[Flightgear-devel] how to determine when flightgear has fully initialized

2004-05-05 Thread Seamus Thomas Carroll
Hi,

Is there a simple way to test in the code to see if flightgear has 
initialized such as a boolean?

Seamus


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RE: [Flightgear-devel] Spitfire Propeller vs. YASim

2004-05-05 Thread Richard Bytheway
 -Original Message-
 From: Vivian Meazza 
 Sent: 04 May 2004 7:38 pm
 To: 'FlightGear developers discussions'
 Subject: RE: [Flightgear-devel] Spitfire Propeller vs. YASim
 
 Richard Bytheway wrote
  
  Sent: 04 May 2004 10:42
  To: FlightGear developers discussions
  Subject: RE: [Flightgear-devel] Spitfire Propeller vs. YASim
  
  
   I had already shown by some pretty simple math that at 2850
   rmp the tips of
   a 1.65m radius propeller would be supersonic and therefore highly
   improbable, but we now know that the data of hp, gear ratio, 
   rpm etc all tie
   together.
   
   Thanks
   
   Vivian Meazza
   
  
  I have a memory from years back of being told that the reason 
  the Spitfire had such a distinctive sound was that the 
  propellor tips _were_ supersonic. Maybe it was just heresay.
  
  Richard 
  
 
 I think it is possible that the propeller tips went supersonic in the
 corners of the flight envelope of some of the later versions. 
 However, the
 math seems to show that in most circumstances they were not. It seems
 unlikely that this could explain the distinctive sound when 
 heard from the
 ground. 
 
 Here are some calculations on propeller rpm.
 
 The propeller the tip speed should be as high as possible 
 with the only
 limitation being that the tip should not get into the region 
 of aerodynamic
 compressibility. Typically a figure of Mach 0.85 is used as 
 the magic number
 that should not be exceeded. (This makes some allowance for the speed
 increase as the air passes over the aerofoil curved surface 
 and the increase
 in air velocity caused by the propeller operation.)
 
 If we take 8000 ft as the operating altitude then Mach 1 =  
 1085 ft/sec
 (approx)
 
 Assuming that the forward velocity of the aircraft is 300 mph 
 = 440 ft/sec
 
 Then the maximum rotational velocity may be calculated by Pythagoras:
 
  Max Rotational Velocity = ((M *1085)^2 - (V)^2)^0.5
 
 where M is the designed Mach Number (0.85) and V is the 
 aircraft forward
 velocity
   
   = ((0.85*1085)^2 -(440)^2)^0.5 = 810.52
 ft/sec
 
 RPM at Max rotational velocity is given by:
 
 RPM = Max rotational velocity*60/(PI * D)
 
 Where D is the propeller diameter (ft)
 
   = 810.52*60/(PI * 10.75) = 1439.98 rpm
 
 At 3000 rpm the propeller rpm is 1431 rpm, but the Merlin 
 only did this when
 the throttle was through the gate, and the Boost Control 
 Valve Cutout was
 operated. This was allowed for 5 minutes.
 
 We can calculate the Max Rotational Velocity @ 1431 rpm
 
   Max rotational velocity (PI * D) = (RPM/60) * (PI * D)
 
   = (1431/60) * 
 (PI * 10.75)
   
   = 805 ft/sec
 
 We can also calculate the Mach Number (M) of the tip by 
 rearranging and
 substituting 
 
   M = ((805^2+440^2)^0.5)/1085
 
 = 0.8459
 
 I hope that all the maths are correct. 
 
 I think all this shows that under normal operating 
 conditions, and observing
 the normal operating limit of 2850 rpm, it is unlikely that 
 the propeller
 tips would exceed M1.
 
 Regards
 
 Vivian 
 

Very clear, thanks,

Richard

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RE: [Flightgear-devel] how to determine when flightgear hasfullyinitialized

2004-05-05 Thread Giles Robertson








From main.cxx: 

if ( idle_state == 1000 ) {

 // We've finished all our
initialization steps, from now on we

 // run the main loop.



 fgRegisterIdleHandler(fgMainLoop);



idle_state appears to be declared globally, so you should be able to
test straight for that:



bool checkinit()

{

 if (idle_state == 1000)

  {return true;}

 else

  {return false;}

}



Though it would make a lot more sense to add a value to the property
tree in the code snippet above so that you could use fgGetBool() on it. 



Giles Robertson 



 -Original Message-

 From: Seamus Thomas Carroll
[mailto:[EMAIL PROTECTED]

 Sent: 05 May 2004 06:15

 To: [EMAIL PROTECTED]

 Subject: [Flightgear-devel] how to
determine when flightgear

 hasfullyinitialized

 

 Hi,

 

 Is there a simple way to test in the code to see if flightgear has

 initialized such as a boolean?

 

 Seamus

 

 

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Re: [Flightgear-devel] how to determine when flightgear has fully initialized

2004-05-05 Thread Erik Hofman
Seamus Thomas Carroll wrote:
Hi,

Is there a simple way to test in the code to see if flightgear has 
initialized such as a boolean?


Not that I know of, but it would be nice to have one.
That would allow the sound (for example) to be quiet until the startup 
is completed.

Erik

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Re: [Flightgear-devel] Has there been any changes to the use of FGRouteMgr

2004-05-05 Thread Erik Hofman
Seamus Thomas Carroll wrote:

Lots of the code is not important to you.  Essentially i pull the (lon, 
lat) points from the database and add them to the SGWayPoint.

Upon running my code after a cvs update the planes no longer follow the 
path but instead fly in tight circles until the plane eventually crashes.
I cant seem to find the change that has occured to cause this effect.

Has there been any changes to the autopilot or the FGWaypoint that may 
have caused this problem?


I'm not sure this is related, but Roy Vegard Ovesen added a method to 
add two waypoints to the gps module which caused some properties to be 
renamed:

html
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/FlightGear/src/Instrumentation/gps.cxx.diff?r1=1.7r2=1.8cvsroot=FlightGear-0.9
/html
Erik

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RE: [Flightgear-devel] how to determine when flightgear hasfullyinitialized

2004-05-05 Thread Giles Robertson








Then just add this:



fgsetbool(sim/initialised,true);



at line 1436 of main.cxx so the function reads like this:



if ( idle_state == 1000 ) {

 // We've finished all our initialization steps, from now on we

 // run the main loop.

 fgsetbool(sim/initialised,true);



 fgRegisterIdleHandler(fgMainLoop);

 } else {

 if ( fgGetBool(/sim/startup/splash-screen) ) {

 fgSplashUpdate(0.0, 1.0);

 }

 }



I suppose I ought to have done a diff on this, but it seems so trivial.



Giles Robertson



 -Original Message-

 From: Erik Hofman
[mailto:[EMAIL PROTECTED]

 Sent: 05 May 2004 08:05

 To: FlightGear developers
discussions

 Subject: Re: [Flightgear-devel] how
to determine when flightgear

 hasfullyinitialized

 

 Seamus Thomas Carroll wrote:

  Hi,

 

  Is there a simple way to test in the code to see if
flightgear has

  initialized such as a boolean?

 

 

 Not that I know of, but it would be nice to have one.

 That would allow the sound (for example) to be quiet until the
startup

 is completed.

 

 Erik

 

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Re: [Flightgear-devel] Newsletter

2004-05-05 Thread Martin Spott
John Wojnaroski wrote:

 [...] or The Little Prince by
 Antoine de Saint Exupery, lost in a P-38 somewhere off the coast of North
 Africa., [...]

Oh, recently they found some remains of his aircraft not far off the
coast near Marseille,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] how to determine when flightgear hasfullyinitialized

2004-05-05 Thread Erik Hofman
Giles Robertson wrote:
Then just add this:

 

fgsetbool(sim/initialised,true);

 

at line 1436 of main.cxx so the function reads like this:

 

if ( idle_state == 1000 ) {

// We've finished all our initialization steps, from now on we

// run the main loop.

fgsetbool(sim/initialised,true);



That's not all, because it should work for a reset also.
I've put an update in CVS. /sim/initialised should now indicate when 
we're ready to go.

Erik

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Re: [Flightgear-devel] A couple of problems...

2004-05-05 Thread Roy Vegard Ovesen
On Tuesday 04 May 2004 20:24, Jim Wilson wrote:


 In any case it'd be interesting to know if this method is anything like how
 a real AP works,  both in the AN-225 and others, like the c172.  My guess
 is that it isn't even close, and the whole heading intercept espeicially
 and nav1-heading-error method we're using is wrong.  Maybe we can treat
 interception and ils hold as two seprate functions.

I _guess_ autopilots separate the interception and tracking modes.

Check out the KAP140 autopilot in the default C172. The nav/localizer hold 
mode is implemented with 3 controllers. One controls the ailerons to reach a 
specified turn rate. This turn rate is output by a controller that gets the 
desired intercept angle as input. The third controller outputs this desired 
intercept angle from the nav/localizer needle deflection. The second 
mentioned controller uses the heading bug as reference so the desired 
intercept angle is to the left or right of the current heading bug heading. 
Heading bug has to be set roughly to the radial or the desired course for 
this to work right. This works in crosswinds too. Try it!

If this explanation was less than understandable (my fault entirely) then take 
a look at the KAP140.xml file under /Aircraft/c172p/Systems.

-- 
Roy Vegard Ovesen


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Re: [Flightgear-devel] cesna autopilot seems messed up

2004-05-05 Thread Roy Vegard Ovesen
On Wednesday 05 May 2004 06:17, Seamus Thomas Carroll wrote:
 To test if a problem resides with the cesna autopilot i tested
 using Add Waypoint and instead of the autopilot guiding the plane to the
 waypoint it just flys in cirlces until it spirals into the ground.
 This autopilot with the cesna did work correctly that last time I tried
 it a couple of weeks ago.  Has someone changed cesna autopilot config file
 to cause this incorrect behaviour?

The default Cessna (--aircraft=c172-3d  and c172-2dpanel) have changed 
autopilot from the generic to a KAP140 autopilot. A new instrument has been 
added to the cockpit and this should be visible below the ADF radio. The 
KAP140 does not have a route manager so consequently you can not define a 
route for it to fly. For instructions on how to operate the KAP140 you should 
download the Pilot Guide from the Bendix/King website.


  Is it a problem with the set up on my
 end?

You can of course edit your *set.xml file to change the autopilot back to the 
generic.


-- 
Roy Vegard Ovesen


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Re: [Flightgear-devel] Has there been any changes to the use of FGRouteMgr

2004-05-05 Thread Roy Vegard Ovesen
On Wednesday 05 May 2004 10:01, Erik Hofman wrote:
 Seamus Thomas Carroll wrote:
  Lots of the code is not important to you.  Essentially i pull the (lon,
  lat) points from the database and add them to the SGWayPoint.
 
  Upon running my code after a cvs update the planes no longer follow the
  path but instead fly in tight circles until the plane eventually crashes.
  I cant seem to find the change that has occured to cause this effect.
 
  Has there been any changes to the autopilot or the FGWaypoint that may
  have caused this problem?

 I'm not sure this is related, but Roy Vegard Ovesen added a method to
 add two waypoints to the gps module which caused some properties to be
 renamed:

The gps module does not use the route manager. The properties that I changed 
are very new and AFAIK nothing else uses these property names (instruments, 
autopilots) yet. I changed them because /instrumentation/gps/ was becoming 
cluttered with new properties. So I moved waypoint specific properties into a 
subfolder, wp. Be aware that the propery names that I have added to the gps 
module are subjected to change in the future (I will not change any names 
that were in the gps before I started working on it).

If anyone creates instruments or autopilots based on the gps module, keep in 
mind that the property names could change and brake your work. I'm sorry for 
this inconvenience but the gps module is work-in-progress (isn't 
everything?!).

-- 
Roy Vegard Ovesen


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Re: [Flightgear-devel] cesna autopilot seems messed up

2004-05-05 Thread Roy Vegard Ovesen
On Wednesday 05 May 2004 11:55, Roy Vegard Ovesen wrote:
 The default Cessna (--aircraft=c172-3d  and c172-2dpanel) have changed
 autopilot from the generic to a KAP140 autopilot.

I announced this change on this list

http://baron.flightgear.org/pipermail/flightgear-devel/2004-April/027384.html

-- 
Roy Vegard Ovesen


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[Flightgear-devel] nav radio ident

2004-05-05 Thread David Culp
The property /radios/nav[n]/audio-btn seems to have no effect on whether the 
nav ident is audible (it's always on).  Has this ever worked?


Dave
-- 

David Culp
[EMAIL PROTECTED]


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Re: [Flightgear-devel] nav radio ident

2004-05-05 Thread Curtis L. Olson
David Culp wrote:

The property /radios/nav[n]/audio-btn seems to have no effect on whether the 
nav ident is audible (it's always on).  Has this ever worked?
 

It worked when I set it up?  Perhaps there was some property name change 
that subsequently came along and one instance was missed?  The code to 
play nav audio is in src/Cockpit/navcom.cxx I believe.  I don't see 
anything wrong after a quick glance at the code, but I don't have time 
this morning to dig in a do a real debugging session.  I'd look at the 
radio instrument (xml) first and make sure it is setting the correct 
property name under the correct circumstances.

Regards,

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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Re: [Flightgear-devel] how to determine when flightgear hasfullyinitialized

2004-05-05 Thread Andy Ross
Giles Robertson wrote:
 From main.cxx:

 if ( idle_state == 1000 ) {
 // We've finished all our initialization steps, from now on we
 // run the main loop.
 fgRegisterIdleHandler(fgMainLoop);

 idle_state appears to be declared globally, so you should be able to
 test straight for that:

That's not sufficient, though.  At this point, the FDM initialization
still hasn't occurred; it needs to wait for the tile under the
aircraft to load first, which can still be a few more seconds.

The problem is deep, unfortunately.  There just isn't a single boolean
you can check to see if the sim is finished initializing; different
subsystems come up at different times.  This is especially true with
some of the Nasal code, which has to set timers to wait until the
initialization is (probably) finished.

Andy

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Re: [Flightgear-devel] nav radio ident

2004-05-05 Thread David Culp
 ... play nav audio is in src/Cockpit/navcom.cxx I believe.  I don't see
 anything wrong after a quick glance at the code, but I don't have time
 this morning to dig in a do a real debugging session.  I'd look at the
 radio instrument (xml) first and make sure it is setting the correct
 property name under the correct circumstances.


FGNavCom::update() looks like it handles the audio_btn correctly, but I think 
it is being overridden every time FGNavCom::search() is called?


Dave
-- 

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Re: [Flightgear-devel] MD-11

2004-05-05 Thread Durk Talsma
On Saturday 01 May 2004 07:09, Jim Wilson wrote:
 Ampere K. Hardraade said:
  Hi,
 
  Sorry for the late reply.  I've just finished my exams earlier this week.
  Here is what I have so far:
  http://www.cs.yorku.ca/~cs233144/2004050100.jpg
  http://www.cs.yorku.ca/~cs233144/2004050101.jpg
  http://www.cs.yorku.ca/~cs233144/2004050102.jpg
 
  Does FlightGear support 3DS format?

 Nice looking model!  It does, because plib includes support for the 3DS
 format.  I'm not sure what limitations there are as far as configuring
 animation is concerned.  If there are issues there you can always use the
 converter included with FlightGear (see /util/3dconvert) to create ac3d
 files from the 3DS.

Yes, I second that. Looks really nice!. Do you already have a texture/livery 
in mind? If not, what about KLM for this one? After all, they're one of the 
major passenger MD-11 operators. :-)

So, is it possible to animate 3DS models from within flightgear, or do we need 
to convert the model to AC3D for that?

B.t.w., Ampere, feel free to sent me a copy of the model when you think you 
have something ready, than I'll try and integrate the model with the MD11 FDM 
configuration files.


Cheers,
Durk


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Re: [Flightgear-devel] how to determine when flightgear has fully initialized

2004-05-05 Thread Jim Wilson
Erik Hofman said:

 Seamus Thomas Carroll wrote:
  Hi,
  
  Is there a simple way to test in the code to see if flightgear has 
  initialized such as a boolean?
 
 
 Not that I know of, but it would be nice to have one.
 That would allow the sound (for example) to be quiet until the startup 
 is completed.
 

And at least on my system it'd be nice to pause the fdm until the initial SFO
scenery loading was caught up.  It'd be interesting to have a flag raised when
the tile loading queue got caught up the first time...or something like that.

Best,

Jim


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[Flightgear-devel] Re: two questions about joysticks and flightgear

2004-05-05 Thread Olivier A

ima.sudonim wrote:
Axis 0: Ailerons (-0.5 to +0.4)
Axis 1: Elevator (-0.5 to +0.5)
Axis 2: Throttle (-1 to +0.0)
These three all indicate what appears to be a calibration error.
By convention, all axes have always reported between -1 and 1.
  At present, plib does not read parameters, such as min values, max 
values, ... from the joystick. It simply assumes that min = -1 and max 
= +1 (with Mac OS X). So if the joystick report values in a range that 
is not [-1,1], there is a calibration error.
  Luckily, you can 'correct' this (mis)behavior in the xml file that 
defines the joystick you are using...

Olivier A.

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Re: [Flightgear-devel] Has there been any changes to the use of FGRouteMgr

2004-05-05 Thread Jim Wilson
Roy Vegard Ovesen said:

 this inconvenience but the gps module is work-in-progress (isn't 
 everything?!).

Yes it is...and that is why you might want to settle now on something you
might not need to change.  ;-)

It seems that an RFC or Announcement on the list if you plan to cause breakage
is good enough.  But don't do it too often or folks will get annoyed!  Of
course if you grep for the property names, fix what you break and submit that
along with the patch,  it will generally count as a good faith gesture. :-)

Best,

Jim



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Re: [Flightgear-devel] MD-11

2004-05-05 Thread Ampere K. Hardraade
For the textures, I was wondering whether it will be possible to have a set of 
textures for every airline.  For example, if the player wants to fly KLM, the 
command line can be --aircraft=MD-11-KLM; if the player wants to fly Swiss, 
then the command line can be --aircraft=MD-11-Swiss.  Can this be done?

I also have some questions regarding how FlightGear handles models.
1.  How should the model be positioned in the 3D program: should the center of 
gravity locate at [0,0,0], or should the very left side of the aircraft be 
[0,y,z], the bow be [x,0,z], and the landing gear rest of [x,y,0]?
2.  Currently, I am using 1 unit = 10 centimeters as the scale in the 3D 
program that I am using.  What should the actual value be?  1 unit = 1 meter?  
3.  How does the LOD system in FlightGear works?  Is it capable of assigning 
different parts of the aircraft with different LOD?  Meaning, can the LOD of 
the engines change while that of the fuselage remains the same?
4.  Must the under carriages be included or does FlightGear allow parts 
sharing between models?
5.  Must there be textures?  If I want to leave some parts blank, will that 
create any problem?

I also have some questions regarding the MD-11 itself:
1.  What is the size of the cockpit?
2.  What are the sizes of the undercarriage doors?
3.  In what way do the under carriages extend and retract?

Thanks in advance,
Ampere


On May 5, 2004 08:05 pm, Durk Talsma wrote:
 On Saturday 01 May 2004 07:09, Jim Wilson wrote:
  Ampere K. Hardraade said:
   Hi,
  
   Sorry for the late reply.  I've just finished my exams earlier this
   week. Here is what I have so far:
   http://www.cs.yorku.ca/~cs233144/2004050100.jpg
   http://www.cs.yorku.ca/~cs233144/2004050101.jpg
   http://www.cs.yorku.ca/~cs233144/2004050102.jpg
  
   Does FlightGear support 3DS format?
 
  Nice looking model!  It does, because plib includes support for the 3DS
  format.  I'm not sure what limitations there are as far as configuring
  animation is concerned.  If there are issues there you can always use the
  converter included with FlightGear (see /util/3dconvert) to create ac3d
  files from the 3DS.

 Yes, I second that. Looks really nice!. Do you already have a
 texture/livery in mind? If not, what about KLM for this one? After all,
 they're one of the major passenger MD-11 operators. :-)

 So, is it possible to animate 3DS models from within flightgear, or do we
 need to convert the model to AC3D for that?

 B.t.w., Ampere, feel free to sent me a copy of the model when you think you
 have something ready, than I'll try and integrate the model with the MD11
 FDM configuration files.


 Cheers,
 Durk

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Re: [Flightgear-devel] cesna autopilot seems messed up

2004-05-05 Thread Seamus Thomas Carroll
Are there plans to add a route manager to the KAP140?  If not what 
property do I change to use the generic autopilot?  I have tried different 
changing values in different xml files but with no success.

Seamus

On Wed, 5 May 2004, Roy Vegard Ovesen wrote:

 On Wednesday 05 May 2004 06:17, Seamus Thomas Carroll wrote:
  To test if a problem resides with the cesna autopilot i tested
  using Add Waypoint and instead of the autopilot guiding the plane to the
  waypoint it just flys in cirlces until it spirals into the ground.
  This autopilot with the cesna did work correctly that last time I tried
  it a couple of weeks ago.  Has someone changed cesna autopilot config file
  to cause this incorrect behaviour?
 
 The default Cessna (--aircraft=c172-3d  and c172-2dpanel) have changed 
 autopilot from the generic to a KAP140 autopilot. A new instrument has been 
 added to the cockpit and this should be visible below the ADF radio. The 
 KAP140 does not have a route manager so consequently you can not define a 
 route for it to fly. For instructions on how to operate the KAP140 you should 
 download the Pilot Guide from the Bendix/King website.
 
 
   Is it a problem with the set up on my
  end?
 
 You can of course edit your *set.xml file to change the autopilot back to the 
 generic.
 
 
 -- 
 Roy Vegard Ovesen
 
 
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Re: [Flightgear-devel] MD-11

2004-05-05 Thread Lee Elliott
Hello Ampere,

I think the only practical way you could have several different 
liveries/colour schemes would be to include individual models, each one 
textured differently.

If FlightGear had a 'pre-hook' whereby some code could be run before FG 
started, then that could be used to copy the specific textures you wanted  
over the 'default' texture for the model.  But it doesn't, afaik, so you 
can't.

1.  The FG 'standard' is to locate the tip of the nose, excluding any probes, 
at the 0,0,0 origin.  This will mean that you will have to offset some of the 
camera views so they aim at the approx cg location for the apparent motion to 
look right.

2.  1 unit = 1 metre is probably the best thing to do, and works with .AC 
format models.  However, the first few models I did were in untextured .3DS 
format and iirc, I had to scale them down by 100x and rotate the model by 90 
deg about the length axis - i.e. the side view became a top view.

3.  Can't help you here - not tried using it yet.

4.  If another model had the U/C as a separate file, rather like the 3d 
instruments, you probably could share parts.  I'm assuming you're thinking 
about this to reduce the overhead of having to include an individual model 
for each colour scheme, as opposed to using the U/C from a completely 
different a/c.

Actually, this approach could work quite well, especially if there isn't a lot 
of art work on the wings - you could break the wings down too and call them 
in for each different colour scheme, so you would just need different 
fuselages and marked wing sections for each model.

5.  You don't need to use textures - depending on the model format, you should 
be able to colour specific polygons.  You get better anti-aliasing with 
textures though.

I can't help you with any MD-11 details - you'll have to research that 
yourself.  If they're in use somewhere near, go and watch them.  If not, 
you'll have to look at lots of photos and videos (from the web), and figure 
it out yourself.

LeeE


On Thursday 06 May 2004 02:32, Ampere K. Hardraade wrote:
 For the textures, I was wondering whether it will be possible to have a set
 of textures for every airline.  For example, if the player wants to fly
 KLM, the command line can be --aircraft=MD-11-KLM; if the player wants to
 fly Swiss, then the command line can be --aircraft=MD-11-Swiss.  Can this
 be done?

 I also have some questions regarding how FlightGear handles models.
 1.  How should the model be positioned in the 3D program: should the center
 of gravity locate at [0,0,0], or should the very left side of the aircraft
 be [0,y,z], the bow be [x,0,z], and the landing gear rest of [x,y,0]? 2. 
 Currently, I am using 1 unit = 10 centimeters as the scale in the 3D
 program that I am using.  What should the actual value be?  1 unit = 1
 meter? 3.  How does the LOD system in FlightGear works?  Is it capable of
 assigning different parts of the aircraft with different LOD?  Meaning, can
 the LOD of the engines change while that of the fuselage remains the same?
 4.  Must the under carriages be included or does FlightGear allow parts
 sharing between models?
 5.  Must there be textures?  If I want to leave some parts blank, will that
 create any problem?

 I also have some questions regarding the MD-11 itself:
 1.  What is the size of the cockpit?
 2.  What are the sizes of the undercarriage doors?
 3.  In what way do the under carriages extend and retract?

 Thanks in advance,
 Ampere

 On May 5, 2004 08:05 pm, Durk Talsma wrote:
  On Saturday 01 May 2004 07:09, Jim Wilson wrote:
   Ampere K. Hardraade said:
Hi,
   
Sorry for the late reply.  I've just finished my exams earlier this
week. Here is what I have so far:
http://www.cs.yorku.ca/~cs233144/2004050100.jpg
http://www.cs.yorku.ca/~cs233144/2004050101.jpg
http://www.cs.yorku.ca/~cs233144/2004050102.jpg
   
Does FlightGear support 3DS format?
  
   Nice looking model!  It does, because plib includes support for the 3DS
   format.  I'm not sure what limitations there are as far as configuring
   animation is concerned.  If there are issues there you can always use
   the converter included with FlightGear (see /util/3dconvert) to create
   ac3d files from the 3DS.
 
  Yes, I second that. Looks really nice!. Do you already have a
  texture/livery in mind? If not, what about KLM for this one? After all,
  they're one of the major passenger MD-11 operators. :-)
 
  So, is it possible to animate 3DS models from within flightgear, or do we
  need to convert the model to AC3D for that?
 
  B.t.w., Ampere, feel free to sent me a copy of the model when you think
  you have something ready, than I'll try and integrate the model with the
  MD11 FDM configuration files.
 
 
  Cheers,
  Durk

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Re: [Flightgear-devel] MD-11

2004-05-05 Thread Jim Wilson
Ampere K. Hardraade said:

 For the textures, I was wondering whether it will be possible to have a set of 
 textures for every airline.  For example, if the player wants to fly KLM, the 
 command line can be --aircraft=MD-11-KLM; if the player wants to fly Swiss, 
 then the command line can be --aircraft=MD-11-Swiss.  Can this be done?

It could, but not easily or at least not easily enough that someone has
exceeded the interested enough to code it threshold.  It won't be on my list.

 I also have some questions regarding how FlightGear handles models.
 1.  How should the model be positioned in the 3D program: should the center of 
 gravity locate at [0,0,0], or should the very left side of the aircraft be 
 [0,y,z], the bow be [x,0,z], and the landing gear rest of [x,y,0]?

Probably you'll want to position the 3D model at an identifiable nose location
at 0,0,0 with most aircraft.  The FDM configs can be built around that assumption.

 2.  Currently, I am using 1 unit = 10 centimeters as the scale in the 3D 
 program that I am using.  What should the actual value be?  1 unit = 1 meter?  

Yes.

 3.  How does the LOD system in FlightGear works?  Is it capable of assigning 
 different parts of the aircraft with different LOD?  Meaning, can the LOD of 
 the engines change while that of the fuselage remains the same?

Use range animation type. See the 3D Aircraft Model Mini-HOWTO document at:
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/*checkout*/docs/Model/fgfs-model-howto.html?rev=1.8cvsroot=FlightGear-0.9

 4.  Must the under carriages be included or does FlightGear allow parts 
 sharing between models?

You can combine model files and animate them seperately or as a group.  See
the p51-d,  pa28-161, j3cub, 747 3D instrument models as examples.

 5.  Must there be textures?  If I want to leave some parts blank, will that 
 create any problem?

Not at all.

Best,

Jim


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Re: [Flightgear-devel] MD-11

2004-05-05 Thread Ampere K. Hardraade
Here is an update:
Current polycount ~4400:
http://www.cs.yorku.ca/~cs233144/2004050601.jpg
http://www.cs.yorku.ca/~cs233144/2004050602.jpg

2 Ailerons, 4 flaps, and 5 spoilers:
http://www.cs.yorku.ca/~cs233144/2004050603.jpg

40 blades for each fan:
http://www.cs.yorku.ca/~cs233144/2004050604.jpg

The exterior is basically done.  All there left to do are the winglets, then I 
will upload it to my server.  You can probably get it by tomorrow night.

The cockpit, landing gear wells and the textures will take a while to do; plus 
the fact that this is my first time doing model for FlightGear, it will 
probably be a good idea to put this model in game for now so we can sort out 
any problems that may arise.  We can worry about eye candy later.

Regards,
Ampere

 On May 5, 2004 08:05 pm, Durk Talsma wrote:

  Yes, I second that. Looks really nice!. Do you already have a
  texture/livery in mind? If not, what about KLM for this one? After all,
  they're one of the major passenger MD-11 operators. :-)
 
  So, is it possible to animate 3DS models from within flightgear, or do we
  need to convert the model to AC3D for that?
 
  B.t.w., Ampere, feel free to sent me a copy of the model when you think
  you have something ready, than I'll try and integrate the model with the
  MD11 FDM configuration files.
 
 
  Cheers,
  Durk

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Re: [Flightgear-devel] MD-11

2004-05-05 Thread Durk Talsma
On Thursday 06 May 2004 06:58, Ampere K. Hardraade wrote:

 The cockpit, landing gear wells and the textures will take a while to do;
 plus the fact that this is my first time doing model for FlightGear, it
 will probably be a good idea to put this model in game for now so we can
 sort out any problems that may arise.  We can worry about eye candy later.

 Regards,
 Ampere


Sounds good, it's quite normal actually for features, be it 3D models or 
program code to be added and improved upon incrementally. I'll probably throw 
in the 737 2D cockpit, until we have a dedicated MD11 (3D) cockpit. 

Cheers,
Durk


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Re: [Flightgear-devel] MD-11

2004-05-05 Thread Durk Talsma
On Thursday 06 May 2004 04:43, Jim Wilson wrote:
 Ampere K. Hardraade said:
  For the textures, I was wondering whether it will be possible to have a
  set of textures for every airline.  For example, if the player wants to
  fly KLM, the command line can be --aircraft=MD-11-KLM; if the player
  wants to fly Swiss, then the command line can be --aircraft=MD-11-Swiss. 
  Can this be done?

 It could, but not easily or at least not easily enough that someone has
 exceeded the interested enough to code it threshold.  It won't be on my
 list.

As far as I can tell, the only possible way to do this right now would be to 
duplicate the entire set of .xml aircraft configuration files. It's probably 
not as much work as it seems, because the only parts that need to be changed 
are the texture files, and the references to the texture files. Currently the 
interested enough to code it level probably isn't high enough (including 
for myself), but I can see a need for multiple livery support coming in the 
forseeable future. David Luff, David Culp, Erik Hofman, and me have been 
discussing some issues related to AI traffic offlist. Yesterday I managed to 
impliment a first rough prototype top level flightplan manager, which listst 
the current status of any aircraft listed in the database, as either enroute 
between  and , or parked at airport . I'm using data from 
projectai (http://www.projectai.com) to test the algorithms, but we could 
also throw in our own data. I'm still a long way away from a fully 
implimented AI manager, but it was quite satsisfying to see that I got this 
part already working within a day of coding. 

I'll try and write some more about AI traffic, in a dedicated thread,

Cheers,
Durk



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