Re: [Flightgear-devel] Cloud movement
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Compiling under MS visual studio .NET 2003
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). ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Compiling under MS visual studio .NET 2003
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] [Fwd: [Fwd: Joystick XML for Logitech Extreme 3D Pro]]
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
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Compiling under MS visual studio .NET 2003 - Exact errors
-- 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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] thermals
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] thermals
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] thermals
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] thermals
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel