[Flightgear-devel] Displaying Multiple Views/Using cockpit controls
Hi, I am new to using FlightGear and am currently working on a project that involves a flight simulator with a Cessna cockpit and a screen that is divided into 3 sections in sort of a wrap around(not fully, but tilted to give a more panoramic view. Each board is displayed using a different projector run by three separate computers. Also, the cockpit controls are being read in as voltages to a separate computer. I am completely new to flight simulation and this software, and have some C++ software experience but never any software hardware integration so I’m a little lost. My questions are is there a way to display a simultaneous panoramic view using the three computers each running an instance of FlightGear and if so, how? Also, how can I go about reading in the cockpit controls(which are now being read as voltage values) into the program to control the airplane? If any additional information is needed please let me know as any help would be great. Thanks in advance. -Ryan ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Pressure distribution calculation on planes when landing?
Dai Qiang wrote: > I'm wondering, if it's possible to calculate and record the pressure > distribution on all parts of a plane, e.g. gears, wings etc, when > it's landing? Landing gear could be done fairly easily, as the force along the gear strut is known to the FDM. But stress on other aircraft parts are basically impossible with a FDM at our level of precision: you would need a full finite-element model of every load-bearing structure on the aircraft. That's definitely not a task for a real-time simulation. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Pressure distribution calculation on planes when landing?
Hi guys, I'm wondering, if it's possible to calculate and record the pressure distribution on all parts of a plane, e.g. gears, wings etc, when it's landing? Thanks, - Qiang ___ 雅虎免费G邮箱-中国第一绝无垃圾邮件骚扰超大邮箱 http://cn.mail.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Any chance for NURBS taxiways?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Roberto Inzerillo schrieb: > Is there any chance we get NURBS instead of polygons for taxiways? That's not for me to decide, but I doubt that it will happen in the near future. > Of course this would be a nice improvement for any object in the > scenery. I guess Plib does not have any problem with that. Are there any > reason why NURBS are not taken into account for building e.g. the terrain? OpenGL and thus PLIB can't handle NURBS themselves. > This idea came into my mind while working with some modeling tools which > let users build complex geometry with simple techniques using nurbs and > I imagine a curved nurbs terrain would be a very high improvement in > visual results :-) For modelling purposes NURBS are great (although they also have drawbacks, but those don't matter here). But to display a NURBS curve/surface it must be tesselated (i.e. converted to polygons/triangles). This process can easily be done - but it takes time. End even more time to get it right (there shouldn't be any edges vissible, it must fit with the rest of the scenery). So that process should happen offline, i.e. at the time the scenery is generated not at the time it's going to be displayed. AFAIK TerraGear already uses NURBS, so there's no problem at all. The limiting factor is IIRC the data format for the airport database - but I remember a discussion that its currently going to be enhanced. CU, Chris -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.0 (MingW32) iD8DBQFDi20olhWtxOxWNFcRAtUxAJ9FVJEIDBrqUG0O8PIcDWOadaSwfACgm9N9 EOFWY81xqodKsh1350nMtBE= =jm35 -END PGP SIGNATURE- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: NASAL Scripted Pushback
Andy Ross schrieb: Steve Knoblock wrote: 1. Will Nasal scripting give me all options to program the push-back function (incl. playing sound files and checking distances to other planes or to next taxi way)? I am not sure of this, but NASAL can listen for properties and then change properties, Yes, Nasal interacts with the rest of FlightGear through the property and FGCommand subsystems, and in a few special cases by extension functions (settimer() and random() being the only ones I can think of off the top of my head). So anything you can do through those mechanisms is scriptable. Anything the you *can't* do through those mechanisms is either something that we don't want to script (3D rendering, FDM internals), or just haven't gotten around to. Wiring up property/command interfaces for C++ subsystems is generally pretty easy. Andy Is there a list of all properties or commands available or how do I find the appropriate functions? I allready found the readme.properties, but looking at Steve's autopilot.nas I can see some more properties that are not listed in the readme. How will I know if a property is read-only or if I have a bug in my code? Thanks, Carsten ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: NASAL Scripted Pushback
Steve Knoblock wrote: > > 1. Will Nasal scripting give me all options to program the > > push-back function (incl. playing sound files and checking > > distances to other planes or to next taxi way)? > I am not sure of this, but NASAL can listen for properties and then > change properties, Yes, Nasal interacts with the rest of FlightGear through the property and FGCommand subsystems, and in a few special cases by extension functions (settimer() and random() being the only ones I can think of off the top of my head). So anything you can do through those mechanisms is scriptable. Anything the you *can't* do through those mechanisms is either something that we don't want to script (3D rendering, FDM internals), or just haven't gotten around to. Wiring up property/command interfaces for C++ subsystems is generally pretty easy. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: [BUG] [PATCH] (announcement) throwing stale exceptions and missing copy ctor/assignment
> So I'm unsure if it is a good idea to include those patches. They are harmless, but according to what Melchior has pointed out, some of the code (what I added to the exceptions classes) is redundant (basically, what is written there is auto-generated by the compiler unless it has problems). For the other parts of the patch, it is still relevant. I'm going to rework it later by eliminating the above redundancy when I have time (probably this weekend). > If yes, how to test if it works well? Depends on what kind of testing you want to do. Either look at the exceptions thrown and try to induce each one of them, or probably just do the regular flying and see if it is still OK. Also look at the code and see if you find something obviously stupid that I've overlooked. > BTW. Vassilij, what's your platform? I overlooked it, maybe. (Mine is > Linux on AMD 32bit) linux/Pentium IV 32 bit. Vassilii ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: NASAL Scripted Pushback
On Mon, 28 Nov 2005 06:42:53 -0600, you wrote: >Here are my first questions: >1. Will Nasal scripting give me all options to program the push-back >function (incl. playing sound files and checking distances to other >planes or to next taxi way)? Or will I have to use c++ (if so, is there >anyone who is interessted to give me some beginners support?)? > >2. Why does appling a body-u-velocity not work? I am not sure of this, but NASAL can listen for properties and then change properties, so if you can take actions based on a monitored property (for example, I monitor various orientation/navigation properties to implement GPS tracking in my autopilot) and set properties that play the sounds or move the aircraft, it may be possible. I just do not know if you connect to those actions from the script. Maybe if an animation is based on a property, you could change it from script. I believe the property may be read only. Perhaps it just reports the velocity, but setting the velocity does not side effect the aircraft. It would be interesting if features like this could be added to FlightGear by creating custom GUI interfaces and use NASAL to drive the feature. I built a GUI for some features of the autopilot I modeled for which the face plate does not have any controls. Steve ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Re: [Flightgear-cvslogs]CVS:data/Aircraft/Lockheed1049/Models
> That was my understanding of it, but it seemed to not work with ___'s > Connie model. Upon further review it looks like ___'s Connie model has > an x-offset of about 14 meters, and I can't figure out why. So, I'll drop my > investigation of it. > > Dave :-) Once we get the new JSBSim FDM into FGFS CVS I'll have a look at it (there's always something _just_before_ the good stuff on my todo list). Jon ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:data/Aircraft/Lockheed1049/Models
On Sunday 27 November 2005 08:56 pm, Jon Berndt wrote: > No. The VRP defines the location of an agreed-upon reference point in > structural coordinates. The CG, eyepoint, gear locations, etc. are all > defined (in JSBSim) in structural frame. > ... That was my understanding of it, but it seemed to not work with ___'s Connie model. Upon further review it looks like ___'s Connie model has an x-offset of about 14 meters, and I can't figure out why. So, I'll drop my investigation of it. Dave ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Push-Back?
Hi All, I would like to contribute to coding Flightgear, unfortunately I'm not very experienced in c++ programming, I only did some small projects to make daily work life a little easier. In FLYII there was a nive goodie-script called "Push-Back". 1. After hitting the hotkey, there was a conversation between the pilot and the ground personnel: "Ground to cockpit: Ready for push-back? - Yes, ready for push back! - Please release parking brakes!" Or something in that style... 2. User has to release parking brakes. Pilot:"Parking brakes released!" 3. Than the plane was pushed back. There were three different hotkeys resuming in three different push-backs (distance / curvature) 4. After push-back: "Ground to cockpit: Set parking brakes" 5. User has to set parking brakes. Pilot:"Parking brakes set!" 6. "Ground for Cockpit: Towing system removed, ready for starting engines, please wait for hand signal on left hand side" I would like to jump into Flightgear with something similar. I already played a little bit with this Nasal scripting with moderate success. My idea was to give the plane a longitudinal velocity and rotate the front wheel after a certain distance to get the 90deg curve. I was able to check the status of the parking brakes. I tried to set the body-u-velocity to some value to get the plane moving, but did not succeed. The FLY-Script pushed the plane for a fixed distance. Maybe it's possible to check the position of the plane relative to the next taxi way and adjust the push-back track in such a way, that the plane is aligned to the center line of the taxi way correctly. Also I would like to implement some kind of check if other planes are passing behind the plane. But this is something really advanced. I would like to start with a simple push back function first. Here are my first questions: 1. Will Nasal scripting give me all options to program the push-back function (incl. playing sound files and checking distances to other planes or to next taxi way)? Or will I have to use c++ (if so, is there anyone who is interessted to give me some beginners support?)? 2. Why does appling a body-u-velocity not work? 3. Can I rotate the front wheel to get a curved movement? Any reply or comment is very welcome Carsten ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: [BUG] [PATCH] (announcement) throwing stale exceptions and missing copy ctor/assignment
So I'm unsure if it is a good idea to include those patches. If yes, how to test if it works well? BTW. Vassilij, what's your platform? I overlooked it, maybe. (Mine is Linux on AMD 32bit) Regards Ladislav. 2005/11/26, Vassilii Khachaturov <[EMAIL PROTECTED]>: > > thanks for catching this one. I'll 1) go to sleep and hope that > the flu will go away enough to get thinking sanely again 2) will try > not to submit lengthy patches coded up when being sick before > reviewing them myself being sane 3) re-read the BS book ASAP in > case I forgot smth else out of C++ > > V. > > > ___ > 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] Newbie-friendly Aircraft downloads
To follow on (loosely) from the recent topic about a "browser" for aircraft to make it easier for newbies: The other way (at least with linux) to accommodate newbies(*) is to package the sim, its various terrain and scenery, and its aircraft in RPMs or a similar system. I just did this with the Colditz Escape Glider - it dovetails in nicely with the Fedora Core RPMs that I've already made available on: ftp://tallyho.bc.nu/pub/steve/flightgear/0.9.9 look in the RPMS/noarch directory for the glider package, or the RPMS/i386 directory for the sim itself. If a set of packages like these are put on a 'yum' server, it all becomes pretty trivial for a newbie(*) to obtain what he/she wants complete will all the prerequisites in a single operation. (*) More likely, experts who just want to try out the sim and not to have to understand all the vagaries of FlightGear before doing so. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Any chance for NURBS taxiways?
Is there any chance we get NURBS instead of polygons for taxiways? Of course this would be a nice improvement for any object in the scenery. I guess Plib does not have any problem with that. Are there any reason why NURBS are not taken into account for building e.g. the terrain? This idea came into my mind while working with some modeling tools which let users build complex geometry with simple techniques using nurbs and I imagine a curved nurbs terrain would be a very high improvement in visual results :-) Roberto ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d