[Flightgear-devel] Adding a Hanger

2005-11-05 Thread Shelton D'Cruz
Hi

I am trying to add a hanger into SanJose but I am not sure what I need to put 
in the XML file.

This is what i have at the moment:
?xml version=1.0?

PropertyList

 pathhanger2.ac/path

 animation
  typerange/type
  min-m0/min-m
  max-m1/max-m
 /animation

 animation
  typerange/type
  object-nameantennas/object-name
  object-nameglass/object-name
  min-m0/min-m
  max-m1000/max-m
 /animation

 animation
  typerange/type
  object-nameworkbench/object-name
  object-namefence/object-name
  min-m0/min-m
  max-m3000/max-m
 /animation

/PropertyList


However, FGFS says:
WARNING: ssgLoadAC: Failed to open 
'/usr/share/games/FlightGear/data/Models/Airport/hanger2.ac' for reading

Regards
Shelton.

 Hi Stuart

 How do i determine the tile?  And is the scenery designer part of FG ?

 Regards
 Shelton.

  Hi Stuart
 
  Thanks for the guide (quite a bit to take in) - I have got Blender up and
  running and it looks very polished in-deed.  So its going to take a while
  for me to get going - I will keep your notes in a safe place - what I am
  wondering is whether I can use the existing buildings and objects, eg a
  Tower to populate say San Jose airport ??  In the mean time I will have a
  play with Blender and AC3D.
 
  Regards
  Shelton.
 
Well if thats the case I don't mind doing something
for the Seattle region
because that will be a good flight from SAN FRAN -
off course if that is not
already modelled - and I will need help on how to do
it.
  
   Hi Shelton,
  
   I went through this learning curve a couple of months
   ago - it is quite satisfying. Here's what I found.
  
   I used AC3D to create the buildings. You can get a
   30-day trial period for free, which is enough time to
   get to grips with it and create a couple of buildings.
  
  
   I also tried Blender (which is free), but I found it
   much more complex so just shelled out for a AC3D
   license.
  
   Assuming you're using AC3D, the scale can be set to
   either meters or feet, then you simply generate the
   shapes you need. Luckily buildings are quite simple :)
   and with an elevation plan, or even some approximate
   sizes, you can get a decent model.
  
   To make life easier, I make the base of the building
   start at 0,0,0 so I can place it on the terrain easier
   later.
  
   Once you've got the shape right, you'll need to add a
   texture. You need to create a .rgb file that (I think
   - feel free to correct me) needs to be a factor-of-two
   in size (i.e. 128x128, 256x256). I use the GIMP for
   this.
  
   I set out part of the file for the wall texture, then
   part for the top of the building and just approximate
   shapes to begin with. Once you've applied the texture
   to the object, you can use the Texture Coordinate tool
   (from the Tools menu) to define what part of the
   texture file you wish to use for each surface of the
   building.
  
   If there is a repeating pattern on the wall, say a row
   of windows, you can create a couple of windows them
   you can get AC3D to repeat it horizontally and/or
   vertically, saving time and texture.
  
   You can also colour the objects directly in AC3D and
   control their luminosity so they look better at night.
  
  
   FlightGear natively supports the AC3D .ac files, so
   all you need to do is place it in the right location
   in the scenery. I often find this one of the more
   difficult things to achieve, as there is an element of
   trial and error.
  
   You need to determine the lat, long, elevation and
   angle (rotation) of the object and add it to the
   correct scenery tile on your install point. This is
   probably best understood by having a look at the San
   Fran tiles for an example, then the FG Scenery
   Designer to determine the correct tile, followed by
   hand-editing the tile file.
  
   Then, once it's complete, submit it to the FG Scenery
   Database so hopefully it willbe included in future
   releases.
  
   BTW, are we planning to integrate the FGSD objects in
   port 0.9.9 scenery releases?
  
   Hope this is of some use.
  
   -Stuart
  
  
  
  
  
   ___
   Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with
   voicemail http://uk.messenger.yahoo.com
  
   ___
   Flightgear-devel mailing list
   Flightgear-devel@flightgear.org
   http://mail.flightgear.org/mailman/listinfo/flightgear-devel
   2f585eeea02e2c79d7b1d8c4963bae2d

 ___
 Flightgear-devel mailing list
 Flightgear-devel@flightgear.org
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] San Jose

2005-11-05 Thread Paul Surgeon
On Saturday 05 November 2005 07:57, Shelton D'Cruz wrote:
 Hi Guys

 Just to let you all know I am populating San Jose airport with buildings,
 tower etc, I am trying to make it as real as possible (from airport charts)
 - using existing objects.  I have just added the tower.

 When I am complete, how do I send it for submittal to be included in the
 next release?

Since it's in the default San Francisco area you can submit it to Erik or Curt 
or you could sumbit it to the FlightGear scenery database.
http://fgfsdb.stockill.org/

I'm just not sure if Curt will include objects from the FG scenery db into the 
default scenery area. Curt what's the plan with regards to models and the 
next scenery build?

Paul

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] AI Aircraft Models

2005-11-05 Thread Durk Talsma
On Friday 04 November 2005 23:40, Christian Mayer wrote:
 Durk Talsma schrieb:
  To get AI traffic going in the forseeable future, we could use quite
  a few low-polygon count aircraft models in various paint schemes. So, I'd
  be interested to know if anybody with reasonable 3d modeling skills would
  be interested in contributing in this field. Although the traffic system
  shouldn't be limited to commercial airliners, this is probably the area
  I'd be working on mostly initially. So, for starters, I would like to
  explore some models of the more popular airliners series, i,e., the
  Boeing 7[0-8]7, Airbus A3[0-8]0, and any [McDonnel] Douglas aircraft (and
  Fokkers of course :-)).

 Wouldn't it be better to add those models to the existing (and yet to
 come) high-poly models as a different LOD?


Would be possible, but aircraft loading and unloading time is going to be an 
issue. Unless we can move the aircraft loader into a separate thread, or come 
up with a very sophisticated multiframe aircraft loader, I would prefer to 
start with using something that is simple from the start.

Cheers,
Durk

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Adding a Hanger

2005-11-05 Thread Paul Surgeon
On Saturday 05 November 2005 10:09, Shelton D'Cruz wrote:
 However, FGFS says:
 WARNING: ssgLoadAC: Failed to open
 '/usr/share/games/FlightGear/data/Models/Airport/hanger2.ac' for reading

Looks like you haven't added your hangar2.ac model to 
the /usr/share/games/FlightGear/data/Models/Airport/ directory or it's a file  
permissions problem. My guess is it's the former.

Paul

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Adding a Hanger

2005-11-05 Thread Martin Spott
Shelton D'Cruz wrote:

  pathhanger2.ac/path
 ^
 's/e/a/g' ?
I assume your AC3D file is called hangAr - right ?

Martin - early in the morning  :-)
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] San Jose

2005-11-05 Thread Martin Spott
Paul Surgeon wrote:

 Since it's in the default San Francisco area you can submit it to Erik or 
 Curt 
 or you could sumbit it to the FlightGear scenery database.
 http://fgfsdb.stockill.org/

Better: And you definitely should sumbit it to the FlightGear scenery
database.: !!!  ;-)
Please be so kind to simply send it to me via EMail.

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

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Adding a Hanger

2005-11-05 Thread Shelton D'Cruz

lol thanks guys

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Scenery DB (Was: San Jose)

2005-11-05 Thread Erik Hofman

Paul Surgeon wrote:

Since it's in the default San Francisco area you can submit it to Erik or Curt 
or you could sumbit it to the FlightGear scenery database.

http://fgfsdb.stockill.org/

I'm just not sure if Curt will include objects from the FG scenery db into the 
default scenery area. Curt what's the plan with regards to models and the 
next scenery build?


I would like to see all new scenery object contributions to end up in 
the scenery database. However, the last time I wanted to sync the base 
package and the DB there were more than one objects in the same space 
because of automatic object generation.


Once that's sorted out I want to sync the base package and the DB prior 
to a new release.


Erik

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Scenery DB

2005-11-05 Thread Martin Spott
Erik Hofman wrote:

 I would like to see all new scenery object contributions to end up in 
 the scenery database. However, the last time I wanted to sync the base 
 package and the DB there were more than one objects in the same space 
 because of automatic object generation.

Ooops, I've simply forgotten to care for the dupes. Months ago Frederic
sent me a list an I started refining that for inclusion into the DB
but I obviously forgot the final steps 

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

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] gui dialogs: selecting buttons via keyboard

2005-11-05 Thread Melchior FRANZ
FYI: a few days ago I committed an extension to the GUI system that
allows to select buttons via keyboard. This is currently only used
for the ATC communication dialog ('-key), where the first transmission
option can be chosen with the 1 key, the second with the 2 key
etc. (The Alt modifier is currently not reported to the GUI, so Alt-1,
Alt-2 will work too.) Approach is a busy phase, and not having to
search for the mouse when you want to transmit a going around is
quite convenient. All it takes to make use of keyboard accelerators
is to add e.g. keynum27/keynum to that button in the XML dialog
config (or to any other widgets with assigned bindings). 27 (Esc)
could be used for the Cancel button.

m.

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] gui dialogs: selecting buttons via keyboard

2005-11-05 Thread Erik Hofman

Melchior FRANZ wrote:

FYI: a few days ago I committed an extension to the GUI system that
allows to select buttons via keyboard. 


Nice! It would be great to see the ESC key default to dialog exit at 
some point in time. It's too often I expect the dialog to close but 
instead get a new (exit) dialog.


Erik

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Re: gui dialogs: selecting buttons via keyboard

2005-11-05 Thread Melchior FRANZ
* Erik Hofman -- Saturday 05 November 2005 13:46:
 It would be great to see the ESC key default to dialog exit at 
 some point in time. It's too often I expect the dialog to close but 
 instead get a new (exit) dialog.

Yes. But I was concerned about the double function: cancel dialog
(harmless) or exit fgfs (theoretically harmless, too, but I'm quick
with pressing RETURN, so it isn't).

I thought it might be advisable to make Ctrl-q the key for exiting
from fgfs (like it's standard in almost all GUI apps I know), and Esc
the key for canceling/dismissing/closing dialogs.

I'd rather add keynum27/keynum (or keyEsc/key once it's
implemented :-) to all Cancel/Close buttons, than adding that
magically in dialog.cxx, even if this means that it will sometimes
be forgotten. More control that way.

m.


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Re: gui dialogs: selecting buttons via keyboard

2005-11-05 Thread Erik Hofman

Melchior FRANZ wrote:


Yes. But I was concerned about the double function: cancel dialog
(harmless) or exit fgfs (theoretically harmless, too, but I'm quick
with pressing RETURN, so it isn't).


Ah, the average MS Windows users mentality.
A former colleague of mine once put a common windows dialog containing 
some arbitrary text and an Ok and a Cancel button as a desktop background.


You won't believe how often the mouse cursor moved to the Ok button...

:-D

Erik

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Re: gui dialogs: selecting buttons via keyboard

2005-11-05 Thread Martin Spott
Melchior FRANZ wrote:

 I thought it might be advisable to make Ctrl-q the key for exiting
 from fgfs (like it's standard in almost all GUI apps I know), and Esc
 the key for canceling/dismissing/closing dialogs.

I definitely support this proposal,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Re: gui dialogs: selecting buttons via keyboard

2005-11-05 Thread Melchior FRANZ
* Erik Hofman -- Saturday 05 November 2005 14:25:
 Melchior FRANZ wrote:
  Yes. But I was concerned about the double function: cancel dialog
  (harmless) or exit fgfs (theoretically harmless, too, but I'm quick
  with pressing RETURN, so it isn't).
 
 Ah, the average MS Windows users mentality.

Yes, but just in this respect. I never was a MICROS~1 user. (Sometimes
I run it in a qemu cage and make fun of it.) It's really more of a 
go away quickly, bloody dialog mentality of die-hard Unix users.
I don't need to read that dialog. I know what's in it. But my fingers
don't do what I want. (Just like when I *really* want to type svn,
and the fingers type cvs. It's scary. :-)



 You won't believe how often the mouse cursor moved to the Ok button...

lol

m.

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] Re: gui dialogs: selecting buttons via keyboard

2005-11-05 Thread Norman Vine
 Melchior FRANZ wrote:
 
  I thought it might be advisable to make Ctrl-q the key for exiting
  from fgfs (like it's standard in almost all GUI apps I know), and Esc
  the key for canceling/dismissing/closing dialogs.

Alt-F4  is the key used for the this on the *vast* majority of programs  :-)

Norman

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Re: Buildings ?????

2005-11-05 Thread Arnt Karlsen
On Sat, 05 Nov 2005 16:15:22 +1030, George wrote in message 
[EMAIL PROTECTED]:

 On Sat, 2005-11-05 at 05:02 +0100, Arnt Karlsen wrote:
  On Fri, 04 Nov 2005 14:03:10 -0800, Andy wrote in message 
  [EMAIL PROTECTED]:
  
   Mike Kopack wrote:
It's not so much an issue of San Fran being BAD, it's just that
KSFO is pretty far from downtown. We're talking about small
slow-flying UAV's in my project (I'm using the Piper as a
surrogate), so having to take off that far away means my demo is
like 45 minutes long.
   
   As a left-field suggestion: how about defining the runways of the
   old NAS Alameda, which is just south of downtown Oakland and
   immediately across the bay from San Francisco.  The base was
   closed in the mid 90's, I believe, and is now being converted into
   industrial loft space.  But the runways are still there clear as
   day:
   
 
   http://maps.google.com/maps?ll=37.786114,-122.318387spn=0.027226,0.028824t=khl=en
   
   The folks who like to play with the carrier aircraft probably
   wouldn't mind having this active, either.
  
  ..if it's modelled correctly historically, setting the date back a
  decade or so should make it active.
 
 
 Hmm, interesting idea.. Can you get the METAR data from a decade or so
 back in time?

..hmmm, I doubt that, but many countries do archive weather data, so we
should at least be able generate it off those archives.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...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.



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] FOV References, where?

2005-11-05 Thread Roberto Inzerillo
I have a little question about a not usual view configuration which 
seems not to be covered by any doc, I don't even know if that's possible 
at all. If not, I encourage you all in considering the possibility of 
such a configuration.


I have a dual head vga, two monitors, I run FG in a 2304x864 window 
which spans across both monitors but the view direction is right in the 
middle of the 2304 wide window, it means it's right where the two 
monitors' frames break the view angle. It's awfull. Changing 
x,y,z-offset-m parameters does not help because the pilot's point of 
view _has_ to remain in front of the instrument panel. I think the key 
is in the FOV and in the way the 3d world is projected on the simulator 
window.


I'd like to correct the FOV of a view in order to get a wider angle 
(let's say 75°); then rotate the FOV cone to the right (so that I get a 
wider portion of the view at the right side of the pilot's view, and 
still see the whole portion in front of the pilot which is the same 
covered by the standard 55° FOV); and finally have a projection of the 
simulated 3d environment on a plane which is not square to the FOV's 
axis, this projection plane should be rotated counterclockwise so that 
the pilot's view direction is parallel to the airplane's longitudinal 
axis again and the instrument panel looks square to the view again.


Just changing FOV angle gets a bigger window but the view direction is 
in the middle of the window, which is bad (because my monitor do have 
each a 4cm frame).
Changing the view heading gets a good portion of the pilot's view 
outside the front airplane's windows, a good view of the instrument 
panel, and a good view of the right portion of the airplane's front 
window but pilot's view direction is not aligned with airplane's 
longitudinal axis anymore.


I uploaded two simple gif in order to help explaining what's all about.
This is what I get with standard 55° FOV angle and standard view 
alignment: http://www.geocities.com/robitabu/fov/fov1.gif
This is hat I would like to get: 
http://www.geocities.com/robitabu/fov/fov2.gif



Do you have a nice solution?
 Roberto

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] re: Steve's problem with openGL

2005-11-05 Thread rhett3

Steve,

I have had this problem, and I remember doing two things.

First check to see if you installed the openGL-devel stuff, without it
the program cannot find the headers.

Second, be sure you haven't installed it twice, or that it is not in the 
right
directory.  I am still confused about the latter, but I remember 
removing and
reinstalling both openGL and the devel and getting it to work. 


Hope this helps.

Rex


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Compiling FG on Suse

2005-11-05 Thread Steve Knoblock
On Sat, 05 Nov 2005 02:22:55 -0600, you wrote:

Steve, you seem to have the following missing.

- C++ compiler
- X delopment libraries and header files are missing
- OpenGL libraries and header file 

Have you compiled something else other than FlightGear?

Not on this installation. Everything has been installed through their
package manager.

I was focused on the GL library missing, but I will see if it has the
C++ available. And the X development libraries. Could use a more
specific message than missing X I thought it meant I hadn't go X up
and running.

I thought I had OpenGL support with the ATI drivers, control panel and
etc. Maybe that is only direct graphics support, will look for
OpenGL.

Thanks,

Steve



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] [BUG] earth rotational axis poked a hole in the planet?

2005-11-05 Thread Vassilii Khachaturov
With either jsbsim or yasim aircraft, when is in the vicinity of the
(North) pole, the AGL (as seen in the HUD) goes into 2*10^7 ranges. You
can either start up with --lat=90 (and any longtitude you please), or, if
you dislike the singularity of --lat=90 at the startup, use --lat=88 and
head north. Soon past 89 degrees you'll see it happening. (I initially
discovered it by trying to start up with santa at the pole :) ).

When this happens, one can fly below earth (altitude-wise, as indicated on
the altimeter) down and down w/o a problem on an aircraft (like hunter)
that doesn't allow it normally.

I don't think this is a particuarly annoying aspect of the flightgear
universe, but maybe somebody will get a hint to another bug from this
report.

V.


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Re: Buildings ?????

2005-11-05 Thread Arnt Karlsen
On Sat, 5 Nov 2005 15:40:08 +0100, Arnt wrote in message 
[EMAIL PROTECTED]:

 On Sat, 05 Nov 2005 16:15:22 +1030, George wrote in message 
 [EMAIL PROTECTED]:
 
  On Sat, 2005-11-05 at 05:02 +0100, Arnt Karlsen wrote:
   On Fri, 04 Nov 2005 14:03:10 -0800, Andy wrote in message 
   [EMAIL PROTECTED]:
   
Mike Kopack wrote:
 It's not so much an issue of San Fran being BAD, it's just
 that KSFO is pretty far from downtown. We're talking about
 small slow-flying UAV's in my project (I'm using the Piper as
 a surrogate), so having to take off that far away means my
 demo is like 45 minutes long.

As a left-field suggestion: how about defining the runways of
the old NAS Alameda, which is just south of downtown Oakland and
immediately across the bay from San Francisco.  The base was
closed in the mid 90's, I believe, and is now being converted
into industrial loft space.  But the runways are still there
clear as day:

  
http://maps.google.com/maps?ll=37.786114,-122.318387spn=0.027226,0.028824t=khl=en

The folks who like to play with the carrier aircraft probably
wouldn't mind having this active, either.
   
   ..if it's modelled correctly historically, setting the date back a
   decade or so should make it active.
  
  
  Hmm, interesting idea.. Can you get the METAR data from a decade or
  so back in time?
 
 ..hmmm, I doubt that, but many countries do archive weather data, so
 we should at least be able generate it off those archives.
 
..and at least Debian Sid offers these utilities:
[EMAIL PROTECTED]:/var/www/01-gas/fmb.no/gas $ apt-cache search METAR
gkrellweather - A weather monitor plugin for GKrellM
libgeo-metar-perl - Geo::METAR, Accessing Aviation Weather Information
with Perl libmdsp-dev - METAR Decoder Software Package Library
development files metar - utility to download/decode METAR reports
php-services-weather - acts as an interface to various online
weather-services python-pymetar - Python interface to METAR reports
vdr-plugin-weather - Weather plugin for vdr
wmweather - WindowMaker dockapp that shows your current weather

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...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.


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Compiling FG on Suse

2005-11-05 Thread Arnt Karlsen
On Sat, 05 Nov 2005 11:16:53 -0500, Steve wrote in message 
[EMAIL PROTECTED]:

 On Sat, 05 Nov 2005 02:22:55 -0600, you wrote:
 
 Steve, you seem to have the following missing.
 
 - C++ compiler
 - X delopment libraries and header files are missing
 - OpenGL libraries and header file 
 
 Have you compiled something else other than FlightGear?
 
 Not on this installation. Everything has been installed through their
 package manager.
 
 I was focused on the GL library missing, but I will see if it has the
 C++ available. And the X development libraries. Could use a more
 specific message than missing X I thought it meant I hadn't go X up
 and running.
 
 I thought I had OpenGL support with the ATI drivers, control panel and
 etc. Maybe that is only direct graphics support, will look for
 OpenGL.

..MWAGI the X module you want is radeon.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...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.



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] AI Aircraft Models

2005-11-05 Thread Durk Talsma
On Saturday 05 November 2005 00:26, Innis Cunningham wrote:
 Hi Durk

 From: Durk Talsmawrites
 
 
 interested to know if anybody with reasonable 3d modeling skills would be
 interested in contributing in this field. Although the traffic system
 shouldn't be limited to commercial airliners, this is probably the area
  I'd be working on mostly initially. So, for starters, I would like to
  explore some models of the more popular airliners series, i,e., the
  Boeing 7[0-8]7, Airbus A3[0-8]0, and any [McDonnel] Douglas aircraft (and
  Fokkers of course :-)). I'd build them myself If I had shown any signs of
  talent in the
 field of 3D modeling :-(.

 Camil Valiquette has given permission for his aircraft to be used in FG.I
 would
 think any of his FS98 aircraft might be usefull.


That's interesting. I started browsing www.flightsim.com this morning and came 
up with a fairly complete set of Boeings (727 through 777), and airbuses 
(A300, A330, A340, and A380) made by Camil Valiquette. Tomorrow, I'll try and 
see if I can get those to load into TrafficGear. 

Thanks,
Durk

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] AI Aircraft Models

2005-11-05 Thread Durk Talsma
On Saturday 05 November 2005 01:42, Paul Surgeon wrote:


 It's a pity we can't use something like the Project AI aircraft packages.
 It's a lot of work modeling dozens of aircraft types and liveries.


I agree. I've been trying to contact the folks at project AI at least five 
times to see if we could set up some kind of collaboration, and every time 
I'm getting an error saying that the contact address doesn't exist.  That's a 
pity, because I'm a great fan of their traffic packages and AI aircraft for 
MSFS. Speaking strictly personal, I'm not so enthousiastic about their 
organizational structure and legalities though. 

Cheers,
Durk

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] OpenGL on Suse

2005-11-05 Thread Steve Knoblock
I am a little confused by the results of various sources.

linux:~ # fglrxinfo
display: :0.0  screen: 0
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: RADEON 9600 XT Generic
OpenGL version string: 1.3.5395 (X4.3.0-8.18.6)

The ATI control panel says the same thing.

But this says

3Ddiag
3Ddiag version 0.728
Verifying 3D configuration:
Using 3dinfo



No 3D capable graphic chipset found!


Checking GL/GLU/glut runtime configuration:
  GL/GLU  ... done (package xorg-x11-Mesa)
  glut ... done (package freeglut)

I can run

glxgears
12656 frames in 5.0 seconds = 2531.200 FPS

watch the gears go round, etc.

I think I installed the ATI drivers correctly, it's been a week, so I
can't remember everything I did, but part of it was fglrxconfig where I
answered some questions. Not sure what they all meant.

I installed gcc-c++ and xorg-x11-devel and now it gets this far

linux:/usr/local/source/plib-1.8.4 # ./configure
checking for a BSD-compatible install... /usr/bin/install -c
checking whether build environment is sane... yes
checking for gawk... gawk
checking whether make sets $(MAKE)... yes
includedir changed to ${prefix}/include/plib libdir is
${exec_prefix}/lib
checking for gcc... gcc
checking for C compiler default output file name... a.out
checking whether the C compiler works... yes
checking whether we are cross compiling... no
checking for suffix of executables...
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether gcc accepts -g... yes
checking for gcc option to accept ANSI C... none needed
checking for style of include used by make... GNU
checking dependency style of gcc... gcc3
checking how to run the C preprocessor... gcc -E
checking for g++... g++
checking whether we are using the GNU C++ compiler... yes
checking whether g++ accepts -g... yes
checking dependency style of g++... gcc3
checking how to run the C++ preprocessor... g++ -E
checking for a BSD-compatible install... /usr/bin/install -c
checking for ranlib... ranlib
checking build system type... i686-suse-linux
checking host system type... i686-suse-linux
checking for X... libraries /usr/X11R6/lib, headers /usr/X11R6/include
checking for gethostbyname... yes
checking for connect... yes
checking for remove... yes
checking for shmat... yes
checking for IceConnectionNumber in -lICE... yes
checking for pthread_create in -lpthread... yes
checking for glNewList in -lGL... yes
checking for dlclose in -ldl... yes
checking for ALopenport in -laudio... no
checking for egrep... grep -E
checking for ANSI C header files... yes
checking for sys/types.h... yes
checking for sys/stat.h... yes
checking for stdlib.h... yes
checking for string.h... yes
checking for memory.h... yes
checking for strings.h... yes
checking for inttypes.h... yes
checking for stdint.h... yes
checking for unistd.h... yes
checking windows.h usability... no
checking windows.h presence... no
checking for windows.h... no
checking GL/gl.h usability... no
checking GL/gl.h presence... no
checking for GL/gl.h... no
configure: error: OpenGL header file not found
linux:/usr/local/source/plib-1.8.4 # 


xorg-x11-Mesa is installed. I don't know if it should be. I know that
ATI control panel reports ATI OpenGL is in use, at least I read it this
way.

freeglut is installed; but not devel.

Steve




___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Re: OpenGL on Suse

2005-11-05 Thread Pigeon
 configure: error: OpenGL header file not found

You may want to check config.log, and see what exactly it's failing
to build the test.



Pigeon.


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] AI Aircraft Models

2005-11-05 Thread Innis Cunningham


Durk Talsma writes


On Saturday 05 November 2005 01:42, Paul Surgeon wrote:


 It's a pity we can't use something like the Project AI aircraft 
packages.

 It's a lot of work modeling dozens of aircraft types and liveries.


I agree. I've been trying to contact the folks at project AI at least five
times to see if we could set up some kind of collaboration, and every time
I'm getting an error saying that the contact address doesn't exist.  That's 
a

pity, because I'm a great fan of their traffic packages and AI aircraft for
MSFS. Speaking strictly personal, I'm not so enthousiastic about their
organizational structure and legalities though.


I would think we are better ploting our own course this may mean we are a
bit light on to start off with but with people helping it would take no time 
at all.
Having used Project AI when it first started I would think we are better off 
not

having any thing to do with them.
Durk give me a yell if you want aircraft converted and also I have a light 
737

around here somewhere if you want that but I would think you have it from
when we were playing around with it some time back.The MSFS aircraft may
have some structure that they use for animation that we could strip out plus
some models have no gear


Cheers,
Durk


Cheers
Innis



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] AI Aircraft Models

2005-11-05 Thread Jon Stockill

Innis Cunningham wrote:


I would think we are better ploting our own course this may mean we are a
bit light on to start off with but with people helping it would take no 
time at all.


Lots of airlines provide timetables in PDF format - fed into pdftotext 
and parsed with a bit of perl we should be able to build up a reasonable 
amount of data fairly quickly. Worst case is the formatting is horrid 
and it all needs to be done by hand - it's still not gonna take forever 
if there's a few people involved.


Is there any documentation on the current AI schedule formats anywhere? 
I'll have a look at a couple of timetables tomorrow and see what I can do.


Jon

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Feature/change/update/fix list since v0.9.8

2005-11-05 Thread Curtis L. Olson
I was scanning through the cvs logs trying to refresh my memory on what 
has been changed, added, and fixed since the release of v0.9.8 (last 
January).  Here's what I came up with, although after staring at cvs 
logs for 2 hours I started having minor hallucinations.  So I'm posting 
this here in hopes that people can add to it, or correct my mistakes.  
If you contributed something that is missing, or poorly described here, 
please send me something better.


Thanks!

Curt.

For upcoming v0.9.9 ...

* New well integrated volumetric clouds by Harald Johnsen
* Removed 'old' 3D clouds code.
* Fixed the jitter problem with 3d cockpits.
* Volumetric shadows are now supported so that aircraft can cast
 shadows upon themselves as well as the ground.
* Better support for redoing livery textures on an individual aircraft.
* Support for seasonal terrain textures.  (Updates to summer textures
 plus new winter textures added.)
* Add status updates to the initial splash/startup screen.
* Allow switching the tower view location at any time.
* Add support for configuring views with asymmetric view frustums.
* Many updates to gui/dialog box infrastructure.  Ability to alter
 border thickness, change fonts, dialog boxes are draggable across
 the screen, you can enable automatic line wrapping, select
 colors, allow key presses to be bound to widgets, .
* Updates and enhancements to many of the dialog boxes to fix problems,
 expose new features, enhance usability, etc.

* Updated JSBSim version since the last release.  (More updates
 pending after this release.)
* YASim: expose spool-time of a jet engine as a config parameter,
 add an oil temp model, support gear compression along any arbitrary axis,
 reworked MP calculations for super/turbochargers.
* Allow setting individual sample/update rates for any of the PID
 autopilot stages.

* Support TACAN instruments.  And an IVSI instrument.
* Depricated old (somewhat less the spectacularly conceived)
 electrical system model in favor of a much more flexible script based
 system that can be tailored to any individual aircraft.
* Include an external utility that can feed saved nmea tracks back
 into FlightGear.  If you take a gps on a real flight with you and
 capture the output, you can replay your flight in FlightGear.

* Many updates and fixes to the joystick configuration files, many new
 joysticks directly supported.

* Removed all lingering dependencies on plib's SL sound library.
* Add support for OpenAL 1.1 and alut.
* Better cross platform compatibility with our standard network structures.
* More cpu friendly frame rate throttling code that can leave more cpu
 available for other apps.
* Various Nasal (scripting) bug fixes and language improvements.
* Various bug fixes, various platform/compiler compatibility fixes,
 several memory leaks fixed.

* New aircraft available (in various stages of developement): A380,
 Boeing 314 (seaplane), Citation Bravo (glass cockpit), F-8E
 Crusader, Hurricane IIb, MiG-15bis, TU-114, B29, C150, and SR20.

* Aircraft that have had updates since the last release: 737, A-10,
 AN-225, B-52F, BAC-TSR2, Citation-II (550), Comper Swift, Concorde,
 Hunter, OV10, Spitfire, T37, B1900d, bo105, C172 et. al., DHC2F
 (Beaver), F16, Fokker DR1 Triplane, Fokker 50 (turboprop), Fokker
 100 (jet), J3 Cub, P51, Santa, Seahawk, and 1903 Wright Flyer.



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


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Feature/change/update/fix list since v0.9.8

2005-11-05 Thread Ampere K. Hardraade
On November 5, 2005 08:46 pm, Curtis L. Olson wrote:
 I was scanning through the cvs logs trying to refresh my memory on what
 has been changed, added, and fixed since the release of v0.9.8 (last
 January).  Here's what I came up with, although after staring at cvs
 logs for 2 hours I started having minor hallucinations.  So I'm posting
 this here in hopes that people can add to it, or correct my mistakes.  
 If you contributed something that is missing, or poorly described here,
 please send me something better.

 Thanks!

 Curt.

There is also heat-haze and chrome effect.

Ampere

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] B1900d: Fuel consumption when engine has stopped.

2005-11-05 Thread George Patterson
I have download the latest CVS data and compiled binaries for FlightGear
and noticed that the fuel consumption for the b1900d continues even with
the engines killed (cutoff).

/engines/engine/fuel-flow-gph[0] is shown as -0.232562 (fluctuates
rapidly)

/engines/engine/running[0] is shown as false.

The C172 doesn't behave properly.  (It does not consume fuel unless the
engine is running)


George Patterson



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Feature/change/update/fix list since v0.9.8

2005-11-05 Thread Durk Talsma
On Sunday 06 November 2005 02:46, Curtis L. Olson wrote:
 I was scanning through the cvs logs trying to refresh my memory on what
 has been changed, added, and fixed since the release of v0.9.8 (last
 January).  Here's what I came up with, although after staring at cvs
 logs for 2 hours I started having minor hallucinations.  So I'm posting
 this here in hopes that people can add to it, or correct my mistakes.
 If you contributed something that is missing, or poorly described here,
 please send me something better.


That's an impressive list of changes. I'm missing Dynamic taxiway following 
at airports equipped with a logical ground network from the list though :-)

Cheers,
Durk

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] B1900d: Fuel consumption when engine has stopped.

2005-11-05 Thread Innis Cunningham

Hi George

 George Patterson writes


The C172 doesn't behave properly.  (It does not consume fuel unless the
engine is running)


Hmm that would seem normal to me maybe I missed some thing.



George Patterson


Cheers
Innis



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Cockpit Models

2005-11-05 Thread Shelton D'Cruz
Hi

Where can I find the actual cockpit models?  I looked under 

FlightGear/data/Aircraft/XXX/Models

but can only find the external plane model not the internal cockpit.

Regards
Shelton.

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] B1900d: Fuel consumption when engine has stopped.

2005-11-05 Thread George Patterson
On Sun, 2005-11-06 at 14:37 +0800, Innis Cunningham wrote:
 Hi George
 
   George Patterson writes
 
 The C172 doesn't behave properly.  (It does not consume fuel unless the
 engine is running)
 
 Hmm that would seem normal to me maybe I missed some thing.
 
 

Oops, that was a typo. I meant the engines continues to consume fuel
even with engines stopped.

Sorry about the confusion. Currently amending the getting started and
installation guide.

George


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Cockpit Models

2005-11-05 Thread George Patterson
On Sun, 2005-11-06 at 17:46 +1000, Shelton D'Cruz wrote:
 Hi
 
 Where can I find the actual cockpit models?  I looked under 
 
 FlightGear/data/Aircraft/XXX/Models
 
 but can only find the external plane model not the internal cockpit.
 
 Regards
 Shelton.
 

Shelton, 

I believe that you are looking for FlightGear/data/Aircraft/XXX/Panels
for the cockpit panels. I think the cockpit framework is part of the
external model.

George




___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d