Andy Ross writes:
Is SDL something we want to commit to?
FWIW - I don't see what this gets us but .
since we are now agnostic as pertains to the lowlevel
OpenGL initialization routines I don't see why the choice
of OpenGL toolkit used couldn't just be an option
i.e. since all of the
On Mon, 2004-04-05 at 16:04, Jim Wilson wrote:
As it is now we need to test every
single JSBSim aircraft every time a modification is made to flightgear
because the trim routine is lacks robustness.
Sorry, but this is simply not true.
In this case it is a thing of an interface definition.
If
Mathias Fröhlich wrote:
Suggestion:
Create and give each FGInterface an own subdirectory of the property tree. An
FDM itself should then restrict its accesses to the property tree to values
inside this directory. This would
1. open the possibility of different FDM in the same flightgear
I've not even tried if moving the objects in (0,0,0)
makes them work fine. I'll try today (perharps, if
I've enought time).
About the textures problem I've asked some time
ago on the PLIB mailing list and we've found that
3dsMAX doesn't use a standard to read the rgb files.
So it seems that it
I've put an initial revision of a website for TaxiDraw up, including a
tutorial on it's use.
http://www.nottingham.ac.uk/~eazdluf/taxidraw.html
Cheers - Dave
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Jon Berndt said:
Thanks for the explanation. This does more than I originally thought.
Would some sanity checks at the JSBSim.cxx level help? I'm not
sure what they
would be, other than the one mentioned before (that relates to
this latest
bug): make sure we have wheels above the
That makes sense. When and if gear compression modeling: will
that complicate this or vice versa?
Do you mean visual modeling of gear compression?
Jon
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David Luff wrote:
I've put an initial revision of a website for TaxiDraw up, including a
tutorial on it's use.
http://www.nottingham.ac.uk/~eazdluf/taxidraw.html
Good work -- thanks for putting that up.
All the best,
David
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Norman Vine wrote:
since we are now agnostic as pertains to the lowlevel OpenGL
initialization routines I don't see why the choice of OpenGL toolkit
used couldn't just be an option
Uh, that's the whole point. What would you prefer, if not SDL? If
you want to write a windows-only
Jon Berndt said:
That makes sense. When and if gear compression modeling: will
that complicate this or vice versa?
Do you mean visual modeling of gear compression?
As opposed to? I suppose you could say everything I'm asking about is visual,
since I'm neither a pilot nor an engineer
On Tue, 6 Apr 2004 14:05:38 -
Jim Wilson [EMAIL PROTECTED] wrote:
Jon Berndt said:
As opposed to? I suppose you could say everything I'm asking about
is visual,
since I'm neither a pilot nor an engineer :-) It would be nice to
eventually
have the compression values to pull off visual
Jon S Berndt wrote:
On Tue, 6 Apr 2004 14:05:38 -
Jim Wilson [EMAIL PROTECTED] wrote:
Jon Berndt said:
As opposed to? I suppose you could say everything I'm asking about is
visual,
since I'm neither a pilot nor an engineer :-) It would be nice to
eventually
have the compression values
On Tue, 06 Apr 2004 16:46:53 +0200
Erik Hofman [EMAIL PROTECTED] wrote:
Jon wrote:
We do have those values. I just never thought about publishing them.
What do you need? What does YASim provide? What would be best?
normalized compression would be great:
gear/gear[]/compression-norm
Erik
Now,
On Tue, 6 Apr 2004 11:41:43 -0400
Sonny Hammaker [EMAIL PROTECTED] wrote:
To Whom it May Concern, and to Whomever may be of assistance,
I'm working on modifying a jsbsim FDM to represent an RPV with
an autonomous autopilot. The autopilot and gnc systems are designed
in Simulink, and we're
To Whom it May Concern, and to Whomever may be of
assistance,
I'm working on modifying a
jsbsim FDM to represent an RPV with an autonomous autopilot. The autopilot
andgnc systems are designed in Simulink, and we're using flight gear as
the visual and dynamics model for the aircraft. I'm
Jon S Berndt wrote:
On Tue, 06 Apr 2004 16:46:53 +0200
Erik Hofman [EMAIL PROTECTED] wrote:
Jon wrote:
We do have those values. I just never thought about publishing them.
What do you need? What does YASim provide? What would be best?
normalized compression would be great:
Jon S Berndt said:
On Tue, 06 Apr 2004 16:46:53 +0200
Erik Hofman [EMAIL PROTECTED] wrote:
Jon wrote:
We do have those values. I just never thought about publishing them.
What do you need? What does YASim provide? What would be best?
normalized compression would be great:
Jim Wilson wrote:
Jon S Berndt said:
Now, the question is how do we match up the 3D model gear strut with
the FDM gear? Is there a common gear numbering scheme? How about gear
that have swiveling bogeys (747, etc.)? Skids (X-15)?
How do you id them in JSBSim? With YASim the gear entries are
On Tue, 06 Apr 2004 18:58:03 +0200
Erik Hofman [EMAIL PROTECTED] wrote:
JSBSim does basically the same (although there is a name allocated
for it), but the real question is: Is left most defined 0, or is
right mos define d0, or is it something completely different
(numbered in order of
Actually Jon, I haven't hacked together an electric
motor. Sorry my post implied that. I was hoping someone could help
me get started with that. The Config file that I've been modifying is one
of a glider. ASK21, so there is no powerplant, but many of the geometrical
characteristics are the
Erik Hofman wrote:
JSBSim does basically the same (although there is a name allocated
for it), but the real question is: Is left most defined 0, or is
right mos define d0, or is it something completely different
(numbered in order of appearance)?
Maybe I'm confused: why do we care? The 0
On Dienstag, 6. April 2004 19:32, Erik Hofman wrote:
Jon S Berndt wrote:
They are not now expected to be in any particular order, nor are they
given specific names. The layout is somewhat free form. A questions is,
how do you set up the gear model to support animation when you may want
to
Andy Ross wrote:
Erik Hofman wrote:
JSBSim does basically the same (although there is a name allocated
for it), but the real question is: Is left most defined 0, or is
right most defined 0, or is it something completely different
(numbered in order of appearance)?
Maybe I'm confused: why do we
Erik Hofman wrote:
Jon S Berndt wrote:
They are not now expected to be in any particular order, nor are they
given specific names. The layout is somewhat free form. A questions
is, how do you set up the gear model to support animation when you may
want to model things as varied as a 747, a
Jon S Berndt wrote:
They are not now expected to be in any particular order, nor are they
given specific names. The layout is somewhat free form. A questions is,
how do you set up the gear model to support animation when you may want
to model things as varied as a 747, a C-172, a P-51D, a
On Dienstag, 6. April 2004 19:41, Erik Hofman wrote:
Thinking about it again I think the solutions (for JSBSim) is quite
simple, use the name of the entry (in lower letters) to define the gear:
Good idea.
Mathias
--
Mathias Fröhlich, email: [EMAIL PROTECTED]
On Tue, 06 Apr 2004 19:41:08 +0200
Erik Hofman [EMAIL PROTECTED] wrote:
/gear/nose
/gear/l_main
/gear/r_main
/gear/tail_skid
/gear/left_top
/gear/right_tip
The only change might be that YASim should allow for defining named
gear locations.
Erik
I don't know anything about how the 3D animation
--- Erik Hofman [EMAIL PROTECTED] wrote:
Erik Hofman wrote:
Jon S Berndt wrote:
They are not now expected to be in any particular order, nor are
they
given specific names. The layout is somewhat free form. A
questions
is, how do you set up the gear model to support animation when
Jon S Berndt said:
On Tue, 06 Apr 2004 18:58:03 +0200
Erik Hofman [EMAIL PROTECTED] wrote:
JSBSim does basically the same (although there is a name allocated
for it), but the real question is: Is left most defined 0, or is
right mos define d0, or is it something completely different
On Tue, 6 Apr 2004 18:05:30 -
Jim Wilson [EMAIL PROTECTED] wrote:
Maybe adding the text description in the gear/gear[n] path (the NOSE,
L_MAIN,
R_MAIN, etc) might help someone trying to figure out which was which.
But of
course they could just look at the config file and count (e.g. R_MAIN
Andy Ross writes:
Norman Vine wrote:
since we are now agnostic as pertains to the lowlevel OpenGL
initialization routines I don't see why the choice of OpenGL toolkit
used couldn't just be an option
Uh, that's the whole point. What would you prefer, if not SDL? If
you want to write
Tony Peden wrote:
--- Erik Hofman wrote:
/gear/nose
/gear/l_main
/gear/r_main
/gear/tail_skid
/gear/left_top
/gear/right_tip
It seems like this would break down pretty quick when faced with all
the variations e.g. a glider, a 172, 747, B-52, DC-10, etc. etc.
Maybe to clear it up a bit, this is
In the prop file "prop_75in2f.xml" what is
the input column for the Look up tables of C_THRUST, and C_POWER. The
first column that is
thanks
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Norman Vine wrote:
Out of curiosity what can't you do today that would make FlightGear
better because we are using GLUT that you would do differently today
if we were using SDL and what exactly is it that would make FGFS better.
One big issue is that out of the box, glut is either broken, or
Jon S Berndt wrote:
On Tue, 6 Apr 2004 18:05:30 -
Jim Wilson [EMAIL PROTECTED] wrote:
Maybe adding the text description in the gear/gear[n] path (the NOSE,
L_MAIN,
R_MAIN, etc) might help someone trying to figure out which was which.
But of
course they could just look at the config file and
Erik Hofman wrote:
This way it is easy to change the YASim or the JSBSim or the
animation configuration file to match each other. Fixed (non
compatible numbers) don't allow for that.
I'm not arguing against having names for the gear, which actually
sounds kind of elegant. But it should be
On Tue, 6 Apr 2004 14:42:48 -0400
Sonny Hammaker [EMAIL PROTECTED] wrote:
In the prop file prop_75in2f.xml what is the input column for the
Look up tables of C_THRUST, and C_POWER. The first column that is
thanks
This is a 75 inch diameter, 2 bladed, fixed-pitch propeller. The first
column
Andy Ross wrote:
Erik Hofman wrote:
This way it is easy to change the YASim or the JSBSim or the
animation configuration file to match each other. Fixed (non
compatible numbers) don't allow for that.
I'm not arguing against having names for the gear, which actually
sounds kind of elegant. But
Norman wrote:
Out of curiosity what can't you do today that would make FlightGear
better because we are using GLUT that you would do differently today
if we were using SDL and what exactly is it that would make FGFS
better.
Off the top of my head:
+ Build out of the box on Fedora, which no
Norman Vine wrote:
Out of curiosity what can't you do today that would make FlightGear
better because we are using GLUT that you would do differently today
if we were using SDL and what exactly is it that would make FGFS better.
Under Linux, resolution switching (i.e. go fullscreen at 1024x768
Jon S Berndt said:
On Tue, 6 Apr 2004 18:05:30 -
Jim Wilson [EMAIL PROTECTED] wrote:
Maybe adding the text description in the gear/gear[n] path (the NOSE,
L_MAIN,
R_MAIN, etc) might help someone trying to figure out which was which.
But of
course they could just look at the
Jim Wilson wrote:
Keep it simple: gear[0], gear[1], gear[2] ...same order as listed in the FDM
config.
Your idea of simple is different then mine. Most of the time I know the
names I've given objects for 3d animations, I never seem to remember the
order in which I put them in the file ...
On Tuesday 06 Apr 2004 3:22 am, Lee Elliott wrote:
snip
* Curtis L. Olson -- Monday 05 April 2004 04:55:
Could you send me an example or two or three of airports that are
especially glaringly wrong? I hope to dig into this problem in the
upcoming week to see if I can get to the bottom
Curtis L. Olson wrote:
I understand that there are (or at least were) issues between SDL
and cygwin, but perhaps it would be more productive to address that
problem directly ...
Ah. I honestly didn't know this. I just assumed that cygwin was one
of their native platforms. I just checked,
Erik Hofman said:
Jim Wilson wrote:
Keep it simple: gear[0], gear[1], gear[2] ...same order as listed in the FDM
config.
Your idea of simple is different then mine. Most of the time I know the
names I've given objects for 3d animations, I never seem to remember the
order in which
Andy Ross wrote:
Ah. I honestly didn't know this. I just assumed that cygwin was one
of their native platforms. I just checked, and it's true that cygwin
doesn't ship an SDL library as part of the distribution. I did find
the following README on the SDL website which seems to imply that the
On Dienstag, 6. April 2004 21:16, Jim Wilson wrote:
Yep. It just depends on how your brain is organized I think :-)
Using names you can also name it gear0, gear1 ...
But using numbers you are fixed to remembering how you configured ...
Greetings
Mathias
--
Mathias Frhlich, email:
On Tue, 6 Apr 2004 19:16:18 -
Jim Wilson [EMAIL PROTECTED] wrote:
Erik Hofman said:
Your idea of simple is different then mine. Most of the time I know the
names I've given objects for 3d animations, I never seem to rememberthe
order in which I put them in the file ...
Yep. It just
So if I know the range of velocity in which our
plane will be flying, and the specs on the electric motor (600 speed motor),
along with the Diameter of the single blade prop (11"), than I could calculate
the advance ratio along eachvarying flight conditon. Is that
Correct? The next thing
On Tuesday 06 April 2004 20:16, Norman Vine wrote:
Out of curiosity what can't you do today that would make FlightGear
better because we are using GLUT that you would do differently today
if we were using SDL and what exactly is it that would make FGFS better.
Using SDL has many positive
On Tue, 06 Apr 2004 20:58:24 +0200
Erik Hofman [EMAIL PROTECTED] wrote:
Your idea of simple is different then mine. Most of the time I know
the names I've given objects for 3d animations, I never seem to
remember the order in which I put them in the file ...
Erik
So ... to get some closure
thanks for the tips. So you're suggesting
that
I leave the J (advance ratio), and coefficients
alone,
and just modify the Ixx and Diameter parameters
accordingly?
DONE! Well, this kind of leads me back to the
original problem.
My plane is supposed to be flying to a set of
waypoints,
Curtis L. Olson wrote:
Probably the best short term solution is to make sure we can build
with both SDL and glut and let the builder decide?
Sure. This should work right now. The only bits missing are the
autotools magic to do the detection and set up the makefiles
appropriately. I fear
Andy Ross wrote:
Sure. This should work right now. The only bits missing are the
autotools magic to do the detection and set up the makefiles
appropriately. I fear autoconf, I really do... Does someone with a
more solid handle on these things want to help out? :)
Be a man and dive in. I
On Tue, 6 Apr 2004 16:47:42 -0400
Sonny Hammaker [EMAIL PROTECTED] wrote:
thanks for the tips. So you're suggesting that
I leave the J (advance ratio), and coefficients alone,
and just modify the Ixx and Diameter parameters accordingly?
DONE! Well, this kind of leads me back to the original
I thought I read somewhere, that in Flight Gear,
the CG of your aircraft isn't specific to the aircraft itself, but rather
related to some sort of reference. Is this true? Or did I
misinterpret something? It also mentioned that you could put the
coordinates of (0,0,0) for CG location.
Some good thoughts again. Actually, I'm using
a JSBSim flight model, within flightgear, but interfacing it to my own autopilot
inside of Simulink. I might however switch over to the Flight Gear
Autopilot, and see what kind of handling I get. Which address should I
send the file to?
sonny
On Tue, 6 Apr 2004 17:16:01 -0400
Sonny Hammaker [EMAIL PROTECTED] wrote:
Some good thoughts again. Actually, I'm using a JSBSim flight model,
within flightgear, but interfacing it to my own autopilot inside of
Simulink. I might however switch over to the Flight Gear Autopilot,
and see what
On Tue, 6 Apr 2004 16:59:55 -0400
Sonny Hammaker [EMAIL PROTECTED] wrote:
I thought I read somewhere, that in Flight Gear, the CG of your
aircraft isn't specific to the aircraft itself, but rather related to
some sort of reference. Is this true? Or did I misinterpret
something? It also
On Tuesday 06 April 2004 20:25, Jon S Berndt wrote:
On Tue, 6 Apr 2004 19:16:18 -
Jim Wilson [EMAIL PROTECTED] wrote:
Erik Hofman said:
Your idea of simple is different then mine. Most of the time I know the
names I've given objects for 3d animations, I never seem to rememberthe
On Tue, 6 Apr 2004, Jonathan Richards wrote:
I built 3 arcsec terrain for the UK [1] over the last couple of days using
SRTM data from ftp://edcsgs9.cr.usgs.gov/pub/data/srtm/Eurasia/
and the runways in the current cvs version of runways.dat.gz
I've just checked, and both EGLL and EGSS mesh
Curtis L. Olson writes:
I understand that there are (or at least were) issues between SDL and
cygwin, but perhaps it would be more productive to address that problem
directly ...
I haven't heard of any one not being able to compile CVS FGFS because
of GLUT but this is not the point I am
Andy Ross writes:
Norman wrote:
Out of curiosity what can't you do today that would make FlightGear
better because we are using GLUT that you would do differently today
if we were using SDL and what exactly is it that would make FGFS
better.
Off the top of my head:
+ Build out of
Andy Ross writes:
Curtis L. Olson wrote:
I understand that there are (or at least were) issues between SDL
and cygwin, but perhaps it would be more productive to address that
problem directly ...
Ah. I honestly didn't know this.
short memory :-)
Norman Vine wrote:
FWIW I would be much more excited about this if we were switching to
a library designed for highend simulations such as OpenProducer
which by the way also has a portable threading library OpenThreads
The argument is still open. Sell us on OpenProducer. I've never
heard of
On Tue, 06 Apr 2004 13:52:28 -0700
Andy Ross [EMAIL PROTECTED] wrote:
Curtis L. Olson wrote:
Probably the best short term solution is to make sure we can build
with both SDL and glut and let the builder decide?
Sure. This should work right now. The only bits missing are the
autotools
Jon S Berndt said:
On Tue, 06 Apr 2004 20:58:24 +0200
Erik Hofman [EMAIL PROTECTED] wrote:
Your idea of simple is different then mine. Most of the time I know
the names I've given objects for 3d animations, I never seem to
remember the order in which I put them in the file ...
Erik
I'm not positive, but it seems (roughly) like a vector push_back() operation
causes the d'tor to be called after the first element is stored. To me, this
seems to say that the push_back() operation copies the existing stored
element[s] to a new location (resizing the container) and destroys the
Curt wrote:
Could you send me an example or two or three of airports that are
especially glaringly wrong? I hope to dig into this problem in the
upcoming week to see if I can get to the bottom of it.
There are a number of airports on the front range in Colorado with
similar raised or sunken
I'm not positive, but it seems (roughly) like a vector push_back()
operation
causes the d'tor to be called after the first element is stored. To me,
this
seems to say that the push_back() operation copies the existing stored
element[s] to a new location (resizing the container) and destroys
On Tue, 2004-04-06 at 14:21, Jon S Berndt wrote:
On Tue, 6 Apr 2004 16:59:55 -0400
Sonny Hammaker [EMAIL PROTECTED] wrote:
I thought I read somewhere, that in Flight Gear, the CG of your
aircraft isn't specific to the aircraft itself, but rather related to
some sort of reference. Is this
Dave Perry wrote:
There are a number of airports on the front range in Colorado with
similar raised or sunken runways. KBJC (Jeffco) and 2V2 (Vance Brand,
where I fly from for real) are examples. But several airports
near these are fine: KFNL and KGXY for example.
Today (I *think*) I
The North American Aviation division of Rockwell International was
aquired by Boeing in the mid 90's, and Douglas, part of McDonald
Douglas, became part of Boeing when the merger of Boeing and
McDonald Douglas occured.
Lee Elliott wrote:
On Wednesday 31 March 2004 19:16, Jon S Berndt wrote:
Curtis L. Olson wrote:
Today (I *think*) [...]
Yeah. Daylight savings time always confuses me too. :)
Andy
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