Re: [Flightgear-devel] Coding glitch in latest FGFS CVS?

2004-02-07 Thread Christopher S Horler
Jon
 In file included from SkyRenderableInstance.hpp:27,
  from SkySceneManager.hpp:38,
  from SkySceneManager.cpp:29:
 mat33.hpp:60: warning: friend declaration `Vec3Type operator*(const
Vec3Type, const Mat33Type)' declares a non-template function
 mat33.hpp:60: warning: (if this is not what you intended, make sure the
function template has already been declared and add  after the function
name here) -Wno-non-template-friend disables this warning
 mat33.hpp:64: warning: friend declaration `Mat33Type operator*(Type, const
Mat44Type)' declares a non-template function
I'd just be taking a blind guess, but it looks like one of those errors
that occurs when upgrading a gcc version (I'm running something archaic
here so I wouldn't know).

Did you try it's advice, regarding about adding  after the function
name?

I think this should be 

friend Vec3Type operator * (const Vec3Type V, const Mat33Type
M);




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Re: [Flightgear-devel] Coding glitch in latest FGFS CVS?

2004-02-07 Thread Christopher S Horler

In fact 
Stroustrup C.13.2

I think this is rather appropriate...the examples even about matrix and
vector multiplication

Chris


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Re: [Flightgear-devel] Coding glitch in latest FGFS CVS?

2004-02-07 Thread Christopher S Horler
Starting to feel quite out of it now... there is NO typo.

On Sat, 2004-02-07 at 14:47, Christopher S Horler wrote:
 In fact 
 Stroustrup C.13.2
 
 I think this is rather appropriate...the examples even about matrix and
 vector multiplication
 
 Chris
 
 
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Re: [Flightgear-devel] Coding glitch in latest FGFS CVS?

2004-02-07 Thread Christopher S Horler
On Sat, 2004-02-07 at 14:47, Christopher S Horler wrote:
 In fact 
 Stroustrup C.13.2
 
 I think this is rather appropriate...the examples even about matrix and
 vector multiplication
Bad style replying to myself, before anyone points out the missing
punctuation.  

I also think there's a typo in the example from my version of
Stroustrup, in so much as there appears to be a missing T after
Vector.


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Re: [Flightgear-devel] Scenery

2004-01-29 Thread Christopher S Horler


On Thu, 2004-01-29 at 08:44, Erik Hofman wrote:
 Matthew Law wrote:
  That's pretty good scenery!  Is that straight from TerraGear or ripped from the MS 
  Scenery add-ons?
 
 As I understand it it's a commercial CD containing satellite images of 
 the UK, but processed with TerraGear to match FlightGear's own scenery 
 format.

I forget the name of the CD, but I've seen these in a games shop
recently.  The do the entire UK as several sets, and also the major
airports in high detail.  I didn't know if they'd work with fgfs, I
might invest in a copy now.  

I believe it was something to do with the millenium mapping project
(some of the photographing flights were flown from my home airport - a
couple minutes away from my parents house).

Chris


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Re: [Flightgear-devel] Borland C++BuilderX Personal for $10

2004-01-25 Thread Christopher S Horler

 Accelerate your C++ development with Borland® C++BuilderX Personal, a
I think I'll restrain myself, having a little cashflow problem this
month.  KDevelop CVS has been working well for me, waiting for KDE3.2,
and koffice etc to be released - koffice team squashed my bug report
last week, although I read KDE 3.2 has ~5000 bugs outstanding.

Later,

Chris.


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[Flightgear-devel] Clouds Question

2004-01-25 Thread Christopher S Horler
I've just spent the last hour looking for a function in the clouds3d
source, I didn't find it.

The 3d cloud is made from cloud particles, each instance of these
particles has a position set with SetPosition().  These look like
they're only set when a cloud is loaded, does this mean that there was
never a function to generate customized positions of particles?

If anyone finds it let me know, otherwise with algorithms are suitable
for generating a set of not to ordered 3d points?  (I thought someone
like maybe Norman might know the answer to this...I'll be web searching
after I eat).

Chris.


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RE: [Flightgear-devel] Clouds Question

2004-01-25 Thread Christopher S Horler
   If anyone finds it let me know, otherwise with algorithms are suitable
   for generating a set of not to ordered 3d points? 
 
 This is a *large* field :-)
 Should find some stuff to get you started here
 http://dynamo.ecn.purdue.edu/~ebertd/texture/ebert/
 
 The whole package needs a complete rewrite at somepoint,  but I have 
 not thought it worthwhile doing until we can take advantage of on card
 proceedural texturing and this will require a substantial addition to PLib.

Thanks, that's actually similar to what I was considering.

Chris.


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Re: [Flightgear-devel] Clouds Question

2004-01-25 Thread Christopher S Horler
 You'll also find links to other on-going research in cloud building and
 rendering that may spawn some ideas on creating customized clouds.
 Creating a cloud universe based on meterological data would be the
 penultimate feature and not a trivial pursuit.

That's my aim... might take some time.  For the moment I've been playing
around with improving one thing at a time.


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Re: [Flightgear-devel] Re: Problems compiling plib

2004-01-17 Thread Christopher S Horler
see below

 Nor do I. But what does it take to be considered a plib developer?
 Being officially acknowledged? Fixing bugs and submitting patches?
 In the last few weeks only outsiders improved plib, while official
 developers mostly played dead.   :-P
That's what happens when you don't pay... and when you pay sometimes.


 Yes. But diff isn't the only useful cvs command for us script kiddies.
 I'm regularly using log, ann, and things like cvs up -D'1 week ago',
 cvs diff -r1.23 -r1.24 etc. And this is quite hard to do without cvs
 access. No, I don't claim that I do it daily, not even once every
 month. But once in a while.
I don't use many cvs commands, but one I use a fair bit is log.  However
I've never figured out how to make it only display the last e.g. 5 log
entries or from a certain date... if it doesn't do it it should...

sulk...going to read docs. /sulk

Chris.


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[Flightgear-devel] Clouds 3d

2004-01-17 Thread Christopher S Horler
Hi guys (and the fairer sex if they're here),

Well some time ago I looked at making the 3d clouds easier to work for
everyone.  Then I was very busy,... 

Well I started looking again yesterday and I understand how the things
work now, and I started writing a few test programs.  I haven't used
plib for these as I'm not sure how much longer flightgear will use that
- coin has a lot to offer.  However whatever I do will be easy to
backport if ssg gets a imposter renderer.

In the 4 hours that I've known coin and SoQt (only used for speed, the
scenegraph is independent).  I've managed to render cloud particles, and
shortly I will be using the imposter node in coin with them.

Here's a screenshot of a little cloud particle (the clouds consist of
collections of these).  I've cropped it because it didn't get through
the first time (all that's missing is my application interface).

Chris


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Re: [Flightgear-devel] Re: Problems compiling plib

2004-01-17 Thread Christopher S Horler
 I don't know if there is a command to display the last 5 log entries, 
 although you could probably do this for an individual file pretty easily 
 via the cvs web interface.
 
 In general, I have had good luck with something like the following:
 
  cvs log -d10/15/2003   (that's MM/DD/)
Thanks,.. and by chance cvsweb is my favourite way of working out whether a
a recompile is worth going through.



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Re: [Flightgear-devel] Clouds 3d

2004-01-17 Thread Christopher S Horler
Jim,

 Would it be easier to add an imposter renderer to plib than to add move
 simgear over to coin-3d?  How complete is the VRML support?

The imposter renderer, i.e.offscreen hardware accelerated rendering to a
offscreen buffer to be used as a texture is not such an easy thing
(tm).  When you go and try to do it across multiple platforms all using
a different (or slightly different) method it's worse.  They (coin)
already have this available.

VRML support
http://doc.coin3d.org/Coin/classSoInput.html#_details
gives an impression that it can read vrml 2 files, as the the level it
understands them...? I haven't found anything on that yet.
However if you look at the VRML related classes, which should be some
indication of the level of support of the file parser.
http://doc.coin3d.org/Coin/group__VRMLnodes.html
there's a few, and there may be more than that page.

The info on additions/hilights of the version 2 series of coin are found
here:

http://www.coin3d.org/Coin/Coin_2.php

If you want to test a few VRML files that should be quite easy to do.
(I'll probably try that tomorrow - any VRML files you want to try?)

Thanks,

Chris.


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Re: [Flightgear-devel] [Fwd: Linux User Developer Expo 2004]

2004-01-15 Thread Christopher S Horler
On Wed, 2004-01-14 at 19:22, Curtis L. Olson wrote:
See below
 David Luff wrote:
  OK, that's a definate now :-)
 
 Ok, so far here is what I have:
 
 - Al West can definitely be there.
 - David Luff can definitely be there.
 - Jon Stockhill probably will be at the show and probably can help with the
booth.
 - Matthew Law thinks he can be there but needs to clear it with his boss
first.
 - Jim Brennan might also be able to make it.

I will attend if in the country (I live in Bristol).
I will be interesting to meet you guys.

Chris


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[Flightgear-devel] Scenegraph

2003-12-27 Thread Christopher S Horler
Evening Gents,

I've been remembering the discussion a while back on possible future
directions for the scenegraph.  What was the result of this?

I did a little brief investigation myself, with the view of a easier
implementation of imposter's for the 3d cloud layer.

Coin3d (ex Open Inventor) seems to support this natively with the
SoOffscreenRenderer class.

http://doc.coin3d.org/Coin/classSoOffscreenRenderer.html#_details

They also have interfaces to windows (SoWin) and Qt (SoQt) toolkits (not
sure on the mac position with this).  I think this is all GPL'd.

Chris


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re: [Flightgear-devel] AC file loader (Was: AN225)

2003-10-05 Thread Christopher S Horler
Jim,

 Yes that was it!  The cockpits look *much* nicer changing to one millimeter.
 
Any chance of a screenshot (when 'vtol' is 0.001f) of the panel, and
maybe a comparison with the old one?

Chris.


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re: [Flightgear-devel] AC file loader (Was: AN225)

2003-10-05 Thread Christopher S Horler
Thanks Jim,

On Sun, 2003-10-05 at 15:09, Jim Wilson wrote:
 With the p51d the top of the stick always looked weird.  The trim knobs were
 ok but a little off and there were lots of distortions in the engine
 controller.  Those parts all look a lot smoother now:
 http://www.spiderbark.com/fgfs/vtolfix3.png
This one (p51d) looks top notch now.  I've not had the opportunity for a
few weeks to take a look (hence asking for screenshots - thanks).

 It might not actually be that spectacularly different, but the folks that have
 been working on the models will see right away.  Mostly the patch is going to
 save time building the models.
Presumably this would only affect the time it takes to run ssgStripify,
having no detrimental performance issues?

Chris.




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Re: [Flightgear-devel] AN225

2003-09-29 Thread Christopher S Horler
One of these flew into work last year I think,

It's quite spectacular to watch land, it's enormous, blots the horizon
out.

On Mon, 2003-09-29 at 16:24, Jim Wilson wrote:
 Curtis L. Olson [EMAIL PROTECTED] said:
 
  Lee Elliott has just contributed an AN225 to the FlightGear project
  and I have just committed it to CVS.  This aircraft is the biggest one
  built for FlightGear so far and it flies and looks really nice.
  
 
 And the 747-400 quietly steps aside :-)
 
 BTW the only thing that might be bigger would be a spruce goose,  but nothing
 will beat the an-225 for capacity (close to double the 747?).  How much runway
 does it need at mto weight?
 
 Best,
 
 Jim
 
 
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Re: [Flightgear-devel] server upgrade

2003-09-26 Thread Christopher S Horler
  Thanks to a kind donation by an anonymous friend of the flightgear
  project we have just been able to upgrade our main ftp server [...]
 Please thank the anonymous friend from me too, when opportunity arises.
My thanks go to the anonymous individual also.


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Re: [Flightgear-devel] Re: What is Everybody Doing

2003-09-21 Thread Christopher S Horler
Spitfire,
I also have managed to obtain about 30 'profile publications' on various
wartime aircraft.  I haven't made a list of these or which I plan to
do.  These mainly have very good pictures, and not much technical data.

Unfortunately Spitfire still isn't in a working state.  I'm even
considering starting it again.  My main problem is always texturing.  I
seem to manage to texture simple objects, but as soon as there is a seam
to join and line up camouflage I fail.  I plan to write something at
some stage to improve texturing using blender and the gimp.

On Sun, 2003-09-21 at 10:19, Matthew Law wrote:
 C-152
 Pilatus Turbo Porter
 C-208 Grand Caravan
 Maule MX-7
 
 None of which are in a demonstrable state, but I hope to publish the 152 and 
 Porter by the end of the year.
 
 Cheers,
 
 Matt.
 
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[Flightgear-devel] Scenegraph

2003-09-09 Thread Christopher S Horler
Please have patience - I'm grepping and reading small code snippets to
try to understand the scenegraph used in flightgear.
I looked for ssgCullAndDraw, and ssgRoot.

I've been looking at the ssg docs.

I'm getting a little lost in following ssgRoot to its 'manager' (or
understanding why there should be and upwards from root).
ssgRoot inherits from ssgBranch.  I don't understand why we have more
than one of ssgRoot (runway lights, taxi lights etc).  Do we have
another node above these that manages them? - what is this.


Chris.

(tomorrow if I get a little time I'm going to look to see if we use
ssgRangeSelector on buildings).


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Re: [Flightgear-devel] Framerate drop

2003-09-02 Thread Christopher S Horler
Hi,

Just moved house, having all kinds of problems... but I have still get a
deep sense of curiousity about all this.

Is the scene calculated in the main loop? - Do we check these buildings
are there every cycle?  

Or is the implementation more along the lines of; calculated in advance
and setting a variable to switch execution to recalculate at some
predetermined point?

On Tue, 2003-09-02 at 12:07, Frederic BOUVIER wrote:
 Norman Vine wrote:
  I noticed a *very* significant fps drop with the new scenry objects 
  in San Francisco which may be due to having many small textures 
  rather then having the small textures combined into one as is done 
  with the Panel 
 
 I use texture repetition for the buildings. Is it possible to achieve that 
 when they are grouped in a single file ?
 
 - Fred
 
 
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[Flightgear-devel] OT: Aircraft Carriers

2003-08-21 Thread Christopher S Horler
Can anyone tell me the largest a/c that can operate from an a/c carrier?

Thanks,

Chris


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Re: [Flightgear-devel] gcc optimizations

2003-08-14 Thread Christopher S Horler
Hi Norman,

I haven't upgraded to gcc 3.3, I had planned on waiting until gcc 3.4 or
even later.  Can you give us an indication of what kind of performance
benefit this can give?

Chris
On Sun, 2003-08-10 at 06:24, Norman Vine wrote:
 I upgraded my MingW compiler to gcc3.3
 and tried the following CFLAGS to use the sse multimedia 
 registers instead of the normal 387 fpu instructions
 
 -O2 -march=pentium3 -msse -mfpmath=sse
 
 Wow -- seems like a nice improvement in the fps :-)
 
 You will need a P3 or better for this
 not exactly sure what the flags are for the AMD chips
 but it's probably worth experimenting
 
 If you have a Pentium 4 try
 -O2 -march=pentium4 -msse2 -mfpmath=sse2
 and this will do the same for doubles that sse does
 for floats
 
 Note these compiler flags are present in earlier versions
 of gcc but the code emitted had a few problems.  It seems
 as if 3.3 got things right at least for FGFS :-)
 
 Cheers
 
 Norman
 
 
 
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Re: [Flightgear-devel] Glut

2003-08-14 Thread Christopher S Horler
As a Linux user I don't care either why, I can only show my sympathy to
the entire windows user community.

I have one/two question though do all the dependencies build correctly
on cygwin - how many problems will actually need to be fixed.  It is
important to access the exact size of the problem before deciding to go
over or around it... or is that a mountain?

Does sdl improve flightgear at all?  -If it is put in do we see some
real advances?  Might time be better spent cleaning up the code?  Isn't
it really the 'wrong' time to be doing this - 1.0 will be a mega big
release, shouldn't it be done e.g. 1.2+, branched etc?

No more time,

Chris


On Tue, 2003-08-12 at 22:23, Erik Hofman wrote:
 Curtis L. Olson wrote:
 
  Anyone else have any positives or negatives?  Any red flags, or
  additional issues we should consider?
 
 I really would like to have SDL support available in FlightGear. In can 
 give FG a good step in the right direction. If Cygwin isn't supported 
 that would be a major drawback though.
 
 Positives:
 
 * Native Win32 threading support
 * Native IRIX sproc threading support
 * Most functions have multi threading added
 * MMX support where needed
 * Ability to set the video mode (not just the window size)
 * Event scheduler
 * Cross platform timer functions
 
 * Network support routines (separate libraries)
 * Audio mixer support routines (separate library)
 
 And all of that by adding just a very thin software layer.
 
 Erik
 
 
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[Flightgear-devel] Gliding (Stall)

2003-08-01 Thread Christopher S Horler
I'm under the impression that an aircraft should be able to glide
sensibly up to the stall and then you may encounter problems depending
on the type of the wing, where the stall will occur on the wing and
whether it will occur on both wings together.

A prop driven a/c may give additional benefits to the airflow over the
wing.

Essentially the aircraft should be dynamically stable up to the stall
and offer some degree of predictability in the stall (not necessarily
control).

Here's my challenge to you...

Take the dc3 up to 5000' and cut engines whilst cruising.  Without
paying any attention to maintaining altitude, make some shallow turns
and try to glide around for a while then try and land the plane once you
get the feel for it.

I fail to do this.  I get an apparent stall, randomly, like one wing is
stalling before the other. I wiggle the rudder a little and wait for the
a/c to come back to me (not sure this has the desired effect).  When it
comes back it's alright for a while, then starts again.  This might be
argued is the effect of the no power condition. It might be argued my
incidence is to great for the airspeed.  I tried the same thing at a
lower incidence and noticed similar results.

Last time I talked of the dc3 I was saying how it had stability problems
on takeoff, now I have stability problems in the air.  Does anyone else
fly this plane?  Where does the data come from for this aircraft
configuration?

The other thing I was wondering about was the way static and dynamic
stability is handled by the fdm.  Is it the case that while gear is in
contact with the ground the fdm combines the effect of static and
dynamic stability, adjusting as the tail wheel (or nose) lifts and as
main gear departs removing everything but drag?  Is ground effect
modelled?  Where can I look at this code - I would like to see how it is
done.  (I'll be browsing my CVS while you reply - looking for it)

Chris




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Re: [Flightgear-devel] Gliding (Stall)

2003-08-01 Thread Christopher S Horler
I experimented a little further.

If I give the plane a stall by gradually reducing power and trying to
keep my vsi 0, then release the stick and wait for some semblance of
order to return.  I notice that the stall develops on one wing and then
eventually the plane will return to level, but it doesn't stop here as
I'd expect... it continues downward, wildly oscillating, gradually
returning to stable flight.

The following article says the stall propagates from the wing tip, which
is consistent with the first part of the stall, I'm not convinced about
the last bit though.  It's also quite an interesting read.

http://www.centercomp.com/cgi-bin/dc3/stories?1901

btw how do you use replay?

Chris
On Fri, 2003-08-01 at 16:43, Martin Spott wrote:
 Christopher S Horler [EMAIL PROTECTED] wrote:
 
  I fail to do this.  I get an apparent stall, randomly, like one wing is
  stalling before the other. I wiggle the rudder a little and wait for the
  a/c to come back to me (not sure this has the desired effect).  When it
  comes back it's alright for a while, then starts again.
 
 I have the impression that YASim airplanes likely tend to stall in
 unusual conditions where I would not expect that. For instance take the A4,
 XF-23 or something else, fly straight at full power, then try to drop
 the nose.
 First the plane will resist to take the nose down like there were some sort
 of a barrier. When you push a bit harder you immediately get into stall and
 the plane starts to wiggle. I've never seen that before  :-))
 Can anyone confirm this or is it only me who happens to experience this ?
 
 Martin.
 P.S.: Is it possible thet the DC-3 3D model rotates around its nose ?


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Re: [Flightgear-devel] Gliding (Stall)

2003-08-01 Thread Christopher S Horler
I've only tried it with the dc3

On Fri, 2003-08-01 at 16:44, Major A wrote:
  Take the dc3 up to 5000' and cut engines whilst cruising.  Without
  paying any attention to maintaining altitude, make some shallow turns
  and try to glide around for a while then try and land the plane once you
  get the feel for it.
  
  I fail to do this.  I get an apparent stall, randomly, like one wing is
  stalling before the other. I wiggle the rudder a little and wait for the
 
 Have you tried any JSBSim aircraft? I suspect that this is a problem
 to do with Yasim. In the P51D, 747, and especially the B52, I've seen
 this asymmetric stall many times during non-stabilized approaches, and
 they usually happen at decent airspeeds (say, 170kt). I haven't ever
 experienced anything like this in the A320 or F16 or C172.
 
 There's another issue I reported earlier, it's probably not a generic
 Yasim problem though. In the Cub, cut the engine and try to glide and
 then land. I find it impossible to maintain altitude in the last few
 100ft AGL, I always crash into the ground in an uncontrolled way
 because the plane suddenly loses airspeed very rapidly.
 
 This might have to do with the effect that the prop starts turning in
 the wrong direction when you build up airspeed with the engine turned
 off (try starting FG with the plane at a few 1000ft AGL with 0kt
 airspeed, you'll see). I haven't seen this in other Yasim prop planes.
 
   Andras
 
 ===
 Major Andras
 e-mail: [EMAIL PROTECTED]
 www:http://andras.webhop.org/
 ===
 
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Re: [Flightgear-devel] Gliding (Stall)

2003-08-01 Thread Christopher S Horler
No I'm not using the Autopilot.

I just don't think that the behaviour after the stall (when the plane
begins to recover) is that realistic - this is when it oscillates

On Fri, 2003-08-01 at 21:26, Lee Elliott wrote:
 From the description of the a/c oscillating, I'd guess you're using auto-pilot 
 heading hold/wing-leveller.  Try it without and you shouldn't get any 
 oscillation.  You can also get pitch oscillation or porpoising in some a/c at 
 low speeds with AP alt hold too - that can be tamed by increasing the 
 elev-adj-factor.
 
 LeeE
 
 
 On Friday 01 August 2003 17:26, Christopher S Horler wrote:
  I experimented a little further.
  
  If I give the plane a stall by gradually reducing power and trying to
  keep my vsi 0, then release the stick and wait for some semblance of
  order to return.  I notice that the stall develops on one wing and then
  eventually the plane will return to level, but it doesn't stop here as
  I'd expect... it continues downward, wildly oscillating, gradually
  returning to stable flight.
  
  The following article says the stall propagates from the wing tip, which
  is consistent with the first part of the stall, I'm not convinced about
  the last bit though.  It's also quite an interesting read.
  
  http://www.centercomp.com/cgi-bin/dc3/stories?1901
  
  btw how do you use replay?
  
  Chris
  On Fri, 2003-08-01 at 16:43, Martin Spott wrote:
   Christopher S Horler [EMAIL PROTECTED] wrote:
   
I fail to do this.  I get an apparent stall, randomly, like one wing is
stalling before the other. I wiggle the rudder a little and wait for the
a/c to come back to me (not sure this has the desired effect).  When it
comes back it's alright for a while, then starts again.
   
   I have the impression that YASim airplanes likely tend to stall in
   unusual conditions where I would not expect that. For instance take the 
 A4,
   XF-23 or something else, fly straight at full power, then try to drop
   the nose.
   First the plane will resist to take the nose down like there were some 
 sort
   of a barrier. When you push a bit harder you immediately get into stall 
 and
   the plane starts to wiggle. I've never seen that before  :-))
   Can anyone confirm this or is it only me who happens to experience this ?
   
   Martin.
   P.S.: Is it possible thet the DC-3 3D model rotates around its nose ?
  
  
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Re: [Flightgear-devel] Gliding (Stall)

2003-08-01 Thread Christopher S Horler
this was with the dc3 
On Fri, 2003-08-01 at 22:46, Lee Elliott wrote:
 Hmm... can't say I ever encountered that while I was testing it.  How much is 
 the speed varying through the cycle of the oscillation?
 
 I can't say that I know what the stall characteristics of a B-52 are - I 
 didn't come across any descriptions while I was researching it.
 
 LeeE
 
 On Friday 01 August 2003 22:25, Christopher S Horler wrote:
  No I'm not using the Autopilot.
  
  I just don't think that the behaviour after the stall (when the plane
  begins to recover) is that realistic - this is when it oscillates
  
  On Fri, 2003-08-01 at 21:26, Lee Elliott wrote:
   From the description of the a/c oscillating, I'd guess you're using 
 auto-pilot 
   heading hold/wing-leveller.  Try it without and you shouldn't get any 
   oscillation.  You can also get pitch oscillation or porpoising in some a/c 
 at 
   low speeds with AP alt hold too - that can be tamed by increasing the 
   elev-adj-factor.
   
   LeeE
   
   
   On Friday 01 August 2003 17:26, Christopher S Horler wrote:
I experimented a little further.

If I give the plane a stall by gradually reducing power and trying to
keep my vsi 0, then release the stick and wait for some semblance of
order to return.  I notice that the stall develops on one wing and then
eventually the plane will return to level, but it doesn't stop here as
I'd expect... it continues downward, wildly oscillating, gradually
returning to stable flight.

The following article says the stall propagates from the wing tip, which
is consistent with the first part of the stall, I'm not convinced about
the last bit though.  It's also quite an interesting read.

http://www.centercomp.com/cgi-bin/dc3/stories?1901

btw how do you use replay?

Chris
On Fri, 2003-08-01 at 16:43, Martin Spott wrote:
 Christopher S Horler [EMAIL PROTECTED] wrote:
 
  I fail to do this.  I get an apparent stall, randomly, like one wing 
 is
  stalling before the other. I wiggle the rudder a little and wait for 
 the
  a/c to come back to me (not sure this has the desired effect).  When 
 it
  comes back it's alright for a while, then starts again.
 
 I have the impression that YASim airplanes likely tend to stall in
 unusual conditions where I would not expect that. For instance take 
 the 
   A4,
 XF-23 or something else, fly straight at full power, then try to drop
 the nose.
 First the plane will resist to take the nose down like there were some 
   sort
 of a barrier. When you push a bit harder you immediately get into 
 stall 
   and
 the plane starts to wiggle. I've never seen that before  :-))
 Can anyone confirm this or is it only me who happens to experience 
 this ?
 
 Martin.
 P.S.: Is it possible thet the DC-3 3D model rotates around its nose ?


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[Flightgear-devel] Realism

2003-07-25 Thread Christopher S Horler
Here's a few questions (btw the topic is the best word I could think
of).

Stopping distances - I wondered if we were modelling these correctly on
any aircraft - specifically on the larger ones such as the b52 and 747.

Fuel Burn - I think someone mentioned this once (and probably it was
modelled)

Does the t/o weight for the b52 include a full payload or not.  Further,
is there a way to 'drop' the bombs - a simulated change in cg and
reduction of mass (and trim condition) depending on what I drop/which
bays are emptied.  Finally regarding the b52 I think someone once told
me that in order to takeoff with a full payload it was necessary to have
nearly no fuel on board so much so that you burn a bit of oil and then
immediately refuel once airborne.

Is the dc3 realistic - I know the tail wheel is locked on takeoff, but I
have to keep it glued to the runway before I gain suitable speed for t/o
and just nudge the stick fwd and then the plane leaps into the air. 
I've not yet been on a dc3 when flying (although they seem to come for
as little $12000 now - RAeS Journal ex hijacked) but I can't imagine a
plane as successful as that is so lacking in stability even if it is a
tail dragger.

Chris



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Re: [Flightgear-devel] forwarded message from Andrei Barbu

2003-07-25 Thread Christopher S Horler
First let me say how good it looks,

Now I need to ask, how easy is this to maintain - I'm all in favour of
using some modern approach to web design.  Ideally we would want to make
the life of the admin (Curt) easier not harder.

On Fri, 2003-07-25 at 11:53, David Megginson wrote:
 [EMAIL PROTECTED] writes:
 
   Netscape 4.7x is not W3C compilant
 
 And that's not just because it's old -- the Netscape people were very
 cavalier about W3C and IETF specs even at the time.  I think that they
 were hoping to keep up a barrier to entry for MSIE by remaining
 slightly incompatible (when they still had 70% of the market and
 everyone had to design pages to work in their browser) -- Microsoft
 should take note and see how well that strategy worked for their
 competition before the next time they try it themselves.
 
 
 All the best,
 
 
 David
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Re: [Flightgear-devel] Instrument Flight Test: Passed

2003-07-24 Thread Christopher S Horler
I enjoy reading this kind of thing,

Congratulations - I'm sure this is a milestone for everyone who
undertakes such a test.

Chris

On Thu, 2003-07-24 at 18:11, David Megginson wrote:
 I passed my instrument flight test this morning -- thank you all for
 the positive karma you sent my way.  We did the test in the real
 thing, hard-core IFR with a 400 ft ceiling and rain.  My visual
 contact with the ground during the entire test was probably less than
 two minutes.  A narrative follows for people who like that kind of
 thing (everyone else can stop reading now).
 
 The ground work went fine, but I wasn't worried about it.  After
 startup and clearance copying, we taxied to 04, and I double-checked
 the ceiling with ground before switching to tower (when the DFTE asked
 earlier, I told him that 400 ft would be my personal limit).  At that
 point the DFTE took the foggles from me, said that I obviously
 wouldn't be needing them, and put them away for the rest of the
 flight.
 
 We took off, and in a few moments, the world vanished into white all
 around us.  We were cleared up to 6000, then direct to the Ottawa VOR
 to start a simulated cross-country to North Bay.  At the VOR, I turned
 onto V316, intercepted it promptly, and was stabilized on course and
 groundspeed by 2 DME (not bad, since we were 1 mile above the VOR to
 start with).  I then hauled out my E6B, calculated a revised ETA and
 fuel burn based on my current DME groundspeed, and then just sat back
 and relaxed the rest of the way out to 9 DME.
 
 Ottawa Terminal then cleared us back to the VOR for a hold north on
 the 360 radial.  I flew back the 270 radial (90 TO), then turned
 sharply to intercept my inbound radial outbound with reverse sensing
 for a parallel entry (I like doing it that way, so that I get DME
 groundspeed readouts to plan the rest of the hold).  We did a couple
 of laps in the hold, then I asked terminal for a couple of vectored
 approaches (no full procedures in hard-core IFR, since I'd mess up
 their very busy airspace).  They vectored me around for a while, then
 set me up to intercept the NDB 07 (at which point the examiner failed
 my DME, just to keep me honest on the stopwatch work).  The approach
 went fairly well -- I did bust MDA by 20 ft, but caught it and
 recovered in less than a second, and the DFTE didn't mention it in the
 debrief.  My compass precessed a few degrees during the descent, so I
 ended up a bit away from the runway when we got a glimpse of the
 ground straight down through the mist just before going missed, but
 there's nothing to do about that.
 
 Tower handed me back to terminal, who vectored me south to bring me
 around for the ILS 07 to a full stop.  I asked for a bit of time to
 prepare, but they had a boatload of arrivals about to hit (all
 airliners), so I agreed to go straight to the approach and just asked
 not to be vectored too close into the NDB on final.  They brought me
 around for an intercept 8 miles out and then asked for maximum
 approach speed, so I opened the throttle, pushed the nose down, and
 shot on in at 110 kias.  The needles stayed nicely centred all the
 way, but I did feel my first unease in IMC when I thought of how fast
 I was flying and how close to the (invisible) ground I was as I got
 closer to DH.  The runway came into view less than a mile back, just
 as I was calling out advisory visibility, and 50 feet above DH the
 DFTE said OK, you're visual, go ahead and land.
 
 Fortunately, 07 is an 8000 ft runway, since I was at 110 kias and 250
 ft almost over the threshold and the runway was wet and slick.  I
 brought up the nose and dropped flaps, but I didn't want to do any
 serious braking on the wet surface, so I let the plane roll on past
 the intersection with 14/32, ending two or three miles on the far side
 of the airport from our destination on the North Field.  We had a long
 taxi back, but the DFTE didn't say anything about whether I'd passed
 or failed, and the 20 ft MDA bust started to loom larger in my mind.
 When I came inside (wet) for the debrief, he chewed me out for not
 putting on carb heat every 15 minutes or so in IMC (not part of the
 test, fortunately), then filled out the examination form in front of
 me from memory.  The NDB approach was one of the last items, and it
 was only when I saw him give me a 3/5 for that that I was fairly
 certain I'd passed.  He then shook my hand, told me that I was a good,
 safe, competent IFR pilot, and endorsed my license.
 
 Well, that's it for now.  We have to retake the IFR flight test every
 two years in Canada, so I'll be back up in Summer 2005.
 
 
 All the best,
 
 
 David
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Re: [Flightgear-devel] Fokker 100

2003-07-22 Thread Christopher S Horler
This almost (maybe I will) makes me want to compose a tutorial on using
blender to model aircraft - Erik is obviously a new user to both tools
and blender proved more daunting.  

All one needs is mastering of basic blender skills and UV editing (did I
say how much I hate blenders UV editor - it's dying for closer
integration with the GIMP, as both have python interfaces - I've some
ideas for a script).

Chris

On Tue, 2003-07-22 at 18:17, Erik Hofman wrote:
 Frederic Bouvier wrote:
  Erik Hofman wrote:
  
 The last version supported on Irix is version 3.0 which doesn't have 
 this feature :-(
  
  
  hum... You are probably confortable with ac3d now but ...
  do you consider to use Blender ? 
  There is a v2.27 IRIX binary build available. It certainly has what is
  missing in ac3d 3.0 and is now in 3.6
 
 
 Yes, but I felt rather helpless ...
 I certainly wouldn't have been able to get the model up to this stage in 
 the amount of time it took.
 
 Erik
 
 
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Re: [Flightgear-devel] Fokker 100

2003-07-22 Thread Christopher S Horler
whoops on my spelling...

On Tue, 2003-07-22 at 19:07, Frederic Bouvier wrote:
 Christopher S Horler writes:
  This almost (maybe I will) makes me want to compose a tutorial on using
  blender to model aircraft - Erik is obviously a new user to both tools
  and blender proved more daunting.  
  
  All one needs is mastering of basic blender skills and UV editing (did I
  say how much I hate blenders UV editor - it's dying for closer
  integration with the GIMP, as both have python interfaces - I've some
  ideas for a script).
 
 When you master all the mouse manipulations ( with all CTRL, SHIFT, MAJ
 combinations ) it is a very effecting tool.
 
 -Fred
 
 
 
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Re: [Flightgear-devel] weird reset

2003-07-20 Thread Christopher S Horler
On top of all that I also found it all quite amusing when switching to
the outside view - can anyone land like that - I can't seem to fly that
close to the ground upside down:-)

The other thing I noticed when I misuse the C172 is that after
performing a snap roll the artificial horizon is all up the creek - I
guess this is realistic though?

On Sat, 2003-07-19 at 23:09, Tony Peden wrote:
 On Sat, 2003-07-19 at 14:12, Tony Peden wrote:
  On Sat, 2003-07-19 at 14:04, Curtis L. Olson wrote:
   [EMAIL PROTECTED] writes:
Am Samstag, 19. Juli 2003 22:21 schrieb Christopher S Horler:
 This sometimes happens when I reset - I can't reproduce it everytime,
 I'm looking into things that may make it happen - it seems almost like
 some values are being initialized incorrectly i.e. the plane starts the
 right way up then goes through a 180 degree half loop.

 http://www.zen11419.zen.co.uk/snapshot10.png



I agree.
I have the same problem.
   
   This is something that I've noticed recently too.  It appears to only
   be a problem with JSBSim aircraft, and at least for me happens on 100%
   of the resets or on-the-ground repositions.  Something in the JSBSim
   ground trim code seems to have changed
  
  I did make some changes, but they don't appear to be the problem.  It's
  wanting to do an in-air trim following the reset even though it's on the
  ground.
 
 /sim/presets/onground is false.  I'm not sure why.
 
   
   Regards,
   
   Curt.


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Re: [Flightgear-devel] Auto Pilot problem (was Instant replaysystem)

2003-07-20 Thread Christopher S Horler
A330 Tanker gets my vote...

On Sun, 2003-07-20 at 16:01, Lee Elliott wrote:
 On Sunday 20 July 2003 15:16, Major A wrote:
  
   Ta for the info.  I found that the auto-throttle holds the set speed very 
   well, even between different a/c types and it was very easy to match 
 speeds 
   between them.  Using multiplay, with a B-52 and a YF-23 both set to the 
 same 
   ap speed, there was hardly any drift between them and it got me thinking 
   about doing a KC-10 for playing at in flight re-fuelling:)
  
  Not the KC-10! A Vulcan and 11 Victors make a good set for a Black
  Buck mission, now that would be exciting!
  
  I'll have to give the new A/P a try...
  
Andras
  
  ===
  Major Andras
  e-mail: [EMAIL PROTECTED]
  www:http://andras.webhop.org/
  ===
 
 Heh - I've got a very basic Vulcan model I did for a picture but it would need 
 a complete re-work to make it suitable for FG.  A Victor really appeals to me 
 too.
 
 I'd rather do one of the VC-10 tankers but that's a probe  drogue job.  A 
 boom equipped a/c would be easier to to do.
 
 In the long term we'll need both types and we'll also have to start including 
 the refuelling gear (probes or receptacles) on the a/c models:)
 
 LeeE
 
 
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Re: [Flightgear-devel] boeing 747-400 3d cockpit

2003-07-20 Thread Christopher S Horler
From what I've heard the 747X (Stretch) was attempted at the design
stage on many occasions but never proved feasible on any occasion.  I'd
guess that the press release is slightly misleading.

On Sun, 2003-07-20 at 14:07, Jim Wilson wrote:
 Erik Hofman [EMAIL PROTECTED] said:
 
  Jon Berndt wrote:
  
   Anyhow, for those guys that have made JSBSim models lately, do we have a
   turbine for it?
  
  Hmm, Boeing 747-400:
  
  Thrust (lb)
  CF6-80C2-B1 58000
  PW 4056 56000
  RB211-524H  60600
  
  Which one do you want?
  
 
 According to this page (not sure where the data was sourced)...
 http://www.januranusjaymartin.de/air/aircrafttechdata-boeing-747-757.html
 
 ..the 747-400 only comes with the CF6,  with the exception of a 74X Stretch
 version that is a little larger.  That model is in discussion here...
 http://www.boeing.com/news/releases/2000/news_release_000629b.html
 
 ..but I'm not sure they've actually built any yet, in fact IIRC they
 cancelled production late in the game for lack of orders.  It was to run the
 GP7000 engine as described here...
 http://www.geae.com/engines/commercial/gp7000/
 
 So basically I'm saying that if you want to model a 747-400 series, the
 General Electric CF6-80C2-B1 is the probably one you want.
 
 Best,
 
 Jim
 
 
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Re: [Flightgear-devel] 747 cockpit data

2003-07-18 Thread Christopher S Horler
xpdf indeed does open it but kghostview does not... 

On Fri, 2003-07-18 at 02:26, Jim Wilson wrote:
 Christopher S Horler [EMAIL PROTECTED] said:
 
  Tried to look but the pdf file won't open once I downloaded it.
 
 That's strange.  Works for me with xpdf 1.00 and linux acroread 5.0.5.  File
 size is 4012610.
 
 Best,
 
 Jim
  
  On Thu, 2003-07-17 at 14:27, Jim Wilson wrote:
   This was an outstanding find.  I did have a main panel map that John sent me a
   while back, but this has the whole flight deck in one pdf.   Now if I could
   only have (for free :-)) the pages that reference each of the balloon keys in
   the diagrams.
   
   4 megabyte file:
   http://demo.lizardtech.com/solutions/document/images/747.pdf
   
 
 
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Re: [Flightgear-devel] 747 cockpit data

2003-07-17 Thread Christopher S Horler
Tried to look but the pdf file won't open once I downloaded it.

On Thu, 2003-07-17 at 14:27, Jim Wilson wrote:
 This was an outstanding find.  I did have a main panel map that John sent me a
 while back, but this has the whole flight deck in one pdf.   Now if I could
 only have (for free :-)) the pages that reference each of the balloon keys in
 the diagrams.
 
 4 megabyte file:
 http://demo.lizardtech.com/solutions/document/images/747.pdf
 
 BTW this is not an aviation site, they are pushing their idea of something
 better than pdf (djvu) so if you want you can go to just the website, mess
 with the plugin and all that and download the more compact 500k file.
 
 Best,
 
 Jim
 
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Re: [Flightgear-devel] Fokker 100 3D model

2003-07-16 Thread Christopher S Horler
An alternative reason for keeping it is the KLM stewardesses (at least
the last time I went on a Fokker 100 I was suitably impressed).  I don't
really agree with the article...that's why I had to find alternative
reasoning:-)  Although my standpoint has a strong degree of bias.

The model is looking good!  What tool have you been using?
On Wed, 2003-07-16 at 16:01, Erik Hofman wrote:
 Ha, this is the result of three days of practicing for a 3d model of a 
 fokker 100 (and the aeromatic model to match):
 
 http://www.a1.nl/~ehofman/fgfs/gallery/fokker/
 
 Erik
 
 http://www.rekkof.nl/fokker100/index_fokker_100.htm
 
 
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[Flightgear-devel] Rudder Trim

2003-07-16 Thread Christopher S Horler
I may have asked this before... not sure

There is a property Rudder Trim, are any controls mapped to this by
default.

Also the keyboard gives me rudder movement in only one direction at
present and it isn't reported in the property browser.  This is using
the default C172.

Chris


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Re: [Flightgear-devel] Rudder Trim

2003-07-16 Thread Christopher S Horler
I'll have to get back to you on that - that's not the control listed in
the docs - KP_Enter (the 0 works)
On Wed, 2003-07-16 at 22:29, Major A wrote:
  Also the keyboard gives me rudder movement in only one direction at
  present and it isn't reported in the property browser.  This is using
  the default C172.
 
 Do you mean that KP_Enter works but KP_0 doesn't do anything? Anything
 else that isn't working? I'm asking because I had a very similar thing
 recently.
 
   Andras
 
 ===
 Major Andras
 e-mail: [EMAIL PROTECTED]
 www:http://andras.webhop.org/
 ===
 
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[Flightgear-devel] nmea solved!

2003-07-13 Thread Christopher S Horler
Right there is no problem with my box.

What is happening is that the connection is opened (I checked netstat
for this) I then decided to chance running Atlas and sure enough I get
the plane and the movement.

The only problem being flightgear is still printing the previous message
to the log - even when it's working.


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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Christopher S Horler
As a blender user I'd like to see blender supporting some of these
formats natively... I'm getting the urge to do something about that, at
the moment it falls about 20th on my TODO list.  Above that is closer
integration of blender and the gimp for UV textures through the python
interface.

On Sun, 2003-07-13 at 10:15, Erik Hofman wrote:
 Jim Wilson wrote:
  Erik Hofman [EMAIL PROTECTED] said:
 
 1) Less effort positioning buildings (easier to move them around if need be).
  Just place the origin at some landmark in the scene and place the whole thing
 in one shot.
 
 I really think we should switch over to .ssg files for scenery objects. 
 The problem with .ac files is that we need to recalculate the normal 
 vectors (for each object?). I've tested them with some other file 
 formats and they all load way faster.
 
  So long as we have a good converter, it should be fine to do that.  One
  possibility would be to cache .ac files as .ssg files on the disk.  From the
  modeler's perspective it is probably going to be easier to have .ac files in
  the base package.
 
 I tested this one a bit today and even a LOD of 1 meters will give 
 good results on the SFO skyscrapers for normal (non clear sky 
 conditions), it has just one drawback: after conversion FlightGear 
 doesn't seem to find the textures anymore:
 
 http://sourceforge.net/mailarchive/forum.php?thread_id=2748130forum_id=4479
 
 Erik
 
 
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Re: [Flightgear-devel] Urban building model efficiency

2003-07-13 Thread Christopher S Horler
I wonder if it's possible to write a plib loader for blender files?

On Sun, 2003-07-13 at 16:00, David Megginson wrote:
 Lee Elliott writes:
 
   Is there any way to set a constriant on it?  It's fine when it's
   smoothing angles  90deg  270 but it would be better if it didn't
   try to do sharper angles.  This seems to be the cause of the
   artifacts often seen on models, for example at the wing traiing
   edges.
 
 It's a bit of a mess, really.  The problem is that AC3D is (or was,
 until recently) the only general format that worked fully with plib,
 but AC3D files do not contain information on normals.  If there's a
 better semi-standard format that we can use -- one that we can easily
 get From AC3D and Blender and import into plib with object names,
 normals, and texture information intact -- I'll be happy to switch to
 it.
 
 
 All the best,
 
 
 david
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[Flightgear-devel] nmea socket

2003-07-12 Thread Christopher S Horler
I thought this would select the correct options for running Atlas on the
same machine (assuming it runs on the default port)... the result is the
same with everything I've tried so far.  This is running on Linux - I'm
wondering if something is restricting access in my system configuration
(I don't remember setting anything).
The instructions on the Atlas page say this is the way - and the
options.cxx looks like it should be like this.

Here's the output from the command 
Hope someone can offer advice (I expect a simple solution)

./fgfs --nmea=socket,out,0.5,,,udp


$GPRMC,081225,A,3736.715,N,12221.509,W,014.6,032.6,1207103,0.000,E*56
$GPGGA,081225,3736.715,N,12221.509,W,1,,,04,F*0C
Error writing to socket: 0
Error writing data.
$GPRMC,081227,A,3736.721,N,12221.500,W,012.4,086.2,1207103,0.000,E*55
$GPGGA,081227,3736.721,N,12221.500,W,1,,,04,F*00
65: GEAR_CONTACT: RIGHT_MAIN 0
$GPRMC,081229,A,3736.718,N,12221.488,W,014.3,148.6,1207103,0.000,E*56
$GPGGA,081229,3736.718,N,12221.488,W,1,,,04,F*05
Error writing to socket: 0
Error writing data.





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Re: [Flightgear-devel] nmea socket

2003-07-12 Thread Christopher S Horler
yeah, I'd actually already tried this with the same result...

I beginning to think it's something to do with machine specific
configuration


On Sat, 2003-07-12 at 16:17, Innis Cunningham wrote:
 Hello Christopher
 This is what I have in the bat file on my windows 98 build that works.
 --nmea=socket,out,0.5,localhost,5500,udp .
 I realise that the linux setup may be different
 HTH
 
 Cheers
 Innis
 
 Christopher S Horler
 I thought this would select the correct options for running Atlas on the
 same machine (assuming it runs on the default port)... the result is the
 same with everything I've tried so far.  This is running on Linux - I'm
 wondering if something is restricting access in my system configuration
 (I don't remember setting anything).
 The instructions on the Atlas page say this is the way - and the
 options.cxx looks like it should be like this.
 
 Here's the output from the command
 Hope someone can offer advice (I expect a simple solution)
 
 ./fgfs --nmea=socket,out,0.5,,,udp
 
 
 $GPRMC,081225,A,3736.715,N,12221.509,W,014.6,032.6,1207103,0.000,E*56
 $GPGGA,081225,3736.715,N,12221.509,W,1,,,04,F*0C
 Error writing to socket: 0
 Error writing data.
 $GPRMC,081227,A,3736.721,N,12221.500,W,012.4,086.2,1207103,0.000,E*55
 $GPGGA,081227,3736.721,N,12221.500,W,1,,,04,F*00
 65: GEAR_CONTACT: RIGHT_MAIN 0
 $GPRMC,081229,A,3736.718,N,12221.488,W,014.3,148.6,1207103,0.000,E*56
 $GPGGA,081229,3736.718,N,12221.488,W,1,,,04,F*05
 Error writing to socket: 0
 Error writing data.
 
 
 
 
 
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Re: [Flightgear-devel] Views

2003-07-12 Thread Christopher S Horler
I like the idea of a menu for views...

Is there a way to reset the view - I sometimes move the view outside of
the plane around.

I would like to see it simple - two views one of the outside and one of
the cockpit (cycled by v).  Then Ctrl v could be bound to resetting the
view.  All remaining views and customized views specified in some xml
file could be in the 'view' menu.

On Sat, 2003-07-12 at 22:35, Erik Hofman wrote:
 Jim Wilson wrote:
  Erik Hofman [EMAIL PROTECTED] said:
  
  
 I noticed the number of views accessible using the 'v' is increasing. I 
 think it's a good idea to have a number of views, but I propose to limit 
 the views accessible using the 'v' key to a maximum of three and only 
 for views that are directly related to the aircraft.
 
 For other views I would propose to use a menu entry instead.
  
  
  Did you know that 'V' scrolls backwards through the views, and 'CTRL+v'
  returns to the first view?
 
 Nope. But still ...
 I mean we now have a tower view, we might come up with a final Approach 
 view and someday somebody will come by and asks for a windsock view. 
 Those are really candidates for a view selection dialog.
 
 Erik
 
 
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Re: [Flightgear-devel] AC Modeling

2003-07-11 Thread Christopher S Horler
I get a three view drawing, make the fuselage and 1 wing.  Then I
convert to mesh and optimise the mesh if necessary.  Then I remove half
of my extruded profile for the fuselage and duplicate and mirror the
remaining half to make sure I've a symmetrical object (assuming the a/c
is symmetrical).

To make the wing I produce cut sections of the wing and then skin them
as I think is mentioned in one of Bart's tutorials for blender (I think
it's a cave one) a great source for these is model a/c plans.

I think the boolean tools could be very useful (but these weren't
available when I started using blender).  They could be used to get a
good cutout quicker than editing the vertices to put in the u/c bay.

I made realistic looking wheels by making a high poly-count model of a
wheel and adjusting material properties etc to give an almost
photorealistic wheel... I then used this by making a texture from it and
putting it on a low polycount wheel (no one looks that much closely at
the wheels anyway).


On Fri, 2003-07-11 at 10:23, Frederic BOUVIER wrote:
 WillyB wrote:
  
  http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png
  You can probably spot some other things I've started to do wrong. 
 
 Ok, you already got the idea, but I would rotate the images in gimp ( top
 and front ) to have horizontals and verticals.
 
 If you crop the top view to the wings extremities and you already know
 the wingspan, it is easy to calibrate the image because the size you enter
 in blender is just wingspan / 2. Same for the other views.
 
 -Fred
 
 
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[Flightgear-devel] Atlas

2003-07-10 Thread Christopher S Horler
I would like to try atlas, do I need to give flightgear any specific
configure options (or anything else associated to fgfs).

Chris


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Re: [Flightgear-devel] Lot's of Fun!

2003-07-05 Thread Christopher S Horler
I'd like to see leaking fuel, detaching flight control surfaces, and
most importantly the pilot parachuting away!

Additionally!

I'd like to be able to participate in massively multiplayer flightgear
games.  I'm looking forward to the day when we get ATC controlled flight
and fighters are dispatched to pick up planes straying too much out of
their flight plan.  I can just imagine the dc3 being chased down by a
Spitfire or P51.  My long term plan at the moment is making a mosquito,
and Wellington.  Shortterm plan finish Spitfire.



On Sat, 2003-07-05 at 13:02, Arnt Karlsen wrote:
 On Fri, 4 Jul 2003 16:24:50 -0500, 
 Jon Berndt [EMAIL PROTECTED] wrote in message 
 [EMAIL PROTECTED]:
 
   It seems we could invent a competitive flying or even 
   dogfighting game that
   didn't involve guns and actually shooting down aircraft.
  
  Aerial Paintball.
  
  :-)
 
 ..getting hit should _hurt_, change the colors and add a 
 ton to the weight?  ;-)
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Re: [Flightgear-devel] Re: plib cvs

2003-07-02 Thread Christopher S Horler
I believe this is a temporary issue reading from SourceForge.. they
state that they are limiting pserver access until they upgrade their
infrastructure (and most people will be accessing the backup server for
the time being - which could be 24 hrs out of sync - due to be reduced
to 6 hrs).

The issue should be resolved by the end of August.

I noticed this because I was having similar problems with another Open
Source project...

On Wed, 2003-07-02 at 20:12, Lee Elliott wrote:
 On Wednesday 02 July 2003 20:03, Lee Elliott wrote:
  On Wednesday 02 July 2003 19:49, Melchior FRANZ wrote:
   * Lee Elliott -- Wednesday 02 July 2003 20:40:
where are people getting their plib cvs from?  I was getting it from
sourceforge but there seems to have been a problem with that for a few
days now.  Does anyone know of any mirrors anywhere?
  
   No. That's where I have plib from, too. Yes, sourceforge cvs
   is quite unusable these days (err ... weeks already). That's
   why I made a script that is more patient than I usually am:
  
 $ cat ~/bin/cvsup
 #!/bin/bash
 while true; do cvs up $*  exit; sleep 1; done
  
   It doesn't stop before it was successful.  :-)
  
   m.
 
  Ta.  Oh well - I'll just keep trying then.
 
  LeeE
 
 Heh! - I just got an update running when the two-hour limit on my dial-up 
 kicked in and I got chucked off - grrr.
 
 LeeE
 
 
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Re: [Flightgear-devel] Modeling Questions

2003-06-29 Thread Christopher S Horler
Hi,

 If you look here:
 http://24.121.17.106/fgfs/screenshots/
 I have 3 screenshots of a practice model aircraft that I've been working on to 
 learn how to model and texture things for FG. As you can see I've got a long 
 way to go!
My model is for all sakes and purposes finished (a few intakes need adding), however it
still sits on my box due to the seemingly complicated method of
camouflage and roundels - i.e. textures don't seem to work all that well
at in these cases.  Now python and blender and gimp and python could
feasibly work together I'm considering a better UV integration between
the 3.

The model looks quite good for a first attempt, Is the texture on the
cockpit window set to be transparent? - It appears blue but you can see
through it.

 First off.. the model is half see through, I think I need to make it 2 faced? 
 if so I'm not sure how to do that.  I did have to use crtl-N to get it this 
 far, but if you look at the last screenshot.. fgfs-screen-012.png you can see 
 that from the inside you can see straight through to the ground :(
 I need to fix that.
You have two options - I don't know for sure which is better.  You can
make the model 2 faced or you can build an inside to your cockpit so
that it only has to be single faced (this maybe better from a drawing
standpoint).  I would imagine that a 2 faced model would mean each face
effectively had to be drawn twice, which would imply a performance hit
but I'm not sure.

 
 Also, I made the model originaly as a half of model, then duplicated it and 
 mirrored it so both sides would be the same. you can see that it sorta looks 
 opposite as far as the faces go.. still need to figure that out too.
When you mirror something in blender it has the annoying habit of
leaving the normals on the mirrored face pointing inward.  You can
normally see this on an untextured object when shading is turned on and
it is black on the mirrored object outside.  Or you could turn on face
select mode and ask it to display the normals (this is also useful for
correcting individual face orientation).

 
 Then comes the texturing.. I was hoping to be able to make it like the texture 
 for the cesna, but that didn't work.. I then made a blue graphic w/ a white 
 box in one corner so I could see what was happening, and it looks to be 
 repeating it'self accross the whole model.
This sounds like you haven't mapped the faces correctly.  You can load
the texture in an image window (the screen should be split at this
stage) then select an appropriate view from the 3d window and select
faces (in face select mode) that you want to map.  I think you then
press the U button and select 'from window' in the menu that appears (or
another appropriate option).  It's nice to have the textured faces
showing (alt-z) and the image window locked to update vertexes as you
move them in the image window.


 I put the texture on using faces and the person icon in the other window.. 
 like Fred and Jim posted in an earlier thread, but not sure how to position a 
 part of it onto a part of the model.
 
 I'd like to be able to help w/ building models and 3d cockpits, but I still 
 need more practice and need to learn more about how to put textures on.
 
 If anyone can see where I'm going wrong I'd be interested in knowing!
 
 FWIW I'm pretty happy w/ the canopy :)) It turned out the way I invisioned it 
 to be :)
 
 MTIA
 
 WillyB
 
 
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Re: [Flightgear-devel] Modeling Questions

2003-06-29 Thread Christopher S Horler
Sorry I wasn't quite clear about this.

Go to face select mode (f)
select draw normals from the edit menu
enter edit mode and you'll see faces selected with normals drawn on
(this is slightly different from normal edit mode)

On Sun, 2003-06-29 at 08:49, Frederic Bouvier wrote:
 Christopher S Horler wrote:
   Also, I made the model originaly as a half of model, then duplicated it
 and
   mirrored it so both sides would be the same. you can see that it sorta
 looks
   opposite as far as the faces go.. still need to figure that out too.
  When you mirror something in blender it has the annoying habit of
  leaving the normals on the mirrored face pointing inward.  You can
  normally see this on an untextured object when shading is turned on and
  it is black on the mirrored object outside.  Or you could turn on face
  select mode and ask it to display the normals (this is also useful for
  correcting individual face orientation).
 
 What is the key for displaying normals in face mode ?
 
 -Fred
 
 
 
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Re: [Flightgear-devel] Modeling Questions

2003-06-29 Thread Christopher S Horler
2.27 

On Sun, 2003-06-29 at 09:16, Frederic Bouvier wrote:
 Christopher S Horler wrote:
  Sorry I wasn't quite clear about this.
 
  Go to face select mode (f)
  select draw normals from the edit menu
  enter edit mode and you'll see faces selected with normals drawn on
  (this is slightly different from normal edit mode)
 
 Which version of blender are you using ? I don't have 'draw normal' in
 the edit menu in v2.23
 
 
  On Sun, 2003-06-29 at 08:49, Frederic Bouvier wrote:
   Christopher S Horler wrote:
 Also, I made the model originaly as a half of model, then duplicated
 it
   and
 mirrored it so both sides would be the same. you can see that it
 sorta
   looks
 opposite as far as the faces go.. still need to figure that out too.
When you mirror something in blender it has the annoying habit of
leaving the normals on the mirrored face pointing inward.  You can
normally see this on an untextured object when shading is turned on
 and
it is black on the mirrored object outside.  Or you could turn on face
select mode and ask it to display the normals (this is also useful for
correcting individual face orientation).
  
   What is the key for displaying normals in face mode ?
 
 
 
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Re: [Flightgear-devel] Modeling Questions

2003-06-29 Thread Christopher S Horler
  There's some strange smoothing going on too - most of the polys seems to be
  getting smoothed independently of each other i.e. the wings and left
  tailplane in pic 12 compared with the right tailplane in this pic.
 
 I think now from reading other replys it's because of the normals not being 
 right after I shift-D and then S X to mirror or reverse it.

I'd wonder about each object having different smoothing characteristics


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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-28 Thread Christopher S Horler
So what frame rate are you actually getting and on what hardware?

On Sat, 2003-06-28 at 09:23, Erik Hofman wrote:
 Christopher S Horler wrote:
  Erik,
  
  Can you confirm exactly what you mean - 2.5x existing frame rate?
 
 Yes, I mean 250% increase. But I doubt many others would see such an 
 increase because my framerates were already close to freezing point...
 
 Erik
 
 
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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-28 Thread Christopher S Horler
Nice box

On Sat, 2003-06-28 at 11:00, Erik Hofman wrote:
 Christopher S Horler wrote:
  So what frame rate are you actually getting and on what hardware?
 
 If you promise not to laugh at me:
 
 3~4 fps on a sgi O2 (default Cessna, I get 7~10 fps when selecting 
 models without 3D panel).
 
 Erik
 
 
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Re: [Flightgear-devel] ATI OpenSource DRM

2003-06-17 Thread Christopher S Horler
I'm considering getting an ATI card because I'd like to be running total
GPL again - not that I have anything against nvidia's effort it's just I
would like the ability to tinker (void the warranty).  If you run the
DRI do you get fully hardware accelerated opengl (on supported cards)? 
Does this require any binary only modules?  Anyone heard any news about
adding R300 cards?

Thanks,

Chris

On Tue, 2003-06-17 at 19:10, Martin Spott wrote:
 Martin Spott [EMAIL PROTECTED] wrote:
 
  In the meantime while I'm writing this posting the compiler just finished
  the new DRI build - let's see if it works,
 
 I've built a _working_  ;-)  kernel patch:
 
 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Devel/linux-2.4.21-DRM.patch.gz
 
 
 Martin.


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[Flightgear-devel] SimGear CVS web problem

2003-06-13 Thread Christopher S Horler
Curt,

SimGear/simgear/scene/sky/clouds3d/SkyContext.cpp

When I try to view this using the web interface I get an python error
relating to enscript.

Chris
-

Failure during use of an external program:


enscript --color -W html -Ecpp -o - -


Python Exception Occurred


Traceback (most recent call last):
  File /usr/local/viewcvs-0.9.2/lib/viewcvs.py, line 2625, in run_cgi
main()
  File /usr/local/viewcvs-0.9.2/lib/viewcvs.py, line 2589, in main
view_checkout(request)
  File /usr/local/viewcvs-0.9.2/lib/viewcvs.py, line 1914, in
view_checkout
markup_stream(request, fp, revision, request.mime_type)
  File /usr/local/viewcvs-0.9.2/lib/viewcvs.py, line 662, in
markup_stream
markup_stream_enscript(lang, fp)
  File /usr/local/viewcvs-0.9.2/lib/viewcvs.py, line 493, in
markup_stream_enscript
enscript.write(chunk)
IOError: [Errno 32] Broken pipe



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[Flightgear-devel] SimGear CVS

2003-06-12 Thread Christopher S Horler
I just experienced a few problems:


[EMAIL PROTECTED] SimGear $ cvs upd -dP
cvs server: Updating .
P DoxygenMain.cxx
cvs [update aborted]: cannot open .new.DoxygenMa: Permission denied



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Re: [Flightgear-devel] SimGear CVS

2003-06-12 Thread Christopher S Horler
Whoops, 

My mistake I didn't own the file locally:-)

n Thu, 2003-06-12 at 20:42, Christopher S Horler wrote:
 I just experienced a few problems:
 
 
 [EMAIL PROTECTED] SimGear $ cvs upd -dP
 cvs server: Updating .
 P DoxygenMain.cxx
 cvs [update aborted]: cannot open .new.DoxygenMa: Permission denied
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[Flightgear-devel] Profiling/Graphics/Menus

2003-06-10 Thread Christopher S Horler
  I'm wondering what kind of graphics acceleration would be required to
run flightgear at adequate speed.  I have to admit that I haven't had
time to try in months (I hope to get a bit of coding time soon as well
as finishing other started bits - Spitfire).


If it is anymore than a 32 MB graphics card for the simple stuff then I
think that steps need to be taken to add a menu for graphics options if
these are indeed configurable (and assuming the menu doesn't already
exist).  This menu would allow you to configure the game to run
adequately on some defined baseline system.  I would also like to see
less reliance on command line options (I think this was getting better
with xml driven menus when I last looked?)


Finally can anyone tell me if they're looking at finding the bottlenecks
in the code?  Clarifying; points which slow it down which might be
implemented in a different manner, not including possible small
increases which I consider almost trivial.




-- 
Christopher S Horler [EMAIL PROTECTED]


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RE: [Flightgear-devel] P-51D

2003-03-11 Thread Christopher S Horler
Jim,

I like the model, after I get back from holiday I'll get out my spitfire
model and do some more work on that.  Just need a few german fighters
now a 109 would be nice.

Chris

On Mon, 2003-03-10 at 13:36, Jim Wilson wrote:
 Jon Berndt [EMAIL PROTECTED] said:
 
If it's not too much trouble, you might ask about Mustang 
Half  Half that he also did. It's got the exact markings 
of the P-51D I photogrpahed and incorporated into a lot of 
our FlightGear and JSBSim artwork. See my airshow pictures 
here:

http://www.hal-pc.org/~jsb/airshow.html

The Mustang I photographed is called Gunfighter II.
   
   Oops, I didn't notice that one.  I'll ask.
   
   Best,
   
   Jim 
  
  Any luck with this one?
  
  Jon
  
 
 Not yet.  It's possible that I don't have a current email address,  but in
 this case, not likely.  He might just be on vacation.
 
 I did start the conversion (the easy part of it) and on closer examination it
 the model really isn't as great as I thought it was.  So I've started building
 one of my own:
 
 http://www.spiderbark.com/fgfs/p51d-01.png
 
 Of course this is just a start.  What I usually do is work on things on the
 right hand side and then mirror over to the left when done,  so you could then
 consider the wings more or less done (without detailing).
 
 On the Half  Half,  do you have any other photos?  Or higher res of the one
 on the web page?  I probably could go ahead with the Half  Half if I had even
 just a picture of the nose area to get the isignia.
 
 Best,
 
 Jim
 
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Re: [Flightgear-devel] P-51D

2003-03-11 Thread Christopher S Horler
Blender can skin profiles, that's how I created my spitfire wings.

On Tue, 2003-03-11 at 17:03, Jon S Berndt wrote:
 In my quick viewing of the AC3D documents this morning I 
 thought I had seen that AC3D could create a surface given 
 formers placed appropriately. This would be very useful 
 if one has cross sections of a vehicle. Have you tried 
 this feature? I was also impressed that it would let you 
 place 3View images in the background, to trace the 
 planform. This one might be worth buying.
 
 Jon
 
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Re: [Flightgear-devel] F-16

2003-02-24 Thread Christopher S Horler
I'll second the awesome!  I'll try it soon.

On Sun, 2003-02-23 at 20:31, John Check wrote:
 On Sunday 23 February 2003 2:49 pm, Erik Hofman wrote:
  Christopher S Horler wrote:
   Erik,
  
   I'm not running flightgear at the moment, any chance of a screenshot?
 
  http://www.a1.nl/~ehofman/fgfs/
  (and scroll down a bit).
 
 
 That's awesome. I'll commit it after I give it a test run.
 
  Erik
 
 
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Re: [Flightgear-devel] F-16

2003-02-23 Thread Christopher S Horler
Erik,

I'm not running flightgear at the moment, any chance of a screenshot?

Thanks

On Sun, 2003-02-23 at 17:58, Erik Hofman wrote:
 
 Hi,
 
 With the help of David Culp I have been able to create an F-16 model 
 with a partially done 2d panel. One of the best parts is the realistic 
 HUD created by David.
 
 http://www.a1.nl/~ehofman/fgfs/download/f16.tar.gz
 
 Enjoy!
 
 Erik
 
 
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Re: [Flightgear-devel] ~30 new GPL'd models that work w/ FlightGear

2002-12-13 Thread Christopher S Horler
I always wanted to fly the BatWing!  Just need tech data now:-)

Chris


On Fri, 2002-12-13 at 18:42, Michael Selig wrote:
 Some good news and a BIG THANKS to AF Scrubby and Captain Slug:
 
 I (we) have obtained permission from them to use their 3D external models 
 under the GNU GPL.  All of these models will work with FlightGear.  I have 
 the zip files.  To fly, all they need are flight models (aero, propulsion, 
 gear, etc) backing them up.  If anyone is interested in these, I'll email 
 off the zip file(s).
 
 It might be a good idea to make a cvs module that contains these yet to be 
 fully developed FGFS aircraft.  That way they will not get lost.
 
 Here's the list:
 
 ~~
 AF Scrubby
 WWI Belgian Collection
 ~~
 
 Nieuport 17 with one gun
 Spad XIII
 Spad VII
 Nieuport 17 with 2 guns
 Hanriot hd-1
 Sopwith Camel (already flying)
 
 
 Captain Slug
 
 
 Propeller
 -
 Beech B76 Duchess
 Cessna 180 wheels floats skis
 EAPL Eagle X-TS
 Embraer EMB-120 Brasilia
 GlastarTail Tri Floats
 Raytheon T-6A Texan II
 Tango 22 Repaints
 
 Jets
 
 Bede BD-10 Falcon
 Cessna CitationJet 500
 Cessna CitationJet 525
 Dassault Falcon 900EX
 De Havilland Venom Mk4
 Gulfstream V
 Lear Jet 23
 Lockheed F-117 NightHawk
 Me163 Komet
 North American T-2 BuckEye
 Northrop B-2 Spirit
 Northrop T-38 Talon
 
 Helicopters
 ---
 Bell AH-1S SuperCobra
 Kaman K1200 K-max
 Sikorsky UH-60 BlackHawk
 
 Others
 --
 BatWing
 Schweizer 2-33
 Airwave Xtreme Hang-Glider (already flying)
 
 Regards,
 Michael
 
 
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Re: [Flightgear-devel] ..anyone else seen this?:https://sourceforge.net/ down

2002-11-16 Thread Christopher S Horler
Seems to be working alright here

On Sat, 2002-11-16 at 08:40, Arnt Karlsen wrote:
 ..anyone else seen this?: https://sourceforge.net/  down
 
 ..reads:We're Sorry.
 The SF.net domain is temporarily pointing at this maintenance page.
 Please access the SourceForge.net site at https://sourceforge.net -- you
 will be redirected there in 10 seconds.
 
 ..well, I did yesterday this time too.
 
 
 -- 
 ..med vennlig hilsen = with Kind Regards from Arnt... ;-)
 ...with a number of polar bear hunters in his ancestry...
   Scenarios always come in sets of three: 
   best case, worst case, and just in case.
 
 
 
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Re: [Flightgear-devel] Sopwith Camel model added

2002-11-10 Thread Christopher S Horler
You've been busy this weekend, it's always nice to see the range of
aircraft increasing.  I'm still on my way to making the CVS work (I'm
very busy here), when I do it'll be great to have a go with all these
aircraft.  If I'm lucky I might get something done on the spitfire model
today...

Chris

On Sun, 2002-11-10 at 04:42, Michael Selig wrote:
 
 I have just added a Sopwith Camel to the CVS.  Not only does it
 include the flight dynamics model, but also there's an external model
 from A.F. Scrub!  He has granted permission for us to use and release
 these with FlightGear under the GNU GPL.
 
 There's a readme file on the external model from A.F. Scrub in:
 ~/fgfsbase/Aircraft/sopwithCamel/Models/uiuc/sopwithCamel/
 
 The flight model readme from ~/fgfsbase/Aircraft/UIUC/ is included below.
 I've included a blurb about the initial motivation for this model as it 
 relates some work for the Discovery Channel.
 
 Regards,
 Michael
 
 ==
 = Sopwith Camel F.1  =
 = WWI Fighter=
 = for FlightGear with LaRCsim and the UIUC Aeromodel =
 ==
 = Flight model by:   =
 = Michael Selig, et al. ([EMAIL PROTECTED])   =
 = http://www.aae.uiuc.edu/m-selig/apasim.html=
 ==
 = External model by: =
 = A.F.Scrub Scrubby PC ([EMAIL PROTECTED])  =
 ==
 
 To run, try:
 
 fgfs --aircraft=sopwithCamel-v1-nl-uiuc
 
 Files and directory structure required in $FG_ROOT/Aircraft/ to fly the
 model:
 
 sopwithCamel-v1-nl-uiuc-set.xml
 sopwithCamel/Models/uiuc/sopwithCamel/cambelg0.bmp
 sopwithCamel/Models/uiuc/sopwithCamel/cambelg1.bmp
 sopwithCamel/Models/uiuc/sopwithCamel/cambelg2.bmp
 sopwithCamel/Models/uiuc/sopwithCamel/cambelg3.bmp
 sopwithCamel/Models/uiuc/sopwithCamel/cambelg4.bmp
 sopwithCamel/Models/uiuc/sopwithCamel/cambelg5.bmp
 sopwithCamel/Models/uiuc/sopwithCamel/cambelg6.bmp
 sopwithCamel/Models/uiuc/sopwithCamel/cambelg7.bmp
 sopwithCamel/Models/uiuc/sopwithCamel/cambelg8.bmp
 sopwithCamel/Models/uiuc/sopwithCamel/cambelg9.bmp
 sopwithCamel/Models/uiuc/sopwithCamel/Sop-panel.bmp
 sopwithCamel/Models/uiuc/sopwithCamel/camel.txt
 sopwithCamel/Models/uiuc/sopwithCamel/cambelg.mdl
 sopwithCamel/Models/uiuc/sopwithCamel/sopwithCamel-model.xml
 sopwithCamel/Sounds/uiuc/sopwithCamel-sound.xml
 UIUC/sopwithCamel-v1-nl/aircraft.dat
 UIUC/sopwithCamel-v1-nl/CDfa-06.dat
 UIUC/sopwithCamel-v1-nl/CLfa-06.dat
 UIUC/sopwithCamel-v1-nl/Cmfa-06.dat
 UIUC/sopwithCamel-v1-nl/Cmfade-03.dat
 UIUC/sopwithCamel-v1-nl/README.sopwithCamel.html
 
 These files above come with the FlightGear base package.
 
 ~~
 
 Model description and updates:
 
 11/9/2002 - First release: v1-nl
 
 * Motivation: FGFS and the UIUC aero model were used to develop the
flight model of both the Sopwith Camel and Fokker Dr.1 Triplane.
These models were then used in another simulation with a
collaborator, Brian Fuesz.  In that simulation, guns, terrain,
villages, multiple planes, etc were added to simulate the last
flight of the Red Baron.  This work was filmed for the Discovery
Channel show Unsolved History: The Death of the Red Baron
scheduled to first air Dec 18, 2002.
 
 * A.F. Scrub ([EMAIL PROTECTED]) has granted FlightGear
permission to use and release the external model files with FlightGear
under the GNU GPL.
 
 * A weights and balance was performed to arrive at an allowable
c.g. location and from that data, mass moments of inertia were
calculated.
 
 * Lift, drag and pitching moment data is modeled from -180 to +180
deg.  In general, the aerodynamics are modeled using various
sources.
 
 * Apparent mass effects are modeled.
 
 * Gyroscopic forces caused by engine rotation and aircraft rotations
are modeled.  For an animation of how a WWI-type rotary engine works,
go here: http://www.keveney.com/gnome.html
An example of gyroscopic forces, are those forces produced when one
tries to rotate by hand a spinning bicycle wheel.
 
 * Spin aerodynamics are not yet modeled.
 
 * The simulation starts on the ground.  Throttle up to take off or
alternatively, use Ctrl-U to jump up in 1000-ft increments.
 
 * Interesting flight characteristics to note:
 
- The Sopwith Camel was considered a beast to fly.  It killed 385
  pilots while they were in training (non-combat).  In combat, 415
  of the surviving pilots were killed while flying the Sopwith
  Camel.  Approximately 5000 Sopwith Camels were built, and it is
  believed that collectively 1294 enemy aircraft were destroyed.
 
- In large part, the challenges to flying the Sopwith Camel involve
  the 

Re: [Flightgear-devel] Wright Flyer progress

2002-11-08 Thread Christopher S Horler
It's looking good! (I look forward to flying or crashing it as the case
may be).

Chris

On Sat, 2002-11-09 at 01:41, Jim Wilson wrote:
 Progress has been slow, mostly because of real work getting in the way,  but
 the Wright Flyer is getting much closer to completion.  
 
 Most of the detail and animation is done.  Here's a shot from the front with
 the elevator mechanism tilted up for initial ascent.:
 http://www.spiderbark.com/fgfs/wrightflyer-starting.png
 
 From the earlier discussion and pictures available I took a guess on the wing 
 warping.  For now the animation is pretty crude (only three positions), but
 better than nothing.  This is a shot from behind showing the wings warped for
 a roll toward the left:
 http://www.spiderbark.com/fgfs/wrightflyer-warp.png
 
 This is the startup line I'm using.  The location and heading is based on a
 best guess from various accounts.  Pictures of the Wright National Monument
 and a scan of a guide brochure from the Park helped a lot in at least matching
 reasonably close to the best guess that was arrived at in 1928 by a
 contingent of witnesses to the original event:
 
 fgfs --aircraft=wrightFlyer1903-v1-nl-uiuc --lat=36.020247 --lon=-75.669041
 --heading=5 --disable-random-objects --enable-auto-coordination
 
 Crazy details left on my todo list:
 
 - Adding control cables/chains and blocks for all the control surfaces.
 - Animating Orville's hips and the cradle.
 - As soon as I figure out the exact shape, adding the foot stop that kept
 Orville from sliding off the back of the wing at startup.
 - As soon as I get some more information (a good picture or diagram), modeling
 the instrument cluster that was mounted just to the right of Orville's right
 arm.
 - Correct the elevator animation once information on its actual range is 
 learned (anyone know this?)
 - Modeling the rail.
 - Modeling the rear skid (this is tricky because it gets dropped and left
 behind when the aircraft becomes airborn).
 
 I'm really not up to speed on scenery modeling,  but if someone wants to it'd
 be great to have a tiny bit of territory covering just Kill Devil Hills, NC
 and the Outer Banks, that was simply covered with a nice beach sand texture as
 it was back in 1903.
 
 Another idea: if we had that little chunk of sandy scenery we might want to
 put together a special release (that included a binary and a tiny subset of
 the base package) for school teachers and whoever else to download during the
 centennial year.   Might be kind of cool to release it next month on December
 17th,  the 99th aniversary of the first flight.  Sounds like a potential
 promotional thing for the FlightGear project too, I'd think.
 
 Best,
 
 Jim
 
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[Flightgear-devel] Parachute for C172

2002-11-07 Thread Christopher S Horler
I found a Flight International around work today when I was waiting for
someone.  It has an article about an emergency parachute system on some
plane (I forget which), and I think it said you could get them for
C172's and another Cessna...

So how long before I can land my fgfs C172 by parachute?

Later,

Chris




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Re: [Flightgear-devel] building models

2002-10-30 Thread Christopher S Horler
Never modelled any scenery, but the idea of flying through a large train
station or something else kind of appeals to me (is this possible?)



On Wed, 2002-10-30 at 13:03, Major A wrote:
 
 Hi, I just came across a website:
 
   http://www.greatbuildings.com/
 
 They have information on important buildings, many have downloadable
 3D models. Those of you involved in creating scenery: how about adding
 a real Eiffel tower in Paris, for example? (Assuming it's not yet
 there.)
 
 Please Cc: to me as well when you reply.
 
   Andras
 
 ===
 Major Andras
 e-mail: [EMAIL PROTECTED]
 www:http://andras.webhop.org/
 ===
 
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Re: [Flightgear-devel] DEM, sigh

2002-10-30 Thread Christopher S Horler
Just while we wait for the free data, I'm curious to know how much it
costs to get the use of a satellite for collecting it.  Is it the
blender fund kind of area?

Later,

Chris


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Re: [Flightgear-devel] DEM, sigh

2002-10-30 Thread Christopher S Horler
I guess, we ain't going to have much success starting our own little
fgfs scenery fund then:-)

On Wed, 2002-10-30 at 19:21, Christian Mayer wrote:
 Christopher S Horler wrote:
  
  Just while we wait for the free data, I'm curious to know how much it
  costs to get the use of a satellite for collecting it.  Is it the
  blender fund kind of area?
 
 IIRC the SRTM SpaceShuttle mission had a budget of 250 million US$...
 
 CU,
 Christian
 
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 The idea is to die young as late as possible.-- Ashley Montague
 
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Re: [Flightgear-devel] Clickable cockpit

2002-10-29 Thread Christopher S Horler
On Mon, 2002-10-28 at 22:05, Julian Foad wrote:


 
 - Julian Foad,
Secretary,
IASFGP (International Arbitration Service for Flight Gear Programmers)
 ^^ NICE (Neutral Integration, of Certified Extrapolations)
Later,

Chris


 
 
 
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RE: [Flightgear-devel] FlightGear 0.8.0 on Win98SE

2002-10-26 Thread Christopher S Horler
I've been following this for a while now, inactively because I don't use
windows.  I have to ask the question why not write a quick replacement
for the command window, if all we are interested in is logging calls? 
It would be possible to do this in Assembler I'm guessing - using NAsm
and using windows calls.  If all it has to do is log output.  Presumably
we would come up with something that works on Windows 98 through XP? and
then include the executable in the release?

Later,

Chris



On Fri, 2002-10-25 at 08:42, Richard Bytheway wrote:
 In my experience, worst case is having the terminal (console) window open but 
covered (partially or completely) by another window, least bad is to have the console 
window selected. Best case for when the console window is not selected is to have it 
minimised.
 On NT like systems, it feels as if it helps to reduce the size of the console window 
as well.
 
 Since I have never used game mode, I have no data points, but I would think that it 
is comparable to open and covered.
 
 Yes even a few lines really is a problem, I have seen characters appearing at about 
2 a second when things get really bad.
 
 Try the logging options that other people have mentioned.
 
 Richard
 
  I'm not very experienced here ... but are you sure that the problem is
  just writing to the terminal window ?
  From what I can see ... when it happens ... there are about 
  20 lines of
  text written (something like ... Updating Sun position ... is among
  them). That is not very much ! Moreover ... If I remember 
  well the problem
  seems to exist also when the terminal window is minimized 
  and when FGFS
  runs in full screen mode - in both cases the terminal window is
  invisible (writing to it should be fast).
  I tried to set JSBSIM_DEBUG=0, but it does not seem to help much.
  In any case ... is there anywhere any option in Win98SE that I could
  try to activate in order to get it faster ?
  
  Best regards,
  Jacek.
  
  
 
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[Flightgear-devel] Back Soon...

2002-10-01 Thread Christopher S Horler
Just to let everyone know, I haven't given up on the Spitfire model. 
I've been looking for new accomodation, now that's found I anticipate
I'll be without internet for a 2 week period (or less).  It looks like I
can get ADSL this time, fingers crossed.

Later,

Chris.




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Re: [Flightgear-devel] Custom Config for Microsoft SideWinder Force Feedback

2002-07-05 Thread Christopher S Horler

I've got MS Sidewinder Precision 2, but I'm guessing that it would be similar 
to Frederic's.  Also I only use some of the buttons (the top hat for view, 2 
buttons for trim and two for flaps, 1 for brakes, and obviously the axis for 
yaw, roll, pitch, and thrust - leaving 3 unconfigured buttons).

Let me know if it's needed meanwhile I'll check out the one in CVS and see if 
it might be useable on my joystick.

Later,

Chris

On Thursday 04 Jul 2002 9:40 pm, David Megginson wrote:
 Frederic Bouvier has kindly contributed a custom joystick config file
 for the Microsoft SideWinder Force Feedback joystick (see
 Input/Joysticks/Microsoft/ in the base package).  Any other
 submissions?


 Thanks,


 David


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Re: [Flightgear-devel] BGL Loader part 2

2002-06-07 Thread Christopher S Horler

This looks damn good!

On Saturday 08 Jun 2002 12:03 am, Cameron Moore wrote:
 * [EMAIL PROTECTED] (J?rgen Marquardt) [2002.06.07 17:09]:
  Am Freitag, 7. Juni 2002 23:21 schrieb Gene Buckle:
 Screenshots! :)
   
sure I can make some but where to post?
I think the list allows only attachments up to 40k..
  
   If you want, you can upload it to simpits.org via
   http://www.simpits.org/fileproc/upload.php - it can then be viewed by
   looking at the bottom of this:
   http://www.simpits.org/fileproc/allfiles.php page.
  
   Thanks!
  
   g.
 
  done :)

 Shortcut:
   http://www.simpits.org/fileproc/files/fgfs-screen-017.jpg
   http://www.simpits.org/fileproc/files/fgfs-screen-019.jpg

 Very nice!


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Re: [Flightgear-devel] Cessna POH's

2002-05-30 Thread Christopher S Horler

I don't suppose such things exist for larger planes (or at least they wouldn't 
be so readily available)?

On Friday 24 May 2002 4:09 pm, David Megginson wrote:
 After waiting a month and a half for a C172P (1981) POH to get to my
 flight club through the distribution chain, I just gave up and called
 Cessna directly at

   (316) 517-5800

 After they explained the difference between a POH (customized for a
 specific serial number) and an Information Manual (same information,
 but generalized for a complete model/year), I went ahead and ordered a
 copy of the Information Manual for only US$21 + shipping.

 If anyone else is interested in doing serious simulated flying,
 testing, or FDM development for a Cessna plane, you might consider
 ordering an Information Manual for the plane you're interested in -- I
 had no idea it would be so cheap.


 All the best,


 David


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Re: [Flightgear-devel] latest CVS doesn't run on linux

2002-05-20 Thread Christopher S Horler

FYI

I run RH 7.3, plib cvs, simgear cvs, fgfs cvs and base cvs, and use NVidia 
drivers and don't experience any of these problems.  I suspect that your 
solutions are not entirely necessary, maybe when you upgraded you might have 
forgot that the XFree devel rpm probably sticks in a new libGL which was 
previously renamed by installing the NV rpms. 

The documentation says that it's only necessary to install the NV GL includes 
if you want to use to quote '  NVIDIA OpenGL extensions'.  I'm not sure that 
flight gear uses them.

Later,

Chris


On Monday 20 May 2002 1:51 am, Flavio Villanustre wrote:
 On Sun, 19 May 2002, Flavio Villanustre wrote:
  Norman, tried both with no success. Now I'm looking at a libGL.a that
  XFree86-devel rpm from RedHat 7.3 has dropped into /usr/X11R6/lib.
 
  As soon as I have a clue I'll let you know to warn other people migrating
  to RedHat 7.3.

 I've finally got flightgear working on RedHat 7.3 with NVidia drivers. The
 only drawback I found is that either enabling game-mode or setting
 geometry leads to vry low framerates (probably due to software
 rendering?). Other than that, flightgear runs smoothly on a window with
 above than 50 fps on a Geforce2.

 It looks like flightgear got linked against a /usr/X11R6/lib/libGL.a
 presumable from Mesa (it comes from XFree86-devel.xxx.rpm) instead of
 /usr/lib/libGL.so from NVidia.

 So for everybody upgrading to RedHat 7.3, just make a symbolic link for
 libGL.so into /usr/X11R6/lib/ dir after installing your NVIDIA_GLX rpm.
 Just in case copy your NVidia GL headers into /usr/include/GL.

 To put it in a nutshell:

 rpm -U NVIDIA_GLX.*
 ln -s /usr/lib/libGL.so /usr/X11R6/lib/
 cp /usr/share/doc/NVIDIA_GLX/include/GL/* /usr/include/GL/

 After that, just compile plib, Simgear and flighgear as usual.

 Hope this helps others as well.

 Regards,

 Flavio Villanustre




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