Re: [Flightgear-devel] Re: [PATCH] [BUG] tmp-ly disable buggy mag compass jamming code

2005-10-23 Thread Erik Hofman

Vassilii Khachaturov wrote:

P.S. I put david-megginson.com on the cc list but that address has
bounced; David -- are you on the flightgear-devel? if not, can somebody
please post his new address for the fgfs affairs?


Please stop sending plain email address to the list.
David did already need to change that address because it got overwhelmed 
with SPAM and since he also used it for his own company he probably lost 
customers because of that.


I've sent the email address off-line.

Erik

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Re: [Flightgear-devel] New joystick bindings XML file for WIngman Force 3D USB

2005-10-23 Thread Erik Hofman

Buchanan, Stuart wrote:


Annoyingly the axes assignments are different from the
Wingman Force 3D (assuming that file is correct), so
it isn't just a case of adding a new name field to
wingman-force-3d.xml.


Could this be because of a different OS?
That has happened before so we've added a method to define the axis and 
buttons on an OS basis.


Erik

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[Flightgear-devel] Re: New joystick bindings XML file for WIngman Force 3D USB

2005-10-23 Thread Melchior FRANZ
* Buchanan, Stuart -- Sunday 23 October 2005 10:14:
 I've created a new XML binding file for the USB
 version of the Wingman Force 3D joystick. 

Umm ... this driver file is full of obsolete commands and methods.
It sets throttle only for four engines (instead of using the nasal
command controls.throttleAxis()), mixture only for two engines
(instead of using the nasal command controls.adjMixture(-1)),
doesn't use the trim functions (controls.aileronTrim() etc.),
and has hard-coded flap angles. You modeled this driver after
one from the 0.9.8a release, no? I'm afraid this driver needs
some modernization.  :-}

m.

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[Flightgear-devel] Re: New joystick bindings XML file for WIngman Force 3D USB

2005-10-23 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 23 October 2005 10:28:
 I'm afraid this driver needs some modernization.  :-}

I'm already doing that and will post a link to that modernized version.
Maybe you can test that?

BTW, this looks fishy, too:

   property/controls/engines/engine[0]/throttle/property
   offset type=double-.3/offset
   factor type=double-1.0/factor

Did you write this for an uncalibrated joystick? Really -0.3?

m.

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Re: [Flightgear-devel] Re: [PATCH] minor cleanup of ATCutils

2005-10-23 Thread Vassilii Khachaturov
  -string ConvertRwyNumToSpokenString(string s) {
  +string ConvertRwyNumToSpokenString(const string s) {

 this should be string ConvertRwyNumToSpokenString(const string s)
 so we don't make unnecessary copies.

  -double dclGetHorizontalSeparation(Point3D pos1, Point3D pos2) {
  +double dclGetHorizontalSeparation(const Point3D pos1, const Point3D pos2) {

 same: const Point3D pos1, const Point3D pos2

I fully agree with your proposal.

 all the functions are making unnecessary copies instead of passing by
 reference. i've changed a lot of these for my local copy, so i can
 submit a patch if there is interest.

Surely that's a beneficial change, so please submit, whether you're
talking about just the ATCutils module cleanup or of something with a
wider scope.

V.


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Re: [Flightgear-devel] Re: New joystick bindings XML file for WIngman Force 3D USB

2005-10-23 Thread Frederic Bouvier

Melchior FRANZ a écrit :


Can you try this file? http://members.aon.at/mfranz/wingman-force-3d-usb.xml

It uses the new methods, adds descriptions, fixes indentation etc.
Maybe I swapped throttle and rudder. Didn't know which OS you are
running fgfs on. If you insist in sending a new file, try to
incorporate my changes.
 



Melchior,

the hat is also OS-specific. From Logitech/wingman-extreme-digital-3d.xml


axis n=6  ! That is wrong but harmless, should be 
axis --

 descView Direction/desc
 number
  unix4/unix
  mac4/mac
  windows6/windows
 /number
...


axis
 descView Elevation/desc
 number
  unix5/unix
  mac5/mac
  windows7/windows
 /number
...


It also use /sim/current-view/goal-pitch-offset-deg and 
/sim/current-view/goal-pitch-offset-deg instead of your 
/sim/current-view/axes/lat and /sim/current-view/axes/long. Which is best ?


-Fred



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[Flightgear-devel] Re: New joystick bindings XML file for WIngman Force 3D USB

2005-10-23 Thread Melchior FRANZ
* Frederic Bouvier -- Sunday 23 October 2005 17:25:
 the hat is also OS-specific. From Logitech/wingman-extreme-digital-3d.xml

Ahh, yes.



 It also use /sim/current-view/goal-pitch-offset-deg and 
 /sim/current-view/goal-pitch-offset-deg instead of your 
 /sim/current-view/axes/lat and /

It's not really mine. It's just one detail that I hadn't looked
at in that file, where pretty much everything was wrong.  :-)

m.

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[Flightgear-devel] Re: [PATCH] mice.xml: fix the view recentering

2005-10-23 Thread Melchior FRANZ
* Vassilii Khachaturov -- Thursday 13 October 2005 15:40:
 As promised, a new version that jumps back only when the mid-button
 is pressed on the left-click.

Thanks. Committed.

m.

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Re: [Flightgear-devel] problems experienced with the recent c150 updates

2005-10-23 Thread Harald JOHNSEN

Vassilii Khachaturov wrote:


I've tried out the recent c150 updates, and have observed the following
problems:

1) the speeds in the help file and on the specially crafted ASI seem
different from what the real Cessnas have. C150 was an inferior version to
a C152, with all the speeds lower, and same size tanks. Here's what a 1985
C152 book says:

108 rated BHP @ 2550 RPM
2x13gal tanks, 24.5 gal usable -- std tanks
2x19.5gal tanks, 37.5 gal usable -- long-range tanks
 


You are right, for some unknown reason to me I changed the tanks capacity.


max gross ramp weight (taxi) 1675lbs
MGTOW: 1670
MG landing weight: same

wing loading: 10.5 lbs/sq.ft
power loading: 15.5 lbs/hp

Speeds:
KCASKIAS
V_NE145 149
V_NO108 111
[EMAIL PROTECTED]:
@1670   101 104
@1500   96  98
@1350   91  93
V_FE87  85

Hence the ASI markings are: white arc 35-85 Green: 40-111 Yellow: 111-149
and the red line is 149KIAS.

 

But the ASI markings and the help file gives MPH not knots. To be exact 
the asi

has primary markings in MPH and a secondary markings in Knots in the middle.


2) whenever I ask to reposition the aircraft,
fgfs sometime freezes with the splashscreen on, and sometimes reports a
crash as follows:

Position for KSFO is (-122.383, 37.621)
 Crash: Attempted to fly under ground.
Playing audio after 500.867 sec: intense ground contact

(this is in response to a 'location on the ground' command, 28R @ KSFO)

Sometimes at the same time I also see the aircraft tumbling backwards and
having its tail going underground, controls held neutral, tailwind never
exceeding 7  knots. Could this be that the model doesn't account for the
pilot's weight?

 

Yes I should add the pilot's weight, the aircraft is too light and can 
be blown away by very little

wind. You should disable metar /


3) in the cockpit view, I see strange speckles around the yokes, which
keep moving; you may get the idea by looking at a (still) image at
http://www.tarunz.org/~vassilii/Images/fg/c150-speckles.jpg

 

I don't know from where this comes. I've just made a check in 800x600 
but I can't see that
problem here. The texture used by the yoke is also used for the cabin 
interior, do you

have the problem only for the yoke ?

Harald.


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Re: [Flightgear-devel] problems experienced with the recent c150 updates

2005-10-23 Thread Erik Hofman

Vassilii Khachaturov wrote:

I've tried out the recent c150 updates, and have observed the following
problems:


Here's the data for the C-150:
http://www.a1.nl/~ehofman/fgfs/docs/c150.txt

Erik


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[Flightgear-devel] Re: problems experienced with the recent c150 updates

2005-10-23 Thread Melchior FRANZ
* Harald JOHNSEN -- Sunday 23 October 2005 18:04:
 Vassilii Khachaturov wrote:
 3) in the cockpit view, I see strange speckles around the yokes, which
 keep moving; you may get the idea by looking at a (still) image at
 http://www.tarunz.org/~vassilii/Images/fg/c150-speckles.jpg

 I don't know from where this comes. I've just made a check in 800x600 
 but I can't see that
 problem here. The texture used by the yoke is also used for the cabin 
 interior, do you
 have the problem only for the yoke ?

That's not a texture problem, but a UV-mapping problem. Some graphics
card drivers don't like UV faces without area, that is, with identical
point coordinates. In your *.ac file the yoke contains UV faces like
this one:

  SURF 0x10
  mat 0
  refs 4
  76 0.399577 0.20056
  78 0.399577 0.20056
  98 0.399577 0.20056
  97 0.399577 0.20056

The Concorde is full of such ugly UV coordinates and not pretty to look
at on an nVidia card, at least not on my cheapo version.

m.

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Re: [Flightgear-devel] waterways ..W in your airport database

2005-10-23 Thread Martin Spott
Paul Surgeon wrote:

 I do not know of many mixed airports - Honolulu must be one of very few 
 airports that has both hard surfaced and water runways.

Well, Homer in Alaska does, but it looks like they have a separate
airport code for the lake (Homer-Beluga Lake),

Martin.
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[Flightgear-devel] Re: problems experienced with the recent c150 updates

2005-10-23 Thread Vassilii Khachaturov
Another problem I forgot to mention:
before the update, I had the aircraft painted with a white-beige
scheme outside (albeit one of the 2 sides was a mirror inverse
of the other, including the tail number written in a mirrored font).

After the update, it looks dull grayish on the outside, as if no
paint were applied.


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Re: [Flightgear-devel] Re: New joystick bindings XML file for WIngman Force 3D USB

2005-10-23 Thread Buchanan, Stuart
 It's not really mine. It's just one detail that I
 hadn't looked
 at in that file, where pretty much everything was
 wrong.  :-)
Yes, not exactly the most useful of patches :)

I've applied Frederic's changes to the file you
changed, corrected a couple of script tags that
weren't  terminated and tested on my OS (XP). An
updated version is available on
http://www.nanjika.co.uk/flightgear/wingman-force-3d-usb.xml

It sounds like the wingman-force-3d.xml file I based
my changes on is out of date. My original reason for
making the change was to fix some incorrect axes for
my joystick. Given that these are handled by
OS-specific sections, I _think_ the file may work well
for the non-USB versions of the stick. Anyone with a
non-USB Wingman Force 3D want to try it out by
changing the name field?

-Stuart



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[Flightgear-devel] Re: New joystick bindings XML file for WIngman Force 3D USB

2005-10-23 Thread Melchior FRANZ
* Buchanan, Stuart -- Sunday 23 October 2005 19:09:
* * Melchior FRANZ:
  where pretty much everything was wrong.  :-)

 Yes, not exactly the most useful of patches :)

It wasn't that bad, only very outdated. And it's better to
submit such files and fix the issues, than having no support
for the js at all. 



 http://www.nanjika.co.uk/flightgear/wingman-force-3d-usb.xml

Looks good to me. (You even fixed my ugly XML syntax errors. :-)
To Fred: I've no idea if one of the two view direction properties
is to be preferred. I just used that from the Cyborg-3D, and
this uses the one from the X45. Everything that works is good. ;-)



 I _think_ the file may work well
 for the non-USB versions of the stick. Anyone with a
 non-USB Wingman Force 3D want to try it out by
 changing the name field?

OK, I'll wait for an answer before I commit.

m.

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Re: [Flightgear-devel] problems experienced with the recent c150 updates

2005-10-23 Thread Vassilii Khachaturov
 You are right, for some unknown reason to me I changed the tanks capacity.

I wonder if this, along with the empty pilot seat, added to the
back-tumbling? BTW, Erik's data at
http://www.a1.nl/~ehofman/fgfs/docs/c150.txt also lists a std and
long-range configuration (please ignore my c152 data as his looks more
c150-specific and complete); maybe you could add a switch to select one
of the 2 to your configuration dialog?

It would need an update to the fuel gauges as well.

 Hence the ASI markings are: white arc 35-85 Green: 40-111 Yellow: 111-149
 and the red line is 149KIAS.
 
 
 
 But the ASI markings and the help file gives MPH not knots. To be exact
 the asi
 has primary markings in MPH and a secondary markings in Knots in the middle.

oops. Sorry about that! This explains another thing that puzzled me --
that at 60 KIAS it was on the verge of a stall, and that climb
performance was so different at 65 KIAS from what I expected :-)
actually these were much slower speeds than that...

 2) whenever I ask to reposition the aircraft,
 fgfs sometime freezes with the splashscreen on, and sometimes reports a
 crash as follows:
 
 Position for KSFO is (-122.383, 37.621)
   Crash: Attempted to fly under ground.
 Playing audio after 500.867 sec: intense ground contact
 
 (this is in response to a 'location on the ground' command, 28R @ KSFO)
 
 Sometimes at the same time I also see the aircraft tumbling backwards and
 having its tail going underground, controls held neutral, tailwind never
 exceeding 7  knots. Could this be that the model doesn't account for the
 pilot's weight?
 
 
 
 Yes I should add the pilot's weight, the aircraft is too light and can
 be blown away by very little
 wind. You should disable metar /

H even an empty aircraft doesn't get blown away that easy.
I can't believe it will be blown away by anything under 15 knots,
especially with the brakes engaged. Also, the behaviour described above
seems buggy anyhow --- why should anything become stuck?

 3) in the cockpit view, I see strange speckles around the yokes, which
 keep moving; you may get the idea by looking at a (still) image at
 http://www.tarunz.org/~vassilii/Images/fg/c150-speckles.jpg
 
 
 
 I don't know from where this comes. I've just made a check in 800x600
 but I can't see that
 problem here. The texture used by the yoke is also used for the cabin
 interior, do you
 have the problem only for the yoke ?

Yes. All the way to the yoke root, bvut not the grey axis. The
speckles seem to be consistent with the 10Hz timer in the .nas file.
If I pause the sim, they freeze, unless I try to rotate the view.

Another comment wrt the cessna is that, in the cold start scenario,
you seem to simulate its configuration after the shutdown checklist had
been run. However, this means that the carb heat is left off.

Also, you seem to have no hotspots on the master switch, which
makes it difficult to engage it (other than going to the property
manager).

Finally, even with the Master off, the ADF seems to be lit up.

Other than those, I haven't found any flaws. Great aircraft model,
and of special significance to me since I learned to fly in a 152.

V.


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Re: [Flightgear-devel] waterways ..W in your airport database

2005-10-23 Thread Bohnert Paul
Another mixed airport is 3WO.  Runways 05W/23W have
tie downs and a ramp.

Runways 3/21 is limited to ski aircraft in the winter.


See AirNav web site. http://www.airnav.com/airport/3WO

Paul

--- Martin Spott [EMAIL PROTECTED] wrote:

 Paul Surgeon wrote:
 
  I do not know of many mixed airports - Honolulu
 must be one of very few 
  airports that has both hard surfaced and water
 runways.
 
 Well, Homer in Alaska does, but it looks like they
 have a separate
 airport code for the lake (Homer-Beluga Lake),
 
 Martin.
 -- 
  Unix _IS_ user friendly - it's just selective about
 who its friends are !

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[Flightgear-devel] [RFC] dynamic dialogs (ATC example)

2005-10-23 Thread Melchior FRANZ
fgfs still has a lot of hard-coded dialogs, done by calling plib's
pu* functions directly. This may be justified in one or two cases
(property picker), but generally it's a bad idea:

 - requires a lot of obscure low-level code
 - no use of our excellent layouter
 - dialogs aren't movable and block the rest of the gui
 - dialogs don't accept gui theming colors
 - changes are difficult, tests are cumbersome; both require recompilation
 - currently not translateable (i18n)

But there's, of course, a reason why these dialogs do still not use
the 'new' XML gui: they contain variable widgets. Parts that should
be shown multiple times, depending on circumstances, and parts that
should sometimes be shown and at other times not.



Varying contents can easily be done with an intermediate solution:
(A) XML files that define the dialog skeleton, and (B) C++ code that
fills in the missing parts before displaying.

   SGPropertyNode_ptr gui = (NewGUI *)globals-get_subsystem(gui);
   SGPropertyNode_ptr dlg = gui-getDialog(dialog_name);
   if (!dlg)
   return;  // no need to complain; getDialog() does this already

   gui-closeDialog(dialog_name);   // in case it's open ...

   // edit the dlg property tree (see below)

   gui-showDialog(dialog_name);



There are three ways to modify the XML skeleton from the C++ side:

(1) simply add the gui elements as properties (see README.gui)
(2) hide and unhide widgets/groups that are in the XML file
already (hide property)
(3) create copies from templates that are hidden in the XML file
(again hide). These templates can be whole widget subtrees
with arbitrary names. I prefer *-template, e.g. group-template

I've used (2) and (3) in the ATC files (see links below). There's, for
example, a group-template in the XML file atc_freq_display.xml,
which draws one line in the frequency table. I just make a copy for
each frequency line and unhide it. The template remains hidden all
the time.

One thing to consider is the identification of elements. It can be a
problem if one modifies group[0]/text/label in the code. Who says that
this will always be group #0? I've put name tags in some elements
and search, for example, the group that contains namefrequency-list/name.
But within such a named group I don't bother to identify further
elements by name. Generally, one has to make sure that C++ code and
XML definitions are in sync, but provisions can be made that this is
usually no issue.

Here's the conversion of ATCDialog.[ch]xx to this method. It
should do exactly what the old version did, plus: eliminate all the
disadvantages as listed above, and it even implements the TODO:
frequency-list quick-buttons for the nearest airports, sorted by
distance.  :-)

To be applied in the src/ATC/ directory:
  http://members.aon.at/mfranz/atc.diff.gz[6 kB]

To be unpacked in the $FG_ROOT/gui/dialogs directory:
  http://members.aon.at/mfranz/atc-dialogs.tar.gz [1 kB]

Screenshot:
  http://members.aon.at/mfranz/atc-dialogs.jpg[38 kB; maybe too dark]


Is this method acceptable? (I'd convert further hard-coded dialogs
  in this style then.)

Is this patch acceptable for the ATC people? (I'd commit then, but
  would probably make further minor changes. And if there are
  special wishes, I'd consider that, too. For example, if you
  don't like the quick-buttons, and want a combo instead.)

m.

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Re: [Flightgear-devel] Winter Textures

2005-10-23 Thread Vassilii Khachaturov
I've flown with the winter scenery --- it's awesome, and very relaxing.
I wonder if it is correct to have the snow in Israel even in winter;
perhaps the nearby local metars should be considered and ground snow
only displayed when the temperature is low enough?


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[Flightgear-devel] Re: [RFC] dynamic dialogs (ATC example)

2005-10-23 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 23 October 2005 20:15:

-SGPropertyNode_ptr gui = (NewGUI *)globals-get_subsystem(gui);
+NewGUI *gui = (NewGUI *)globals-get_subsystem(gui);

m.   :-)

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[Flightgear-devel] New Release of Lake Constance custom scenery

2005-10-23 Thread Ralf Gerlich

Hello all,

Ingrid has been working hard on the scenery data and we're proud to 
release a new version of the Lake Constance custom scenery.


In fact it is not only a scenery of Lake Constance anymore. The new 
scenery has lots of the alps east of the Lake Constance, so you can fly 
from Fuessen (site of the well-known Castle Neuschwanstein - which is 
not yet in the scenery ;-) to the Lake Constance all by visual 
navigation. There are lots of valleys to explore. Just have a look at 
the status page. We even have Kempten and Memmingen.


The nearest airport to Fuessen is Reutte (LOIR), a nice little grass 
airstrip with a challenging traffic pattern. You can find the approach 
plans 
(http://tr000127.host.inode.at/flugsportverein-reutte.at/images/anflugblatt.pdf) 
from the site of the Reutte aviators club at 
http://www.flugsportverein-reutte.at/


Follow the Lech river from Reutte to the north. LOIR lies just at that 
river. The Lech turns to the west and the valley opens up. North of that 
valley lies Fuessen, with the artificially backed-up lake Forggensee.


Following the border of the Alps to the West, you will after about 40NM 
reach Lindau at Lake Constance (cannot miss it). Follow the northern 
shore towards the west and you will reach Friedrichshafen after another 
10NM.


Perhaps I will publish some more routes through the alps ;-) You will 
find that the view is absolutely breathtaking :-)


The homepage of the project can be found at 
http://web44.netzwerteserver2.de/


The scenery is on the Download page.

Have fun!

Best regards,
Ralf

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Re: [Flightgear-devel] Winter Textures - screenshot

2005-10-23 Thread Ralf Gerlich

Hi,

Arnt Karlsen schrieb:
On Sat, 22 Oct 2005 11:27:56 +0200, Ralf wrote in message 
I'd say we need different texture-names for lakes which freeze in the 
winter and those that don't.



..aye.  Delay lake freezing around river mouths and speed thawing there,
the currents.  We want Artic ocean 'n bay 'n fjord freezing too?  ;o)


Erm, ok...working on custom scenery all the time I forgot that the VMAP0 
data does not give us this information. %-)


Regards,
Ralf


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[Flightgear-devel] Re: [PATCH] minor cleanup of ATCutils

2005-10-23 Thread Alex Romosan
Vassilii Khachaturov [EMAIL PROTECTED] writes:

 Surely that's a beneficial change, so please submit, whether you're
 talking about just the ATCutils module cleanup or of something with a
 wider scope.

i just posted the patches but at ~100KB the message awaits the
moderators approval. if it doesn't make it to the list i'll try to
make the patches available on my web server.

--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] problems experienced with the recent c150 updates

2005-10-23 Thread Dave Culp
 Sometimes at the same time I also see the aircraft tumbling backwards and
 having its tail going underground, controls held neutral, tailwind never
 exceeding 7  knots. Could this be that the model doesn't account for the
 pilot's weight?

Tumbling backwards is usually an indication that the airplane has failed to 
ground trim properly.   Maybe something has changed the presets ?

Dave

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Re: [Flightgear-devel] Winter Textures - screenshot

2005-10-23 Thread Oliver C.
On Sunday 23 October 2005 22:16, Ralf Gerlich wrote:
 Hi,

 Arnt Karlsen schrieb:
  On Sat, 22 Oct 2005 11:27:56 +0200, Ralf wrote in message
 
 I'd say we need different texture-names for lakes which freeze in the
 winter and those that don't.
 
  ..aye.  Delay lake freezing around river mouths and speed thawing there,
  the currents.  We want Artic ocean 'n bay 'n fjord freezing too?  ;o)

 Erm, ok...working on custom scenery all the time I forgot that the VMAP0
 data does not give us this information. %-)


Does VMAP0 data has different data for salt water and freshwater?

If yes, then:
// Beginning Pseudocode 

if (water==freshwater)
{
   if (temperature  0 )
   {
  usetexture(freshwater_freezed);
   }
   else
   {
 usetexture(freshwater_unfreezed);
   }
}
else
{
  usetexture(saltwater);
}



This is not a perfect solution, but better than nothing in most cases. :)

Best Regards,
 Oliver C.

   

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Re: [Flightgear-devel] Winter Textures

2005-10-23 Thread Erik Hofman

Vassilii Khachaturov wrote:

I've flown with the winter scenery --- it's awesome, and very relaxing.


Thanks.


I wonder if it is correct to have the snow in Israel even in winter;
perhaps the nearby local metars should be considered and ground snow
only displayed when the temperature is low enough?


The main reason I added it was not because of eye candy, but because 
winter scenes really make it difficult to navigate visually - real 
simulation purpose.


I've seen this in the RNLAF F-16 simulator they are using right now and 
it's done the same way: the operator selects the winter scene and 
reloads the simulation program. This is with a Evans and Sutherland 
visual... !


In short, FlightGear now matches a multi million dolor visual system :-)

Erik

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[Flightgear-devel] Multiplayer, the next steps

2005-10-23 Thread Oliver Schroeder
Hi List,

after some discussions here on the list, but most of the time on irc, I have 
drawn some conclusions on how to improve the multiplayer mode. So, here they 
are. Feel free to flame me on any part which might be awfully wrong.


1) I'm currently restructoring the network code. There will be no 
MultiplayTxMgr and MultiplayRxMgr anymore, but only a MultiplayMgr. That will 
simplify the network code alot and support sending and receiving on the same 
socket, which should finally avoid NAT configuration for most people.


2) Support multiplayer mode without a server in the middle. So people will be 
able to connect multiple instances of flightgear directly.


Step 1) and 2) are already on the way and I hope to finish them in the next 2 
weeks (depends on how much time I'm able to invest into it)

The next steps take care of sending abitary (but well defined) properties over 
the wire.


3) sending properties for the carrier (Nimitz)
In order to prepare flightgear to send abitary properties, I think the carrier 
is predestined. Everything we need is almost already there. What we need is a 
method in FGAICarrier which I can call from the network code and is able to 
extrapolate position, speed etc from network data. As far as I know, it 
should be sufficient to send position, speed and rudder angle.
There is possibly more to say (eg. how to elect the feeder and what happens 
when the feeder dies etc). I have ideas on that, but we will see how to cope 
with that when we know how we actually handle carrier properties.


4) map multiplayer clients to AI objects
Here we have a lot of things to do. At least I have to read more source code 
more carefully :) I _think_ something like FGAIAircraft with a few 
modifications might just work. So every multiplayer client should be 
represented as a FGAIAircraft(-derivative), which is able to fly the aircraft 
for a short period of time, based on the data received via network. Any help 
on this is very welcome.


So far this time, any comments welcome,
Oliver

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[Flightgear-devel] SCALE 4

2005-10-23 Thread Alex Perry
Ilan wrote:
 At the moment both the speakers committee and community relations
 committee are seeking contributions:

 Call For Papers:  http://www.socallinuxexpo.org/pr/pr_20050620.php
 Call For .Orgs:http://www.socallinuxexpo.org/pr/pr_20051017.php

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[Flightgear-devel] Scale4x

2005-10-23 Thread John Wojnaroski


a little late but they've finally announced the winners for Scale3x

http://www.socallinuxexpo.org/past/2005

we'll be taking the 747 sim to the new show in February running with RT 
Linux by RTAI/Xenomai aka fusion


If you're in the area plan to come over and talk real-time stuff or just 
some some sim time...


Regards
John W.


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