[Flightgear-devel] Adding a Hanger
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
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
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
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
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
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
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)
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
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
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
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
* 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
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
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
* 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
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 ?????
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?
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
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
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?
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 ?????
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
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
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
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
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
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
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
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
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
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.
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
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.
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
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.
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
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