under errors are in SimGear (Lib_sgcloud3d and
Lib_sgprops).

Without more details, we won't be able to help you.
Please include the exact errors of the compiler.

-Fred



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[Flightgear-devel] [Fwd: [Fwd: Joystick XML for Logitech Extreme 3D Pro]]

2004-02-29 Thread William Earnest
 Original Message 
Subject: Joystick XML for Logitech Extreme 3D Pro
Date: Sun, 29 Feb 2004 00:53:32 +0100
From: Johan Walles [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Hi!

Here's a joystick configuration file for a Logitech Extreme 3D Pro.
It's based on wingman-extreme-digital-3d-win.xml and has the same
features.  The only difference is that I've re-mapped the different
functions to buttons that better match the layout of this joystick, and
I had to change the numbers for the different axes (sp?) as well.
I'm not claiming any sorts of copyright on this file, so do with it what
you wish.  Also, I'm not subscribed to this list, so if you want to
reply, please CC me.
Cheers //Johan



--
Bill Earnest  [EMAIL PROTECTED]  Linux Powered   Allentown, PA, USA
Computers, like air conditioners, work poorly with Windows open.
?xml version=1.0 ?

!--

* Bindings for Logitech Extreme Digital 3D Pro joystick.
*
*
* Axis 0: ailerons
* Axis 1: elevator
* Axis 2 (twist): rudder
* Axis 3 (slider): throttle
* Axes 4 and 5 (hat): view direction
*
* Buttons according to the numbers printed on the joystick:
* Button 1: all brakes
* Button 4: flap down
* Button 6: flap up
* Button 5: elevator trim up
* Button 3: elevator trim down
* Button 11: left brake only
* Button 12: right brake only

$Id: $
--

PropertyList

 nameLogitech Extreme Digital 3D Pro/name

 axis n=0
  descAileron/desc
  binding
   commandproperty-scale/command
   property/controls/flight/aileron/property
   squared type=booltrue/squared
  /binding
 /axis

 axis n=1
  descElevator/desc
  binding
   commandproperty-scale/command
   property/controls/flight/elevator/property
   factor type=double-1.0/factor
   squared type=booltrue/squared
  /binding
 /axis

 axis n=2
  descRudder/desc
  binding
   commandproperty-scale/command
   property/controls/flight/rudder/property
   factor type=double1.0/factor
  /binding
 /axis

 axis n=3
  descThrottle/desc
  binding
   commandproperty-scale/command
   property/controls/engines/engine[0]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[1]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[2]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[3]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[4]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[5]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[6]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[7]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
 /axis

 axis n=4
  descView Direction/desc
  low
   repeatabletrue/repeatable
   binding
commandproperty-adjust/command
property/sim/current-view/goal-heading-offset-deg/property
step type=double5.0/step
   /binding
  /low
  high
   repeatabletrue/repeatable
   binding
commandproperty-adjust/command
property/sim/current-view/goal-heading-offset-deg/property
step type=double-5.0/step
   /binding
  /high
 /axis

 axis n=5
  descView Elevation/desc
  low
   repeatabletrue/repeatable
   binding
commandproperty-adjust/command
property/sim/current-view/goal-pitch-offset-deg/property
step type=double5.0/step
   /binding
  /low
  high
   repeatabletrue/repeatable
   binding
commandproperty-adjust/command
property/sim/current-view/goal-pitch-offset-deg/property
step type=double-5.0/step
   /binding
  /high
 /axis

 button n=0
  descBrakes/desc
  binding
   commandproperty-assign/command
   property/controls/gear/wheel[0]/brake/property
   value type=double1.0/value
  /binding
  binding
   commandproperty-assign/command
   property/controls/gear/wheel[1]/brake/property
   value type=double1.0/value
  /binding
  binding
   commandproperty-assign/command
   property/controls/gear/wheel[2]/brake/property
   value type=double1.0/value
  /binding
  mod-up
   binding
commandproperty-assign/command
property/controls/gear/wheel[0]/brake/property
value type=double0.0/value
   /binding
   binding

[Flightgear-devel] Automatically change a property

2004-02-29 Thread Lee Elliott
Hello all,

I've been playing with a modified AGL controller for handling touch-downs - 
basically aim for 0 ft ag, with +0  -10 fps clamps.

While this is working reasonably well I have to manually select the mode when 
I get to around 20-40ft agl.

What I'd like to do is to be able to switch the AP mode from Glide-slope hold 
to this new Touch-down mode automatically at a specified agl-ft.

Any ideas how I can do this in xml?

LeeE


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[Flightgear-devel] Compiling under MS visual studio .NET 2003 - Exact errors

2004-02-29 Thread marco . gugel

-- Messaggio originale --
From: Frederic Bouvier [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Compiling under MS visual studio .NET 2003
Date: Sun, 29 Feb 2004 16:50:05 +0100
Reply-To: FlightGear developers discussions [EMAIL PROTECTED]


marco.gugel wrote:

 Is there someone who can help me?
 I've just installed MS visual studio .NET 2003 (in place of .NET 2002)
and
 I found that, during building, I have lot of errors that .NET 2002 didn't
 reveal. The parts under errors are in SimGear (Lib_sgcloud3d and
Lib_sgprops).

Without more details, we won't be able to help you.
Please include the exact errors of the compiler.

-Fred


Hi Fred,
I include in attachments a file (buildlog.zip) containing two log files
(BuildLog_FlightGear.htm and BuildLog_simgear.htm) with the build errors.

Thanks a lot!!

Marco



attachment: buildlog.zip
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[Flightgear-devel] thermals

2004-02-29 Thread David Culp
It's not in CVS yet, but here's a screenshot of the Schweizer 1-26 riding a 
thermal.  The thermal itself is an AIThermal object which I've placed over 
the tower at KSFO.  It's created, like the other AI objects, with an entry in 
preferences.xml:

ai
...
   !-- puts a thermal over the control tower at KSFO --
   entry
typethermal/type
latitude type=double37.61633/latitude
longitude type=double-122.38334/longitude
strength-fps type=double8.33/strength-fps
diameter-ft type=double4000.0/diameter-ft
   /entry
...
/ai


http://home.comcast.net/~davidculp2/thermaling_sgs126.jpg


The sgs126 Panel is using a NETTO variometer to indicate airmass vertical 
speed in knots.  You can create a sink by giving a thermal a negative value 
for strength-fps.  You can simulate a ridge wave by placing several of 
these thermals in a line along a ridge.

Since these AI objects don't have 3D models, and a minimal fdm, they have a 
pretty small footprint, so you could probably place a lot of them without 
slowing the sim too much.  Enough to soar a long distance? I'm guessing yes.

I'll give more specifics once the files are in CVS.


Dave
-- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] thermals

2004-02-29 Thread Lee Elliott
On Sunday 29 February 2004 23:29, David Culp wrote:
 It's not in CVS yet, but here's a screenshot of the Schweizer 1-26 riding a
 thermal.  The thermal itself is an AIThermal object which I've placed over
 the tower at KSFO.  It's created, like the other AI objects, with an entry
 in preferences.xml:

 ai
 ...
!-- puts a thermal over the control tower at KSFO --
entry
 typethermal/type
 latitude type=double37.61633/latitude
 longitude type=double-122.38334/longitude
 strength-fps type=double8.33/strength-fps
 diameter-ft type=double4000.0/diameter-ft
/entry
 ...
 /ai


 http://home.comcast.net/~davidculp2/thermaling_sgs126.jpg


 The sgs126 Panel is using a NETTO variometer to indicate airmass vertical
 speed in knots.  You can create a sink by giving a thermal a negative
 value for strength-fps.  You can simulate a ridge wave by placing several
 of these thermals in a line along a ridge.

 Since these AI objects don't have 3D models, and a minimal fdm, they have
 a pretty small footprint, so you could probably place a lot of them without
 slowing the sim too much.  Enough to soar a long distance? I'm guessing
 yes.

 I'll give more specifics once the files are in CVS.


 Dave

Can they be added to materials.xml?  Although that would make them static, 
location wise, the land-use type could be a guide to the density.  Will they 
still have the same effect though?

LeeE


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Re: [Flightgear-devel] thermals

2004-02-29 Thread David Culp
 Can they be added to materials.xml?  Although that would make them static,
 location wise, the land-use type could be a guide to the density.  Will
 they still have the same effect though?

They're objects derived from FGAIBase and are managed by the FGAIManager.  I 
suppose it would be possible for some other subsystem to scan the current 
tile and tell the AIManager to create a thermal/sink where the land-use type 
would indicate.  When the tile is left behind the thermals could be deleted.  
I don't know anything about tiles really.  How big are they?  

The thermals will behave uniformly no matter who or what calls for their 
creation.  The properties strength-fps and diameter-ft are at the 
creator's discretion.


Dave
-- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] thermals

2004-02-29 Thread David Culp
 Can they be added to materials.xml?  Although that would make them static,
 location wise, the land-use type could be a guide to the density.  Will
 they still have the same effect though?

If you pick a resolution, say nine thermals per tile, then you could have nine 
pre-defined locations to check for land use:

http://home.comcast.net/~davidculp2/thermals-on-tile.jpg

You then would create nine thermals, with the diameter determined by the tile 
width, and the strength determined by land-use at the point.  Something like 
city=8.5, farm=6.0, forest=0.0, water=-2.0.

Each thermal would be created by calling
int FGAIManager::createThermal( lat, lon, strength, diameter);

The return value is a unique ID for that AI object.  To destroy the thermal 
you call:
void FGAIManager::destroyObject( id );


Dave
-- 

David Culp
davidculp2[at]comcast.net


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