Re: [Flightgear-devel] X-plane airport data

2004-12-31 Thread Paul Surgeon
On Thursday, 30 December 2004 23:26, David Luff wrote:
> I hadn't realised that state/province info was in the
> DAFIF - that's a pleasant surprise :-)

I looked into the data a bit more.
It seems that only the States of USA are in the data.
However when I looked at the province code for other airports there appears to 
be some sort of grouping - I'm not sure if it can be mapped directly to 
provinces though.
I'll hunt around and see if I can find some data elsewhere. The only problem 
is that most of the data one finds online is not very complete.

>I believe that we can assume that codes
> above 500 may be safetly used for FG use without conflict - maybe you could
> write a script that merges the country/province data with the master data
> using a couple of codes up in that range for now?

That's a good idea - thanks.

I looked at just using the 2 letter prefix in the ICAO code to map the 
airports to countries but that is not so straight forward.
For instance some countries have multiple ICAO prefixes.
Another interesting discovery is that there are lots of countries that share 
an ICAO prefix for navaids and waypoints.

DAFIF   Country   ICAO code 
code
===
AJ  AzerbaijanUB,UG,UR
AM  Armenia   UB,UD,UG

Looks like a new field in the airport DB would be a better idea.
Paul

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Re: [Flightgear-devel] CVS Build on Cygwin

2004-12-31 Thread John Wojnaroski

- Original Message -
From: "Norman Vine" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" 
Sent: Friday, December 31, 2004 8:09 AM
Subject: RE: [Flightgear-devel] CVS Build on Cygwin


> attached find my home grown Makefile
>
> to use copy it into $OPENAL/win
>
> and excute make
>
> You will have to figure out how to install it
>
> dll(s) go into $BIN
> .a(s)  go into $LIB
> $OPENAL/include/AL/*.* go into $INCLUDE/AL
>
Okay, problem solved. Used the quicker version noted by Martin with built
libraries. Need to download the DirectX SDK to get the header files like
dsound.h to recompile. Do that later.

Thanks
John W.


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Re: [Flightgear-devel] P51d charts

2004-12-31 Thread Arnt Karlsen
On Fri, 31 Dec 2004 11:56:08 +0100, Erik wrote in message 
<[EMAIL PROTECTED]>:
> 
> Hi,
> 
> I have been able to take some pictures of a "Pilot's Flight Operating 
> Instructions" manual of the P-51D05, -10, -15, -20 (British Model 
> Mustang IV Airplanes).
> 
> Most of the charts in this manual can be found here:
> http://www.a1.nl/~ehofman/fgfs/p51d/
> 
> I will leave them there until January 7th because of data
> restrictions.

..you can yank it if you have to, I'm mirroring it, and will set up a
server on a junk box off a wee 200kps pipe on 80.239.32.253, that'll do
the job in a pinch, I need the box up for my gasification work in any
case.

> When I have time I will try to put the whole document into a PDF file.

..as pdf text or as pdf graphics?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Martin Spott
"Curtis L. Olson" wrote:

> Yes, I believe that is true, although it was always the old voodoo cards 
> that had the 256x256 max texture resolution limits.  Most cards these 
> days can handle much larger textures.  But do the math xres * yres * 3 
> (for rgb) or 4 (for rgba) and you quickly realize you can't use too many 
> of these big textures.

This is the point: The Octane can store large textures of almost any
size in RAM and it has a 1,6 GByte/s crossbar (although I believe RAM
is supposed not to be _that_ speedy) but it has only a 5 MByte texture
cache on the graphics board for small, repeating textures,

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

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Re: [Flightgear-devel] Rounding in nav/comm frequencies?

2004-12-31 Thread Dave Martin
On Friday 31 Dec 2004 16:03, Curtis L. Olson wrote:

>
> Perhaps we could export each side of the decimal point as seperate
> integers in the property tree to make life easier for panel designers?
>
> Curt.

I did look at it and wonder that two seperate values would come in handy.

Of course, as far as I can see, this would instantly break all the aircraft 
using the 2d panel :-/

Dave Martin

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Re: [Flightgear-devel] CVS Build on Cygwin

2004-12-31 Thread Martin Spott
"John Wojnaroski" wrote:

> Any hints, info, suggestions on fixing the problem...

I think there's already a working OpenAL package here:

  ftp://ftp.uni-duisburg.de:/FlightGear/Win32/openal_cyg.tgz

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

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Re: [Flightgear-devel] Rounding in nav/comm frequencies?

2004-12-31 Thread Dave Martin
On Friday 31 Dec 2004 16:01, Christian Mayer wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Dave Martin schrieb:
> | Any clues as to why, when I try to display the output
> | of /instrumentation/comm/frequencies/selected-mhz etc on my Comm
>
> radio, The
>
> | output gets rounded down or reduced by 0.01 in some cases but not others.
> |
> | ie: set 120.5 displayed 120.49
> |
> | set 120.8 displayed 120.8
>
> Floating point rounding error? (There are many "simple" numbers that we
> use, that floating point numbers can't represent. E.g. 0.01)
>
> If the floating point number gets cut off and not rounded you'll also
> might get that effect.
>
> Could you try to add 0.005 before rounding/cut off and see if that helps?

Not sure if I follow (I am no coder - just a modeller ;-) )

I'm not trying to round the output - it appears that FG is doing that and I 
need to prevent it to get a correct output on the display.

ie: if /instumentation/comm/frequencies/selected-mhz reports 120.5 in the 
properties browser, it is actually displaying 120.49

Sorry if I'm not making much sense :-/

Dave Martin

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RE: [Flightgear-devel] CVS Build on Cygwin

2004-12-31 Thread Norman Vine
attached find my home grown Makefile

to use copy it into $OPENAL/win

and excute make

You will have to figure out how to install it 

dll(s) go into $BIN
.a(s)  go into $LIB
$OPENAL/include/AL/*.* go into $INCLUDE/AL

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of John
> Wojnaroski
> Sent: Friday, December 31, 2004 10:49 AM
> To: FlightGear developers discussions
> Subject: [Flightgear-devel] CVS Build on Cygwin
> 
> 
> Hi,
> 
> Could not find any info on the OpenAL website regards building the libraries
> on Cygwin. So tried the linux build. Well, it built, but thinking the
> install is suspect and Simgear complains as well. The headers are in
> /usr/local/include and the .a library is in /usr/local/lib along with a .dll
> file
> 
> Any hints, info, suggestions on fixing the problem...
> 
> Regards
> John W.
> 
> 
> 
> 
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GNUMakefile
Description: Binary data
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Re: [Flightgear-devel] Rounding in nav/comm frequencies?

2004-12-31 Thread Curtis L. Olson
Christian Mayer wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Dave Martin schrieb:
| Any clues as to why, when I try to display the output
| of /instrumentation/comm/frequencies/selected-mhz etc on my Comm
radio, The
| output gets rounded down or reduced by 0.01 in some cases but not 
others.
|
| ie: set 120.5 displayed 120.49
|
| set 120.8 displayed 120.8
|

Floating point rounding error? (There are many "simple" numbers that we
use, that floating point numbers can't represent. E.g. 0.01)
If the floating point number gets cut off and not rounded you'll also
might get that effect.
Could you try to add 0.005 before rounding/cut off and see if that helps?
CU,
Christian

Perhaps we could export each side of the decimal point as seperate 
integers in the property tree to make life easier for panel designers?

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] Rounding in nav/comm frequencies?

2004-12-31 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Dave Martin schrieb:
| Any clues as to why, when I try to display the output
| of /instrumentation/comm/frequencies/selected-mhz etc on my Comm
radio, The
| output gets rounded down or reduced by 0.01 in some cases but not others.
|
| ie: set 120.5 displayed 120.49
|
| set 120.8 displayed 120.8
|
Floating point rounding error? (There are many "simple" numbers that we
use, that floating point numbers can't represent. E.g. 0.01)
If the floating point number gets cut off and not rounded you'll also
might get that effect.
Could you try to add 0.005 before rounding/cut off and see if that helps?
CU,
Christian
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.0 (MingW32)
Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org
iD8DBQFB1XfnlhWtxOxWNFcRAiNpAKCy8S8LY4ExvB5Ah3yXGkjwmYzf4ACeMuw7
HwBQsU+LdstXGCkSxqPi3co=
=ZnKj
-END PGP SIGNATURE-
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[Flightgear-devel] CVS Build on Cygwin

2004-12-31 Thread John Wojnaroski
Hi,

Could not find any info on the OpenAL website regards building the libraries
on Cygwin. So tried the linux build. Well, it built, but thinking the
install is suspect and Simgear complains as well. The headers are in
/usr/local/include and the .a library is in /usr/local/lib along with a .dll
file

Any hints, info, suggestions on fixing the problem...

Regards
John W.




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[Flightgear-devel] Rounding in nav/comm frequencies?

2004-12-31 Thread Dave Martin
Any clues as to why, when I try to display the output 
of /instrumentation/comm/frequencies/selected-mhz etc on my Comm radio, The 
output gets rounded down or reduced by 0.01 in some cases but not others.

ie: set 120.5 displayed 120.49

set 120.8 displayed 120.8

The animation method I've used: http://www.cyfinity.com/fgfs/kx155-3d.xml

The displayed result: http://www.cyfinity.com/fgfs/navcomerror.jpg

:-/

To be fair, I'm really chuffed to have got it working at all but it's annoying 
to get so close ;-)

Cheers

Dave Martin

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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Curtis L. Olson
Dave Martin wrote:
On Friday 31 Dec 2004 15:27, Martin Spott wrote:
 

Dave Martin wrote:
   

On Friday 31 Dec 2004 14:13, Martin Spott wrote:
 

I believe there are platforms out in the wild, even not that up to
date, that won't be hit that much by ploygon count   I myself would
love to try it out in order to see how much the polygon count has
influence on the frame rate.
   

We shall see ;-)
 

The old SGI MGRAS boards (first seen in the mid nineties, I think) are
told to draw almost two million shaded triangles per second just in
hardware, I presume they'll cope with a few more polygons. Heavy use of
high resolution textures is a different story 
Martin.
   

I heard somewhere that plib can automatically convert textures which are too 
large for a given video card. Is this the case?
 

Yes, I believe that is true, although it was always the old voodoo cards 
that had the 256x256 max texture resolution limits.  Most cards these 
days can handle much larger textures.  But do the math xres * yres * 3 
(for rgb) or 4 (for rgba) and you quickly realize you can't use too many 
of these big textures.

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] 3D instrument kit.

2004-12-31 Thread Dave Martin
On Friday 31 Dec 2004 15:27, Martin Spott wrote:
> Dave Martin wrote:
> > On Friday 31 Dec 2004 14:13, Martin Spott wrote:
> >> I believe there are platforms out in the wild, even not that up to
> >> date, that won't be hit that much by ploygon count   I myself would
> >> love to try it out in order to see how much the polygon count has
> >> influence on the frame rate.
> >
> > We shall see ;-)
>
> The old SGI MGRAS boards (first seen in the mid nineties, I think) are
> told to draw almost two million shaded triangles per second just in
> hardware, I presume they'll cope with a few more polygons. Heavy use of
> high resolution textures is a different story 
>
> Martin.

I heard somewhere that plib can automatically convert textures which are too 
large for a given video card. Is this the case?

Dave Martin

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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Martin Spott
Dave Martin wrote:
> On Friday 31 Dec 2004 14:13, Martin Spott wrote:

>> I believe there are platforms out in the wild, even not that up to
>> date, that won't be hit that much by ploygon count   I myself would
>> love to try it out in order to see how much the polygon count has
>> influence on the frame rate.
> 
> We shall see ;-)

The old SGI MGRAS boards (first seen in the mid nineties, I think) are
told to draw almost two million shaded triangles per second just in
hardware, I presume they'll cope with a few more polygons. Heavy use of
high resolution textures is a different story 

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

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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Dave Martin
On Friday 31 Dec 2004 14:13, Martin Spott wrote:

> These instruments look really marvellous.

Thanks :-)

> I wish you'd release the 
> stuff so everyone can compare it to the default instrumentation on
> their individual platform.

I'll make them available one way or another once they're all working. I've 
made a radio set and *almost* got that to work today so it's coming along.

I'll perhaps package them so you can use a props value or simillar to switch 
to them and try them out.

> I believe there are platforms out in the wild, even not that up to
> date, that won't be hit that much by ploygon count   I myself would
> love to try it out in order to see how much the polygon count has
> influence on the frame rate.

We shall see ;-)

On Friday 31 Dec 2004 14:15, Curtis L. Olson wrote:
> Erik Hofman wrote:
> > Looks very nice, but the instrument covers seem indeed a bit polygon
> > heavy. To be honest I can't really think of a way to cheat a bit to
> > decrease the polygon count.
>
> They look to pristine though ... you need to add some textures with wear
> and tear ... maybe put some scratches in the instrument faces, etc.etc. :-)
>
> Curt.

Hey, I've only just made them, so technically, they're brand-new out of the 
box ;-P

I'll go back and have a look at putting textures over the bezels to make 
scratches and such once I've got everything working; the radios are a 
nightmare and my texture/digit system is a little flaky at best.

Any idea why a frequency of 120.5 apparently gets rounded down to 120.49 when 
displayed?

Cheers all

Dave Martin

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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread David Luff
Martin Spott writes:

> I believe there are platforms out in the wild, even not that up to
> date, that won't be hit that much by ploygon count   I myself would
> love to try it out in order to see how much the polygon count has
> influence on the frame rate.
> 

I think you might be very right there.  I used to think that my Radeon 7200 was 
getting hit by polygon count with complex airports and the recent 3d airport 
furniture, but it turns out that it's lights that kill it - get a vasi or papi 
in view and the framerate plummets from the twenties into single figures, 
whereas even complex airports with no glideslope lighting have neglible effect. 
 I suspect it's the beacon lights rather than poly count that kill it as well.  
My Geforce3 ti200 by contrast is completely unaffected by the lights.

Cheers - Dave

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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Curtis L. Olson
Erik Hofman wrote:
Looks very nice, but the instrument covers seem indeed a bit polygon 
heavy. To be honest I can't really think of a way to cheat a bit to 
decrease the polygon count.

They look to pristine though ... you need to add some textures with wear 
and tear ... maybe put some scratches in the instrument faces, etc.etc. :-)

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] 3D instrument kit.

2004-12-31 Thread Martin Spott
Dave Martin wrote:

> Time will tell - at the very worst case, these instruments are actually a lot 
> of fun to make so nothing is lost if they can't be used or if they have to go 
> in the cupboard for a couple of years while hardware catches up ;-)

These instruments look really marvellous. I wish you'd release the
stuff so everyone can compare it to the default instrumentation on
their individual platform.
I believe there are platforms out in the wild, even not that up to
date, that won't be hit that much by ploygon count   I myself would
love to try it out in order to see how much the polygon count has
influence on the frame rate.

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

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Re: [Flightgear-devel] Hi res KX-155 texture?

2004-12-31 Thread Roy Vegard Ovesen
On Friday 31 December 2004 11:35, Dave Martin wrote:
> Just wondering if anyone has a high-resolution version of the KX-155 navcom
> radio texture? (the one from CVS is tiny)

When creating instrument textures I've used vector drawing programs with great 
success. One big advantage is that you can create arbitrary resolution raster 
images from your vector "sources". I've used metapost, Adobe Illustrator and 
OpenOffice.org Draw. I export to .eps files and then import them in my 
favorite image editor (gimp), and select resolution.

Metapost is great for scales, while I would use OpenOffice.org Draw for the 
KX-155.

By now you should understand that I'm hinting that you should create the 
texture yourself ;-) Also creating it yourself ensures that you have complete 
legal control.

-- 
Roy Vegard Ovesen

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[Flightgear-devel] P51d charts

2004-12-31 Thread Erik Hofman

Hi,
I have been able to take some pictures of a "Pilot's Flight Operating 
Instructions" manual of the P-51D05, -10, -15, -20 (British Model 
Mustang IV Airplanes).

Most of the charts in this manual can be found here:
http://www.a1.nl/~ehofman/fgfs/p51d/
I will leave them there until January 7th because of data restrictions.
When I have time I will try to put the whole document into a PDF file.
Erik
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[Flightgear-devel] Hi res KX-155 texture?

2004-12-31 Thread Dave Martin
Just wondering if anyone has a high-resolution version of the KX-155 navcom 
radio texture? (the one from CVS is tiny)

Thanks

Dave Martin

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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Dave Martin
On Friday 31 Dec 2004 09:03, Erik Hofman wrote:

> Looks very nice, but the instrument covers seem indeed a bit polygon
> heavy. To be honest I can't really think of a way to cheat a bit to
> decrease the polygon count.
>
> Erik

While I didn't set out to produce low-poly instruments (I wanted to prioritise 
them looking 'round') , I've used most tricks in the book to keep the vertex 
count down. 

Just by way of example, comparing the Hawker Hunter's AI with my AI:

The Hunter bezels are made in 16 segments.

My bezels are made in 24 segments.

My AI also has an extra 24 segment disk for it's 'Glass'

Hunter AI: 346 vertices.
Mine: 188 

I was pleasantly suprised at that. :-)

I finished a TC with animated slip-ball last night. I'd been dreading that 
instrument because of the slip-ball animation; as it turns out, it only took 
5 mins with a bit of concentration.

I literally chucked all the instruments into the PA28 (just so they were in 
view and animated) and I was not getting any noticable frame-rate hit (yet) 
over the default panel.

Time will tell - at the very worst case, these instruments are actually a lot 
of fun to make so nothing is lost if they can't be used or if they have to go 
in the cupboard for a couple of years while hardware catches up ;-)

Cheers.

Dave Martin




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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Erik Hofman
Dave Martin wrote:
You probably know by now that I have a serious case of 'show and tell' 
syndrome. 
:-)
Hopefully, by the time I've finished, everyone will own 6800 class video cards 
to cope with all the polys (any maybe I'll own one too so I can finish the 
models) ;-)
Looks very nice, but the instrument covers seem indeed a bit polygon 
heavy. To be honest I can't really think of a way to cheat a bit to 
decrease the polygon count.

Erik
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Re: [Flightgear-devel] PC7-maintainer

2004-12-31 Thread Erik Hofman
Martin Spott wrote:
Hello,
I assume David Culp is the maintainer of the PC-7 !? 
Well, I created the PC-7 from the T-6 texan II by converting the 3d 
model and using an aeromatic generated FDM configuration file. So both 
of us are the maintainer (although I think David Culp would point at me 
as being the maintainer).

> I realized that
you have to push the stick heavily in order to achieve level flight.
Could someone tell me which knob to adjust in order to make this behave
a bit more realistic ?
Huh, I can't recall that was necessary. Maybe the center of gravity 
needs to change a bit?

Erik
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